MGirard
[05] Battler
Your Premium sexy costumes and you can vote for one other DoA girl to get one if you can read Japanese that is
http://www.gamecity.ne.jp/doa5/vote.html
http://www.gamecity.ne.jp/doa5/vote.html

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But I do want to see DOA at majors, I desperately want it. I have been saying for ages that I want to play DOA as competitively as possible. I absolutely loved DOA3, and got to play DOAU on Xbox Live, which was my first taste of any kind of competitive play in fighting games, which I wanted to do since I was a kid. And I am pretty old now, so it was a long wait.
The thing is, the changes being proposed seem to me like it won't be DOA at majors. In fact, the game as I see it is just bad. That's what I'm trying to say. It won't be at majors or anything.
The CB is conceptually no different to a launcher, in DOA terms. It is an attack that ends the mind game in a stun combo, allowing guaranteed damage. The key difference is that a launcher puts the opponent in the air, so the attacker now has to get in as powerful a combo as possible before the opponent lands. Different launchers will lead to better damage, so the defender will try to defend (counter) against the most powerful launcher if possible.
The key difference with a CB is that the guaranteed damage can be initiated fom the ground, with a MASSIVE frame advantage. This allows enormous combos to be done, just of the back of a wrong guess in a stun. It's going to be EXTREMELY REPETITIVE.
The argument that it can happen from a CH jab doesn't hold water. CH happen all the time in DOA. Can you imagine if a player at any kind of disadvantage was too scared to perform any kind of attack, because the stun from CH could lead to a huge CB combo?
I don't understand how you could write the above if you understand the DOA system. Any pro who understands the system will understand the numbers in the training mode. Anyone who doesn't can go to FSD or other places to find out. The forced tech trap find doesn't really demonstrate that you understood the system. But your above quote does suggest that you don't understand it.
If you're at +12 in SC5 you can connect a 12-frame attack right? That's not the case in DOA5, so when a SC player sees +12 in training mode, they're going to think something is wrong because they'll only be able to connect a 10-frame attack. Do you not see the problem with that?
Nice one! Maybe they'll bring out retro versions of Rise of the Robots and Street Fighter EX. You can be a pro at them too!I like winning. I like the competition and fighting games are something that I enjoy winning at. If I can find an easier way to win than the next guy, then good for me.
Players need to learn the system. I already said that +12 for example should mean that the player on advantage should trade an i22 attack with an opponent's i10 attack.If you're at +12 in SC5 you can connect a 12-frame attack right? That's not the case in DOA5, so when a SC player sees +12 in training mode, they're going to think something is wrong because they'll only be able to connect a 10-frame attack. Do you not see the problem with that?
Also, the only reason the forced tech strategy works is because of the 1-frame that you can block before you can counter. The fact that I assisted with the discovery of the technique should more than tell you I understand the DOA system.
My issue is not with something being guaranteed from a guard break, but that the displayed math is incorrect. At +12 I should be able to connect a 12-frame attack, but at best you can only connect a 10-frame attack (meaning you're actually at +10, not +12).