Dead or Alive 5 Announced for 2012! PS3 and Xbox

Discussion in 'General' started by Brisal73, Jan 8, 2010.

  1. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    Ditto. And I haven't even played it yet.:oops:
     
  2. def

    def Well-Known Member

    Genesis likes this.
  3. Genesis

    Genesis Well-Known Member

    XBL:
    Genesis Malakh
    Alien suit Zack, classic Tina and red Thundernuts. Even Bayman's beret! Everything is right with the world.
     
  4. BLACKSTAR

    BLACKSTAR You'll find him on the grind Staff Member Media Manager

    PSN:
    oBLACKSTARo
    XBL:
    BLACKSTAR84i
    I KNOW WHAT IT WAS THAT POSSESSED YOU GUYS.

     
    Griever and Chanchai like this.
  5. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    The free costumes are pretty awesome!

    I'm really enjoying the game, but Jesus Christ I'm really starting to see a lot of imbalance. Some characters just seem like they have all the right tools to keep you infinitely stunned while you play what feels like a rigged game of rock-paper-scissors. It's like everything they do gives a critical stun.

    Also Pai and Sarah just don't do shit for damage in my opinion when compared to Jahn Lee, Hayabusa and Hayate just to name a few. And TN seriously needs to make it that you cannot critical burst someone from a sit down stun. It just comes way to easy for certain characters.

    I know it's early, but does anyone have a tier list for this game? No matter what TN does to fix this game I don't see the tier list changing much due to how this system works.
     
    Chanchai likes this.
  6. DurViener

    DurViener Well-Known Member

    Sit down stuns are escapable. Hold H and spin the stick around and you should block the CB hit before it lands. It's one of the things that I don't like about this game.
     
    Blackula likes this.
  7. Lucky_GT

    Lucky_GT Well-Known Member

    I had no idea you couldn't counter out of sit down stuns. Will mess with it!

    @DurViener : I assume you don't like staggers in VF as well? They seem like the same concept!
     
  8. DurViener

    DurViener Well-Known Member

    It's the combination of that and the fact that they changed CB to 4 hits when it used to be 3. It makes them very pointless, since any decent player will see them coming. It makes you play the stun game longer, and also gives the defender more opportunities to counter, which has always been a problem in this series. There needs to be better options for guaranteed damage.

    VF staggers are not easy to escape, so there's a better chance for a followup there.
     
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  9. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    You can't counter from a sit down stun and I don't care how much you spin the stick, if setup to critical burst is timed right you CANNOT escape.

    And yes the problem with DOA has always been that it feels like the defender or the person in stun I should say always has the upper hand. You do all this work stunning the person and applying mix ups only to be held for decent damage. I've seen advance holds do more damage than Pai can do in a combo.
     
  10. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    apparently there is an invisible bar (kinda like dizzy bar in SF but it carries across rounds) that builds up when you escape from stuns quickly. Basically the more often you use the quick escape method to get out of a stun the longer/harder it is to get out of stuns later on and the more dmg combos you'll get hit with by the later rounds.

    However if you escape from stuns slowly, with only a few inputs. YOu will find that you can get out of stuns in the 2nd 3rd and up rounds with far less rotations of the stick and you'll be able to get out of more things.

    One of the things hseiken and his boy (who can beat all the current top DOA players) shared with me yesterday.
     
    Chanchai likes this.
  11. Some of you may know me better as the space cadet. Why am I here? To give my opinion in an unbiased sense on DoA5 as a game and the addition of Pai. I'm relatively unbiased on how a fighting game should be because I've never played them that much, nor have I stuck with one franchise. I have about four total months experience with VF, and in that time I had to learn the game mechanics through time spent online. I am not the greatest Pai player, but I know I'm good. I'm sure there's people around this site that have played me and can attest to that (koenraku? or are you still a hater?).

    So... the point of mentioning that is not to brag in any regard, it's to set the groundwork for the notion that because I never dedicated myself to any one fundamental gameplay mechanic, I went into DoA5 without predetermined expectations of how it should play, yet I have a strong enough understanding of the genre to be a very solid player.

    I spent my first three days with DoA5 doing nothing but learning the mechanics of the game and comparing this new version of Pai with VF5:FS's original.I have no opinion on how Sarah and Akira will pan out, but what I will say is that Pai is not a good DoA character. First, none of her "advanced" juggles or wall combos carry over to DoA. You are reduced to mostly basic juggles, such as ppkk, which is horribly weak compared to the rest of the cast.

    Her holds in DoA do not result in direct damage and/or knocking the opponent down, instead they incite a recovery animation. That is perfectly acceptable in VF because 9kk deals good damage every time. The problem with this in DoA is the hold system in relation needing to do a lunging attack to connect as a follow up. Anyone familiar with Pai would have a good idea of what's coming, thus, you are reversed in a situation where you should get guaranteed damage. The flip side to that is the "potential" for extra damage because of a mix up after your lunging attack... the negative to that is you're exposing yourself with lunging attacks that the opponent will be anticipating.

    DoA is about strings, and branching the end of those strings with either a punch of kick at different attack heights. The DoA cast is filled with a wealth of combos that allow a multitude of changes mid-combo. The majority of Pai's combos are very straitfoward with few options to alter the back end. This is compensated somewhat by the speed of her strikes, but that is offset with few variations once you start, and the fact that she's severly underpowered. I've pounded players with a barrage of attacks throughout an entire round, then upon glancing at their health bar, they still have a third of their health left. It's disheartening.

    Pai is effective still against DoA players that aren't familiar with her. Any good DoA player will probably see her as a free win. The main reason I got DoA5 was to be able to use Pai under the assumption that most of what I did in VF5FS would still apply. That is not the case. It was a difficult choice, but I had to ditch her... and am now working with Kokoro.

    Here's my take on the stun business: A player that knows to work on the stun "meter" after the initial hit is obviously trying to get to a critical burst. I'm sure you know this, but the only way to put someone in crit burst is to use the character's critical burst attack. Now, what some people may not know, is that once an opponent is stunned, there is a 28 hit point window before the next attack just simply knocks the opponent away, so you have to pass 28 points with a critical burst attack.

    Knowing that, it seems to me, means the player will have two (maybe three) predetermined "safe" pokes before attempting the critical burst attack. I say it's predetermined using myself as an example. With Kokoro, on a specific kick that stuns, I follow with two safe pokes that I know will set up the critical burst attack: a high punch followed by a mid kick. From that point, I know my critical burst attack will put the opponent in crit burst, which is the ONLY time there is a guaranteed launcher... with an added bonus of a higher launch.

    So what that means is a couple things. First, repeated games against the same player that tries to set up crit bursts will reveal their pattern on safe pokes. It also means that since there's a 28 point window, you can anticipate when they'll use their critical burst attack and hold it. And since each character only has one critical burst attack, once you learn them, you cut down on the guessing game considerably when you're stunned.
     
  12. Lucky_GT

    Lucky_GT Well-Known Member

    I'd never heard of that before either, and who would his friend be? And I want more info!

    Is it me or is the frame data thing a bit off? Moves that are -17 on block can't be punished with moves that are 16 frames of startup. It seems in terms of punishment you have to use a move that is 2 frames less than what the frame data counter shows.
     
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  13. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    After playing this more it's safe to say frames mean absolutely nothing in this game. What I have always hated the most about DOA is all these strings that can't be punished or end with a guard break. Some characters have really difficult strings to block because they are extremely fast and can go from high to low in an instant. So what reward do you get for blocking a full string? NOTHING! Well unless it ends low and you can react fast enough you get a low throw.

    I was playing an Ayane player that kept doing back turn shenanigans and did some combo from back turned that ended with what looks like a mid punch guard break. I was like WTF I just blocked like 6-7 hit string and my reward was I got guard break?????????

    Also ran into a Kasumi player that spammed PPPPPPPP all day. After blocking the last hit I couldn't really do much because she is only like -7 or something. Yeah I can do normal throw, but guess what she can escape. So I tried to P after guarding and the Kasumi player did 1PP which avoids highs and mids from a distance. I got staggered, used, abused, critical burst, you get the idea. The next time I tried to elbow, but somehow I got spammed out by another set of PPPPPPPP spamming.

    Anyway, why does Kokoro have like almost no normal tracking move except K+G whereas most characters have tons of normal tracking moves? I'm not talking about tracking moves from a string (she only has like 3 of those and they all suck), but just a single regular attack. Hayabusa's 3P+K for example is a mid attack that's pretty damn fast, can track like a son of a bitch and even has a follow up. Why does Kokoro only have one tracking move and it's fucking high on top of that?

    Honestly if I am going to continue playing this game I feel that I will be forced to only use specific characters if I want to win. This makes me sad, because I don't want to use a ninja or Jahn Lee.
     
    ToyDingo and SDS_Overfiend1 like this.
  14. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    You My nigga but Rod... fuck you thought? this game was gonna grow a brain in its 5th iteration? Now you see why i grew out of all this fighting game shit and stuck with VF as dead as it may be..The dumbing down of these games are a turn off.. You get rewarded by getting your ass stunned to land a reversal to get back the damage you lost slighty.. The more things changed the more the stay the same. No way in hell i block a string that ends in 3 different directions by guessing correctly only to get put at a disadvantage again to go into a flow chart smh!! My Jann Lee was low tier in 4 while everyboy used ninja/Konoichi and i got sheninigan's ran on me left and right.. to save myself the headache. I just use the power of self control and avoided the game lol!! if i gotta use characters and do dumb shit to win then im in the wrong game..... Its only but so long you run from VF.. you all will be back when you realize VF5FS changes are not as worst as the current set of bullshit you go through lmao!! This game is a joke don't take it seriously.
     
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  15. dapheenom

    dapheenom Well-Known Member

    This is correct. And it's as stupid as it sounds.
     
    Genesis likes this.
  16. BLACKSTAR

    BLACKSTAR You'll find him on the grind Staff Member Media Manager

    PSN:
    oBLACKSTARo
    XBL:
    BLACKSTAR84i
    The game doesn't seem to rely on the same fundamentals as every other fighting game. Team Ninja seems to have built the game to where you are EXPECTED to use their triangle system fundamentals (HOLD is in their triangle system, and not necessarily BLOCK). It seems it's better to memorize strings and use hold to punish, rather than block and wait your turn, like VF. I wouldn't say block less, but I'd definitely say use Hold alot more.

    DOA seems to be its own fighting game in its own world. I don't think that's necessarily a bad thing. If people try to play DOA like every other fighting game, you're going to get pissed off real quick, like everybody else who does the same thing
     
    Genesis likes this.
  17. RORY

    RORY Well-Known Member

    XBL:
    RORORORORORO
    Not necessarily though. Sure if your keep going for your critical burst you're going to be countered but that's why you're meant to mix it up, if your critical burst is a mid punch, go for a mid kick launcher instead because mid kick is a different hold to mid punch or even just throw once you reach the critical stun threshold. Make your opponent think twice about going for that mid punch hold.

    There's more mind games in the stun game than just fishing for critical burst combos.
     
  18. nou

    nou Well-Known Member

    In order to use Hold a lot more, you have to see where the opponent is going, yet there are no defensive options to cut them down, leading only to guessing, since if it hits, keep hitting. Was the hold successful? Wait my turn to guess, to take back the momentum.


    I just bought this game because of the tits.
     
    SDS_Overfiend1 likes this.
  19. KillaKen

    KillaKen Well-Known Member

    PSN:
    KillaKen
    XBL:
    KillaKen7
    Looks like he just started spamming on you. It seems like it's hard to condition an opponent in this game. People just keep attacking all over the place. Matches look crazy.
     
    Blackula likes this.
  20. KillaKen

    KillaKen Well-Known Member

    PSN:
    KillaKen
    XBL:
    KillaKen7
    Oh, and that commentator was annoying as shit in that CEO stream. Another FGC depression unless Capcom drops another game? Dude just STFU
     

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