ShinMaruku
Member
Isn't being good at DOA the equivalent of being good at paper rock scissors?
Game has changed from DOA4. They have added so much things. They also have garenteed setups parries and other things.
Isn't being good at DOA the equivalent of being good at paper rock scissors?
I got DOA on sale this week and I've been having a lot of fun with it. There's definitely an element of rock paper scissors to it, but all fighting games have that. Never played DOA before this, so I can't comment on improvement. I love fast paced games, so this is right up my alley. Need to test the netcode quality more to see if I decide to stick with it.
Shin, what incentive is there to not tech chain throws? It seems like you could tech them on reaction 100% of the time after seeing them once.
If you mean mashing counter? Well if somebody puts you into a set up where you must counter to get out, you run into a high counter throw where you can do extra damage. Also remember characters all play differently so the system is not just 1 to 1 on every character.
System is not that convoluted, you just need to understand the game flow, now some characters are difficult, like Lei Fang and Mila, they have parries that will parry either punches or kicks, Hitomi has a punch parry that if you space it will knock people out of the air and give you great set ups. It's nothing as simple as punches beat throws and holds beat strikes and throws beating them. That's just a simple frame work. You have parries option selects critical bursts,power launchers and power blows.
I think far too little people pay attention to how stages add a wrinkle to the game. For example Ayane and Hitomi have moves that will wall slam you and bounce you off the wall allowing for a garenteed combo after that.
Current DOA is really good as an actual game though I do have a few problems here and there with it still. The stigma is just too strong though.
Best tutorial I have seen to be quite honest.It was certainly one of the longest tutorials I've ever played, but everything is fairly easy to understand once you're actually in a match. Training mode seems great too.
Stages aren't all that different than Walls in VF5. Just gotta research how to deal maximum damage from that situation. Most of the systems are similar to VF now as well. The big crinkle is that the game has a ton of strings for each character making countering a requirement to really be able to play the game. VF has far fewer strings and way more single strikes.
The topic of DOA not being as big of a competitive game as other fighting games came up during the Buttgate discussion. David made a lighthearted joke about the sort of people who play DOA
It was talk about the whole censoring of stuff in SFV. They were worried about image problem for SFV and used DOA as an example of a game that is fine game play wise but the game makes you feel like a skeez for playing it.Buttgate? What did I miss here?
Isn't being good at DOA the equivalent of being good at paper rock scissors?
yes and no there are a lot of guaranteed stuff in the game believe it or not. where if such and such happens to you can not counter out of it. I'm not talking launchers where you have to stagger escape out of if your good enough that is. like a great example my match against Master around runtime 2:48 that crictal burst was guaranteed I can not counter it. the commentary might talk about or say "thats a guaranteed set up". Also gets way way more in depth than that there also stage obstacle combos and slope combos etc etc https://www.youtube.com/watch?v=Msog7MkTnlM
Isn't being good at DOA the equivalent of being good at paper rock scissors?
Oh it does. People just I think misread the triangle system like it's the be all. It's a factor but when you add environmental considerations how different characters play it's nothing like that.I feel like this statement applies to every single fighting game there is.
Man, I wish I could just get a straight layout of how Izayoi works, and when she can do what abilities.
Izayoi's Drive allows her to enter an alternate mode called Gain Art, giving her new dashes, C normals, special moves, and extensions to existing special moves. When in Gain Art, Izayoi gains tremendous mix-up and pressure potential, contrasting the defensive style of her normal mode. While Izayoi can transfer between the two modes freely, usage of the special moves available in Gain Art require stocks of the Zero Weave gauge, which are generated by using special moves during normal mode. These stocks are generated regardless of hit (2 stock gain) or block (1 stock gain) and are the foundation behind Gain Art pressure and combos. Effective usage of normal mode to generate stocks and Gain Art to spend them is the key to success!
Current DOA is really good as an actual game though I do have a few problems here and there with it still. The stigma is just too strong though.
I also remembered that Iza is a stance character. -_- is she still in CF?
I SWEAR I saw her hover around a bit in CF loketest videos.
Personally, I play it with the same layout that I use for VF, where you have free/guard where LK would usually be and punch and kick on LP and MP. I also use a binding for P+K+G, and when playing a couple of specific characters I'll add another binding (like K+G with Akira or P+K with Marie) to abuse a couple of flaws with the game's somewhat silly command interpreter.Square and triangle are punch and kick circle is throw x is the free button also known as the hold button. The Triggers are p+K for R1 and so on. You have to experiment. I don't play this game on stick.
It could be "worse" -- we could be talking about something like Arcana Heart or Koihime Musou. :VWell i mean the DOA players in this thread arent exactly going against that stigma...
Do people ever use her and pretty much stay in the Gain Art mode? Her Normal Mode is pretty Zzz Zzz in comparison. Is it just the D versions of her moves that need the dots? Is everything else available, all of her specials? Can she ever gain dots in Gain Art mode? This is the stuff I haven't been able to figure out.(Disclaimer, i don't know anything about her CF incarnation so perhaps she has new stuff)
She can hold and angle her hover- and airdashes, so perhaps that's what you saw. It's kinda like real flight except she can't stall.
Here a beginner's guide on dustloop.
But in short, she has a defensive Normal mode and an offensive Gain Art mode.
* In Normal mode she has one airdash, a ground run and C normals that are good for pokey stuff. In Normal mode she fills a gauge of 8 dots by hitting with specials or getting them blocked.
* She can go into Gain Art at any time by pressing D (even without any dots in her gauge). In GA she has a hoverdash and two airdashes and C normals for pressure/combos. She also uses those 8 dots for D versions of her specials, which are very good. They cost one or two dots a pop. Her D projectile is huge and something like +20 on block. Her D teleport crosses up, is very fast and can be used in the air. Her sword slashes get D followups that are very good for combos.
Do people ever use her and pretty much stay in the Gain Art mode? Her Normal Mode is pretty Zzz Zzz in comparison.
Is it just the D versions of her moves that need the dots? Is everything else available, all of her specials?
Can she ever gain dots in Gain Art mode?
How exactly do Overdrives work in BB?No, but they do stay in Gain Art a lot.
Edit: Also, switching stances stalls your air momentum for a bit and you can do stuff afterward, which definitely has some uses.
Yep, it's just the D specials. But those are very good, so it can be worth going back to Normal for. Her normal projectile is pretty decent and you gain dots even on block.
Only by activating Overdrive. In Overdrive her D projectile and Install super (that one is a lot like Yang's in SF4) get better too. Of course you're giving up a Burst for it so it'd better be good.
How exactly do Overdrives work in BB?
Is there any disadvantage to activating an Overdrive at full health vs. low health?Let's see. Doing A+B+C+D while being hit gets you a Burst. You pop out of their combo and lose all of your burst gauge.
Doing it at any other time gets you Overdrive and you lose 3/4 of your burst gauge. The activation is invincible, but it lasts shorter if you do it in a combo or while blocking. The benefits are character specific but generally very good, giving you resources or damage buffs or something. Supers are improved too while in OD. And you can extend combos with it.
In BBCF Overdrive is getting even better since at the very least it'll give you access to an extra invincible super that doesn't cost meter. There's some kinda mechanics in there that give you your burst gauge back much quicker too.
Is there any disadvantage to activating an Overdrive at full health vs. low health?
Ah. Can you give me a rough estimate of how long it is at full health?It lasts much longer at low health, but the difference is character specific. It's about 3 - 4 times as long when you're at 5% health compared to full health.
Ah. Can you give me a rough estimate of how long it is at full health?
Thanks for all the answers!
I remember that happening so out of nowhere... fights get bloody and brutal without any warning in that manga.Well Ultimate Muscle is the sequel so not exactly.
Funnily enough, the original anime itself is a 4kids-ization at times. The scene in question is just a more child friendly alternative to the original
Didn't some weapons had % to do stuff on hit? It has been some time since I last played it.The only RNG in dissidia is crits, and even those are controllable.
It does get cut in half, but some characters can jump cancel a combo into OD to get the entire timer and still continue the combo. Its not always useful, but I did abuse that to get Noel's challenge 20 done.The time gets cut in half i think if you do it in a combo or out of guard.
It does get cut in half, but some characters can jump cancel a combo into OD to get the entire timer and still continue the combo. Its not always useful, but I did abuse that to get Noel's challenge 20 done.
The last DOA match I have seen at tournament was a match where the people selected a stage that looked like someone's tiny ass apartment room and people were just getting hit into walls with every combo for insane damage.
Does that still happen?
damn this vid makes the game look really fun... maybe i'll give it another shot. thanks for sharing it.
Oh Capcom removing the ass slap because they are too lazy to undo it and not willing to have that out there.
It was talk about the whole censoring of stuff in SFV. They were worried about image problem for SFV and used DOA as an example of a game that is fine game play wise but the game makes you feel like a skeez for playing it.
from what I know, Xrd revelator doesnt hugely change the characters from Xrd sign. There are changes, but learning sign should easily translate. Central Fiction is a huge change from Chrono Phantasma, characters completely reworked and new mechanics added. You will get a feel for the characters and the timing and control playing chrono phantasma, but you will have changed movesets and definitely changed combos, along with the new exceed excel mechanic.I want to get into blazblue but not sure if I should wait on the newest one or get the latest, have the same issue with guilty gear.
Also what do you guys think of that kof roster leak? Do you think the 3D models being there is a good trade off for bigger rosters?
heres my example of how it worksOh I see. That makes sense. Neat.