RpgN said:
It's a crap game to you, it's okay to feel that way. Just don't push your opinion on an other person as a fact, a person who might feel differently about the games even if it's hard to believe.
Well, to be fair, my "opinion" is shared with countless other people but I'm not trying to force it on you, I'm merely stating how many, many people feel. Just because I don't open every sentence with "In my opinion" doesn't mean what I'm stating is a fact. Of course you're still entitled to like DOAD. Deep down, DOA is still a good game but, to me, this is an opportunity wasted.
Bizzyb said:
Interesting. Care to elaborate on why you feel as though DOA has been dumb down?
I can't speak for the original DOA or DOA++ but in DOA2 and DOA3 you had characters that played differently. They had different strengths to be used to your advantage and characters played differently from each other as a result. In addition, there were tools to get around your opponents or to hurt them.
The Japanese release of DOA3 is commonly referred to as DOA3.1 and it was considered the best game in the series for competition to date. It had tools like side-stepping, useful guard breaks that left the attacker at an advantage and frame advantage for other moves on block. In addition, the wall was very scary here. If you got knocked into a wall in 3.1, you couldn't counter out of the stun and were likely going to be launched by your opponent for big damage. This fear of the wall made you play with your surroundings in mind and trying to position your opponent against the wall. But then, there's characters like Lei Fang who excel with their back to the wall because they can easily flip you around into the wall and then you're at the disadvantage.
In DOA4, these tools were all stripped from the game. You couldn't side-step you opponents linear attacks, guard breaks left the attacker at a disadvantage meaning that while my opponent has had their block broken, they can recover before me and punish me instead, and all (I think all) frame advantage was removed. These tools being taken away meant that your best tool in DOA4 was to guess correctly and counter a lot or block all of your opponents strings and throw punish them since all moves are now negative. In addition, the wall is a joke in DOA4. It's safer as a defender to get knocked into a wall because you can counter out of it immediately, it's safer to get knocked into a wall than to have some continue combo-ing you.
Now lets talk about combos in DOA4. In DOA4 (and DOAD) most of your moves stun your opponent, this was not the case in 2 and 3. In DOA games you have something called the "stun threshold," this is how much you can continually stun your opponent before they fall over. In DOA2 and 3, if you stunned your opponent once, you could launch them immediately for maximum height. They changed it so that in DOA4 (and DOAD) you also have to stun your opponent as much as possible, close to the end of this stun threshold, before you can launch them to the height of previous DOA games for any decent damage. So I have to out-guess my opponent three or four times with moves that stun before I can launch them to get 50-60 points of damage but they only have to guess correctly once with a counter in order to get the same damage or more.
The defending player
always has the advantage in DOA4 and this is infuriating for anyone trying to play the game competitively. Tomonobu Itagaki was noted as saying "This is not how I intended the game to be played" when watching hardcore players sit back and wait for the other to make a move (since whoever did would be at a disadvantage and open to punishment). In DOAD, Team Ninja's way of "fixing" this issue was to leave all the moves as negative but to make it so they push the blocking opponent away out of throw range. Now you can't even punish an opponent for just throwing out random strings. DOA always gets labeled as a masher among other fighting game communities because you can easily perform a string that looks flashy but DOAD actually encourages mashing with that single change.
Mr. Wah who runs FreeStepDodge.com and is a much, much better DOA player than I actually pointed out a bunch of things to me when I showed him this post, he said:
<Mr_Wah> "The defending player always has the advantage in DOA4 (and DOAD) and this is infuriating for anyone trying to play the game competitively."
<Mr_Wah> I wouldn't agree with this part
<grap3> No?
<Mr_Wah> as you yourself complained about not being able to throw punish
<grap3> You're right.
<Mr_Wah> in reality, i'd say that the game awards mashing buttons
<Mr_Wah> that you can't set up a proper defense
<Mr_Wah> the only counter to it is both players turtling
<Mr_Wah> because neither is doing string mix-ups
<Mr_Wah> in DOA3, you had characters who wanted to be string pressuring you (Jann Lee's 6PK for example)
<Mr_Wah> but you had characters like Bass/Gen Fu who exceled in throw punishing you, guessing that one hold correctly to turn the tide, or even baiting you.
<Mr_Wah> like i said
<Mr_Wah> DOAD is an attack friendly game
<Mr_Wah> in a system they tried to make a triangle
<Mr_Wah> in reality, you will do more attacking and holding than you will throwing
<Mr_Wah> where in DOA3.1, you tended to side on the throwing and attacking side
<Mr_Wah> because you didn't want to hold, but you were required to to avoid certain setups
<Mr_Wah> there's a reason my stupid stat collector says I attack 87% of the time -_-
<Mr_Wah> really, the biggest issue isn't that the defending player is always in advantage (which they are), it's just the heavy stun game they force you into
<Mr_Wah> it's either block and face a string mixup
<Mr_Wah> or get hit and face a string mix-up
<Mr_Wah> what do you get if you block successfully? the same shit
<Mr_Wah> what do you get if you're blocked successfully? the same shit
<Mr_Wah> there just aren't any setups
<Mr_Wah> or not enough of them
<Mr_Wah> to warrant valid competition