Hoya Destroyer
Member
OK. I finally got the Mila swimsuit and got some pics for people who are interested. She looks goooood.
OK. I finally got the Mila swimsuit and got some pics for people who are interested. She looks goooood.
I'm so angry those aren't the pre-order items and we got crap bunny outfits with crap fuzzy textures instead.
so you're saying that people are hitting 40% critical burst combos on the regular in low level play?I'm so angry those aren't the pre-order items and we got crap bunny outfits with crap fuzzy textures instead.
I'm not really angry, just annoyed
Also the DOA5 in Dallas finals show what I'm saying about the high damage rate. 60 seconds rounds, 39 seconds first round. Ryu basically grabs two-three times and Helena loses with no ability to reset the round and run to a time-out or 10 second KO.
Round 2 (6:30) - Helena misses counter (6:38? Quality is crap on Youtube at the moment so can't be sure) or gets Critical Burst (6:41) combo'ed. Hayabusa launch->Izuna Drop from 90% to 50%. That's a 40% guaranteed combo.
Yes, he had to critical burst her (or have her miss her counter attempt) into that combo, but that's what I'm talking about: The damage rate needs to be lowered by at least 5-10% to where rounds aren't decided with one or two major breaks like that.
It's not enough to say "well, you need to critical/get them to miss reversing you." Given you can hit-stun pretty well and/or have them miss-counter to get a launcher you can get big damage easy.
Round 3 - Okay, that wasn't too bad, but yeah those rounds seem rare for the damage rate to be okay. But not all rounds at lower levels are going to be like that.
(And Set 4 shows that Hayabusa's launch->Izuna Drop does at least 20% on finishing so not devastating but still)
Of course, I'm not sure what health level they're playing on (Large? Largest?) but that also factors in. Playing on Normal health rounds are over too quick. It doesn't need to change into a Street vs Juggle vanilla time-over fest, but they need to change the damage rate into a variable damage rate to where the entire rounds aren't over in 10-20 seconds of longer round sets and health bars given you make 1 or 2 mistakes. It should be 3-4 mistakes allowed in low-level play to where both sides have a chance of winning instead of "shit, I missed my counter" *wait 5 seconds while stunned/possible launched into air where you can't do shit about it*
So you guys think they will ever release a DOA Beach Volleyball again? I never played those, were they any good?
So, what are the chances of ever seeing DLC characters or stages?
Hmm so 3 would be good if they combined both games and improved on it.DOA XBV1 is actually a really fun volleyball game.
2 is mainly dressups
Really?Remove that gif. You might get into trouble with it.
Remove that gif. You might get into trouble with it.
I'm so angry those aren't the pre-order items and we got crap bunny outfits with crap fuzzy textures instead.
I'm not really angry, just annoyed
Also the DOA5 in Dallas finals show what I'm saying about the high damage rate. 60 seconds rounds, 39 seconds first round. Ryu basically grabs two-three times and Helena loses with no ability to reset the round and run to a time-out or 10 second KO.
Round 2 (6:30) - Helena misses counter (6:38? Quality is crap on Youtube at the moment so can't be sure) or gets Critical Burst (6:41) combo'ed. Hayabusa launch->Izuna Drop from 90% to 50%. That's a 40% guaranteed combo.
Yes, he had to critical burst her (or have her miss her counter attempt) into that combo, but that's what I'm talking about: The damage rate needs to be lowered by at least 5-10% to where rounds aren't decided with one or two major breaks like that.
It's not enough to say "well, you need to critical/get them to miss reversing you." Given you can hit-stun pretty well and/or have them miss-counter to get a launcher you can get big damage easy.
Round 3 - Okay, that wasn't too bad, but yeah those rounds seem rare for the damage rate to be okay. But not all rounds at lower levels are going to be like that.
(And Set 4 shows that Hayabusa's launch->Izuna Drop does at least 20% on finishing so not devastating but still)
Of course, I'm not sure what health level they're playing on (Large? Largest?) but that also factors in. Playing on Normal health rounds are over too quick. It doesn't need to change into a Street vs Juggle vanilla time-over fest, but they need to change the damage rate into a variable damage rate to where the entire rounds aren't over in 10-20 seconds of longer round sets and health bars given you make 1 or 2 mistakes. It should be 3-4 mistakes allowed in low-level play to where both sides have a chance of winning instead of "shit, I missed my counter" *wait 5 seconds while stunned/possible launched into air where you can't do shit about it*
you're aware that you quoted it, right?
Different, CE swimsuits.Swimsuits DLC contain suits that given for legend clear of time attack and survival or different?
So you guys think they will ever release a DOA Beach Volleyball again? I never played those, were they any good?
I'm so angry those aren't the pre-order items and we got crap bunny outfits with crap fuzzy textures instead.
I'm not really angry, just annoyed[/spoiler
That's it, if they announce a Wii U version I'm preordering it. CE if they do one.
WiiU DOA Extreme 3 with touch screen...
No multitouch? No thanks.WiiU DOA Extreme 3 with touch screen...
The actual volleyball sucked. Beach Spikers and Outlaw Volleyball did it much better.
So you guys think they will ever release a DOA Beach Volleyball again? I never played those, were they any good?
That's it, if they announce a Wii U version I'm preordering it. CE if they do one.
Because of swimsuit Mila?
If so, TN should be giving me a cut, for promoting their game
That's why I've been with this series since 2. The stun game sucks. I hate critical bursts.I mean, if you believe in hold mashing and rock-paper-scissors gameplay, than DOA is for you!
I'll step in and agree with him. I had way more fun with 4 than with 5.Also no one is agreeing with you so i'm wondering who is really wrong here.
That's why I've been with this series since 2. The stun game sucks. I hate critical bursts.
I'll step in and agree with him. I had way more fun with 4 than with 5.
Then go play the Stun Game with DOA4 which is more crazier there.
Do people still play DOA4 online?
That's why I've been with this series since 2. The stun game sucks. I hate critical bursts.
I'll step in and agree with him. I had way more fun with 4 than with 5.
You have less chances to counter and getting hit by a burst is annoying.
Take Zack for example. A lot of his fast kicks were really easy to counter after the first hit and you knew you could get that damage. Now whenever I use him online I have opponents that don't even try to counter.
It's the sweet taste of holds, once you pop you just can't stop.
When I first played DOA2, Kasumi's Hi Kick counter was my favorite. She just hops up over a guy's leg and kicks him in the face. You just can't get that satisfaction from other fighting games.
Since then Kasumi's moveset has gotten way too goofy. I don't even play her anymore, so ironically the magic that had me captivated from the start is gone.
OK. I finally got the Mila swimsuit and got some pics for people who are interested. She looks goooood.
Dude, I just want to say.... you're by far my favorite poster after that God damn green T-Rex.
not surprise that DOA players want things to make their game considered less as a competitive fighter. Reminds me of Masters.
I need to learn me some blocking, STAT.
Seems that I get countered or blocked any time the computer damn well pleases, but one hit and that's it... poof goes (on average) half of my life bar, and there's nothing I can do about it except watch my character bounce around stuck to the computers toe or fist.
Shit's unreasonable!