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[Dead or Alive 5] online might be ok, but an online pass is not
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Some moves you should learn to punish on reaction. You can also use them as a sort of oki pressure tool against people who are spamming a lot of rising attacks. Where you really want to watch for them is during ground stuns. You should know your opponent's launcher options and be able to react to those.
Keep in mind that one of the biggest flaws in the system is that a lot of moves are unsafe on block anyway, so it's often pointless to risk a counter when you can just block and punish for free.
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http://www.youtube.com/watch?v=yLUQ3IZM95I&feature=player_embedded
As you can see at the end, new advanced holds have different animations as well as more damage.
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Stances can be left leg forward or right leg forward.
An open stance means both characters have their left leg forward. Basically the same stance. A closed stance means one character's lead leg is the opposite, so one with their left leg forward while the other has a southpaw right leg forward.
Roster spoilers:
* Sarah
* Akira
* Mila
* Rig
* Bayman
* Hitomi
* Christie
* Brad
* Lisa
* Eliot
* Ayane
* Lei Fang
* Hayate
* Kokoro
* Bass
* Leon
* Helena
* Gen Fu
* Kasumi
* Hayabusa
* Jann Lee
* Tina
* Zack
* Alpha-152
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I don't remember Mila and Rig being in VF.
Edit: Oh wait...glowy Kasumi clone.
And there's no Ein.
So it's basically all garbage and bullshit.
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No Shun-Di though? Shun and Brad would've been a great team.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
You're right.
It's actually Riggs. Murtaugh is on-disc DLC.
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She rocks the shit in DoA Dimensions. I was using her in the 100 fight survival mode, and I got to the mid 90's before anyone even landed a hit on me.
Is DoA consedered an "easy" fighting game? Because I am not good at fighting games at all, and I do exceptionally well in DoA (Against AI, of course).
Except for DoA 4. I was really bad at DoA 4...
DoA has always been considered easy as far as fighters go, that being said it is also one of the most fun ones to.
And don't feel to bad about not being good at DoA4 a lot of people consider that one to be pretty bad as far as system mechanics go.
...Christie is my main...and the fact that people could go into holds at disadvantage and have them catch annoyed me to no end in that game.
Two problems immediately present themselves. First, the power blow and how its command overlaps with the tag command. Second, the stages are even more interactive and dynamic than they've been in the past--it's one of the main selling points of the game right now--and tag battles have never taken place on tiered stages, let alone stages that morph around the fight.
One obvious solution presents itself for the power blows: have them interact with the tag partner, like tag throws did in past games. This could even work with the stages, as one of the main uses for power blows is setting up stage hazards, so if you must have tag battles on flat stages then at least the power blow would still have a use. The problem is that the command would still overlap the tag command, which would only really matter in combos. If the tag command could be changed for combos to something like 4+f+p+k then that could work, and tag throws could stay 66+f+p+k and 236+f+p+k because that wouldn't overlap the power blow command.
Of course there's also the fact that tournament players have some weird bias against tag mode, and Dead or Alive 5 wants to ride the current trend of being involved with the community (to some extend, still seems there's little chance of them fixing common complaints like low holds and throw escapes). If the competitive community keeps their apathetic stance toward tag mode then perhaps Team Ninja will follow suit.
We already know that the alpha build is relatively old, and there's some form of twitter interaction. Hopefully there's more news soon and they're not busy being bummed out by how terrible Ninja Gaiden 3 is.
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First, the power blow qtes are always tied to face buttons no matter what control layout a player is using. What this means is that after you hit the power blow and time slows you are presented with 2 or 3 options for where you can aim the attack. Wall, exploding crate, flying car, whatever. But these options are all initiated by pressing a face button (x,b,y,a), not an attack button. So if you're using a stick then your face buttons could be anywhere, and you might not even have your main attacks bound to them. This means that someone playing with a non-standard setup has to think about where their face buttons are every time they land a power blow, instead of just thinking about where their 3 attack buttons are.
Second, for some inexplicable reason the basic hold system has been simplified again. Back in Dead or Alive 2 it was two directions and free, so 6,4+f, 6,1+f and so on. There were also 4 different holds (high, mid punch, mid kick, low). They eventually simplified the inputs to one direction and free, so 4+f, 1+f and so on. But now they've added advanced holds, but made the basic holds simpler by keeping the one direction inputs and making it a 3 hold system. So now 4+f reverses all mids, punches and kicks. Silly.
Third, the power blows and interactive stages make for some obvious imbalances in starting positions. One player will start with a dangerous stage hazard directly behind them, the other might have nothing or just a wall. There's no way to change positions before the round starts, either. They've also kept (and probably expanded) the random elements that some Dead or Alive 4 stages had, where a hazard (charging animal, car, whatever) would appear out of nowhere and hit a player without warning, giving their opponent a free launcher. Some Dead or Alive 4 stages were banned in tournament play because of this.
Fourth, it's possible to defend yourself after being knocked onto the edge of a stage. When you're holding on to the edge an the qte starts the attack can press an attack button or use a throw. The throw does more damage. The defender can actually block the attack or escape the throw, in both cases they'll take no damage (and if they escape the throw they'll actually do a bit of damage). It's weird and reminds me of some of the worst Mortal Kombat games. You can see a throw escape at about 9:50 of this video
Another movelist video:
http://www.youtube.com/watch?v=8NxHLj6qmdA&feature=player_embedded
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A while back some random gaming site got an interview with Team Ninja and asked the standard gaming journlolism questions and got the standard PR answers. Nothing was learned, nobody was satisfied. So, as is their wont, the "competitive" Dead or Alive community made their standard comments about how the questions were all meaningless and the answers were all vague and why can't someone ask the questions we actually want answers to?
In a surprising twist, the writer of the article chose not to ban a few people and tell them to get out of their mother's basements, but instead agreed that he would seek out a second interview with Team Ninja and this time would ask some questions that the community might actually care about.
Now, I don't want to overhype this, because pretty much very question still get pointless, safe PR answers, but at least we get this:
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http://youtu.be/3CVk0zivV8c
This game has crazy stages. I love it.
During MGS4!
This is going to be so awesome. I just hope it has all the robust SP content of DoA Dimensions.
However with that said... What is wrong with the girl's eyes? the all look like they have not slept in days. Ayane in particular have very large bags under her eyes and Hitomi does as well. Christie has them but not as bad as the other two. I really can't think of a logical reason for it.
Fuck yes. That's how I always think of him. I hope he still has that scuba suit as one of his alts.
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That being said...Yay, Christie.
Hopefully the changes to the counter system means she doesn't get fucked over like she did in 4.
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It was really annoying for a character like Christie who does a lot of small, quick strikes. Basically people could just spam hold until something caught. I mean pausing between attacks helped but it was still really annoying that they could do that in the first place.
However, doa4 was full of deceptive lag that made the holds even worse. I'm actually curious how much of their current design decisions are centred around online play. I'd assume more than most fighting games.
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Giving 2 different interviews (and apparently using 2 different names), Team Ninja director Yohei Shimbori (or Yohei Niibori to his Japanese fans) sends some mixed messages. Or maybe he's just sending different messages to different audiences.
In an interview with NOW Gamer, a UK gaming website, Yohei says this:
And this:
Unique costumes and gimmicks? What could that mean?
According to another interview he gave to famitsu it means that not only will each female character have unique breast physics, but each costume will have unique breast physics as well, and that new costumes will have different transparency effects.
In more worthwhile news he says that the tag mode in DOA5 will not be the dumbed down mode from Dimensions, but a full featured as in the past. He says there will be "friend pairings" that will allow players to "implement new strategies" as well, and on first blush that seems like they're bringing back the 4 player mode, but it's more likely that friend pairings means tag partnerships, so maybe they're going to expand on that instead. Which would be great.
He also says that they started working with Sega as early as they could in the game's development and had actual Virtua Fighter developers helping them keep the animations and designs of the Virtua Fighter characters consistent and proper.
The only other thing of real note is related to the jiggly costumes. Because of said gimmicks and the supposedly unique and character specific designs there will be no edit features (not even a colour edit?), only different unlockable (and possibly dlc?) costumes. So pretty much as it's always been in the Dead or Alive series.
Some people are claiming that this character and costume specific breast physics business is simply a poor translation of the original famitsu interview. Someone got the name wrong as well, so I wouldn't be that surprised. If things change I will change things.
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What it seems to come down to is that they are "toning down the sexy" while also building extra "sexy" into their new "entertainment" and "realism" mechanics. Two rounds in and Hitomi will be wearing a wet t-shirt and taking deep, shuddering breaths.
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Fucking awesome. Fighting sluts are the best sluts.
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Team Ninja will be at some London gaming expo this weekend. They're going to announce another character and show off design changes they've made to Hitomi. Maybe the updated build will be playable.
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You sure posting those scans here is a good idea?