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Dead Or Alive 5 - Last Round

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Post by Alisassy September 18th 2014, 6:53 pm

See i don't think i'd play as ha much. She seems ok and i would've got her if LR was announced like two days before she went on sale.

If it was two days after she was on sale, i probably woulda had her already
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Post by Via Purifico September 19th 2014, 12:05 am

She's kinda slow and you have to know what you're doing.
She's fun to play though.
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Post by CFW September 19th 2014, 12:10 pm

OK, Aries was right.

1 returning male character and 1 new female character
Couldn't give much info on the new girl, just that her hair is not black.
New "soft skin" engine for PS4/X1
Still adding more hairstyles
More stages

http://www.freestepdodge.com/threads/tgs-interviews.4892/
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Post by Via Purifico September 19th 2014, 12:35 pm

Damn jonny  So I wonder who the male is. Has to be a male from dimensions as all the males in the main series are already in.
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Post by CFW September 19th 2014, 12:47 pm

It could be Raidou, Genra, or maybe even Donovan.
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Post by Via Purifico September 19th 2014, 12:49 pm

They said resurrected and Donovan is still alive so Genre or Raidou.
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Post by CFW September 19th 2014, 12:57 pm

Since it was directly translated, I'm thinking they just mean brought back so it could be someone that was playable before. 

But I'll keep a eye out on Donavan I mean I don't c why not his voice is already in the game but he ain't really go nowhere
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Post by Via Purifico September 19th 2014, 1:15 pm

That's what bugs me. His voice is in the game and very likely his model due to story mode but is not playable or a boss yet.
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Post by Via Purifico September 19th 2014, 2:04 pm



At least 6 new stages. two we know of already one shown here.
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Post by Via Purifico September 21st 2014, 1:32 pm

http://www.gamer.ne.jp/news/201409210011/
Translated
-PS3/PS4 cross play is not supported

-soft engine is about 65% complete

-soft engine makes breasts move more naturally, and also improves skin shader and etc. So male character's muscle will look better as well. Soft engine + sweat will be glorious. 

-After DOA5 LR Hayashi wants to make DOA6 using the power of next-gen consoles (PS4/Xbox One)

-As for Senran Kagura collaboration, we can't go into the detail at the moment but I think you know what we have in common.
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Post by CFW September 21st 2014, 1:35 pm

Dead Or Alive 5 - Last Round - Page 2 Tumblr_inline_nc9fenCRnC1ri460d
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Post by Via Purifico September 21st 2014, 1:44 pm

My reaction too tbh.
Only good news out of this is DOA6 development will be in full swing right away when LR is finished.
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Post by CFW September 21st 2014, 1:49 pm

Literally the entire point of the soft skin engine is for better animated breasts lmao 

When they start on DOA6 they better get some things clear and stick to it bc I'm tired of this.
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Post by Via Purifico September 21st 2014, 1:59 pm

I want the cliffhanger mechanics gone.
I want bigger stages like Seaside Market in 4 and the original layout for stages. 

Story mode needs to be better if not then put it back to how it was.

Volleyball should be a mini game.
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Post by CFW September 21st 2014, 2:06 pm

What was wrong with the story mode? I liked that it was one canonical story, I always hated when characters had different things goin on. Why does no one like it??????

What's wrong with the cliffhangers? I'm mad as hell they didn't add more since this was a hella hyped up feature way back when.  Mad
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Post by Via Purifico September 21st 2014, 2:28 pm

It was a hyped up gimmick that was only used on two stages.
The inconsistent camera work during it is horrible too.

It feels like a totally new frame when you hit someone towards to edge.

Story mode was eh it was ok in some parts but horrible in others.
Leifang had a better story when it wasn't shared with others.

She was useless in story mode.

Helena not beating Christie's ass after what happened in 4 made no sense either.
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Post by Alisassy September 21st 2014, 2:34 pm

Yeah, my only grips with cliffhangers is they weren't used enough, and the anaimaiton that starts it. It triggers by being knocked into the barrier, but the next scene is them rolling to the area they were just attacked through. Either they need to change that animation, or move the barrier away from the edge so it makes sense.

And it should be used more. I mean it was a gimmick used to market DOA in the early stages, and was only in the first two stages they showed off. L. O. L.

It'd also be nice that instead of rolling off a standard edge, it used the cliffhanger mechanic.
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Post by Via Purifico September 21st 2014, 2:38 pm

For a game that is used to falling off edges I am surprised at how sloppy that animation was.

Like you said, move the barrier further away.
I just can't see how hard it is to just make the falling animation as usual and just have the character hold on.
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Post by Meleenium September 22nd 2014, 1:21 am

I like the format of the story how it is. As for the story it self, it sucked.

As for the gameplay, they need to tone it down with the Critical Stuns. I hate how the momentum of this game shifts between both players under the stupidest circumstances.

It's really hard to reverse the momentum in this game, much harder than Tekken. At least as far as general gameplay. Except there is one moment where you can easily shift the momentum, provided you're on the fucking ground!

That stupid get-up kick has ridiculous crushing/invincibility frames. And it critically stuns on counter-hit. Why should you be rewarded for getting knocked to the ground? And why should I have any temptation to back away from my opponent after knocking them down? That's retarded. They need to take away, or tone down the crushing of that kick. And they need to make it so there's no chance for a critical stun, counter-hit or not.

As for critical stuns in general, they need to be harder to land. Less moves, particularly slower moves, need to be able to do them. Otherwise, the game breaks down into who can attack first.
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Post by Alisassy September 22nd 2014, 1:15 pm

You can't treat wake up kicks in DOA like Tekken, you gotta respect them. And since everyone has a reversal, it's quite easy to deal with.

DOA is just mind game after mind game after mind game, or to put it more bluntly, rock paper scissors in EVERY scenario. I wouldn't mind the stun it puts on being nerfed on CH, but it's just how the game works. If they were treated like the wake up kicks in Tekken, there'd really be no reason to use them.

True down attacks in DOA beat the wake up kicks anyway.
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Post by Meleenium September 22nd 2014, 11:10 pm

I know you can't treat wake up kicks like in Tekken. That's my problem with it. The risk of throwing them out there is too low.

And rock paper scissors ain't a mind game. It's a guessing game, which is what DOA mostly is. Huge difference. Mind games are where you're being unpredictable, relatively patternless, baiting and tricks. It's where one player has a sense of the psychology of the other player. Utterly a different beast from a simple guessing game. It's not intrinsic to the gameplay but rather a skill the player is able to utilize. But I'd say it's easier to incorporate mind games in Tekken than it is in DOA simply because there's more over-all options.

And there'd be plenty of reason to use them if they were like the ones in Tekken, because there's plenty of reason to use the ones in Tekken. The problem with DOA is there's far less options when you're on the ground, so they try to make up for it by putting two cheesy ass kicks.

Tekken has more options when grounded. More options = more depth. Always.
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Post by Alisassy September 23rd 2014, 3:23 pm

The only thing that is making you think Tekken has more mind games than DOA is the fact that if you guess wrong in DOA, not all is lost thanks to reversal holds from stun. NCs and NCCs are there in DOA, but nowhere near to the amount of scale as Tekken. I mean i see no difference choosing between low holding because you think they'll attack low in DOA and deciding to low crush in Tekken because you think they'll do a low. What makes one a mind game and the other a guess game?

And you can be unpredictable in DOA. Am i going high punch? Mid kick? Free cancel? Bait that wind up move and go for a throw? Will I low hold that high so you have to low throw me if you predicted a hold? Mind game and guessing game are same thing. DOA has an option for everything, and there's always an option to beat that. There's no easy scenario where it option A covers almost everything. Little is guaranteed in DOA outside of juggles and not alot is majorly rewarding, but that works on both sides so its balanced out.

As for the risk of throwing them out, depends who against. Some characters can avoid them easily, even the mids. Some have expert mid kick holds that go into a launch or free stun start and can reset the situation.

If you keep losing to a wake up kick, its your own fault. If you keep doing the wake up kick and getting held every time, its your own fault.
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Post by Meleenium September 23rd 2014, 9:11 pm

In DOA you're put into more situations to guess thanks to the Critical Hits. You can't block in them, so you're forced to guess which reversal is best. And Critical Hits happen way too easily.

It's like any little hit is an easy combo with the small risk of getting reversed.

Tekken isn't like that. It just has juggles, which you can only do with 15f starters or higher, apart from some CH launchers. So it's not a combo fest at high-level play. Outside of juggles, Tekken is poking, spacing and frame advantages, which is where the real mind game comes into play. So it's not like every little attack you do can lead to a combo. It's like that in DOA and that's my problem with it. DOA is a combo fest at high-level play. Every tourny match I see, it involves whoever can hit who first with some random pokes. Seconds later, someone is critically stunned and combo'd from an initial move that was like 11f. I don't care if you can do a reversal. Most reversals you throw out, especially while stunned, are not successful. Probably 10% will be.

I get major combo potential just by poking at people with Christie, with little 9, 10, 11 frame jabs. That's ridiculous. All I need to do is poke at them a little bit, and all of a sudden, I'm combing them. And it's not just because she's Christie. It's anyone in DOA.

And I'm sorry, no. Guessing games =/= mind games. Mind games involve playing with the opponents mind i.e. baiting, fakes, traps, set-ups etc... You can't do that in rock paper scissors, a guessing game. Well maybe you can, but it'd be at a very limiting degree.

I know you can be unpredictable in DOA. Like I said, it's down to the player. I do major mix-ups in DOA. But it always involves taking advantage of the silly Critical Hits.

I don't have major trouble against wake-up kicks on a personal level. But that doesn't mean I'm not gonna recognize them as a simple bad mechanic. I shouldn't feel the need to ever back away from the opponent who's been grounded, after giving them a well deserved beat down. Even tourney level players back away from them. That shouldn't happen in a fighting game.
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Post by CFW September 23rd 2014, 9:21 pm

popcorn
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Post by Alisassy September 24th 2014, 2:48 pm

Girl i literally explained some of the baits and set ups you can do in DOA hence making it more than a simple guessing game.

And just because DOA has alot more combos thanks to the ground system, you as the defender have more opportunities than in Tekken to get out of it. Just because they have different offense and defense styles doesnt make one more mind game focused than the other.

I wouldn't be bringing up Christie and her jabs. She's one of the fastest in the game and alot of people don't know how to deal with it. Especially online, the mechanics of the game can be quite unforgiving with her since you'd have to reversal her and you know what one it is you need to do but there's only that tiny window in the stun you can do it and hello input lag.

Yes in DOA you can begin comboing from that one little poke, but it has alot less NCs and NCcs to make up for that. If you keep doing the same thing in DOA, you will get stopped. Offensively or defensively. A wrong guess in DOA is normally nowhere near as punishing as a wrong guess in Tekken. Just because you're forced to make a decision doesn't make it not a mind game. If you knew what they would do, it wouldn't be a mind game wouldn't it? So why is it demoted to a guessing game if you're forced to decide and you don't know what they can do?

And in all honesty, there's nothing wrong with combo fest games. Alot of 2D fighters are combo fests. They typically come with a way to get out of combos, and DOA has its reversals.

Really, this is just reading like you can't appreciate the design in DOA's fight mechanics and should play something else.
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