- Joined
- Aug 30, 2016
- Posts
- 2,453
Hmm, a Fight Club Tyler Durden-style character, eh? From a moveset perspective, he looks similar to Mila (probably sans MMA style grapples).
there's a dead or alive 6!?. what happened to 3,4 and 5
Xbox; Xbox 360; multi-platform.
Very good; great; so-so ish (haven't spent much on the later, though).
nah, i'm just messing around. i just didn't think people gave a shit about dead or alive after the first two.
I use to have a lot of fun back in the day with friends, playing Dead or Alive 2 on DC.
That's really the only one I have played though.
What would be the definitive DOA up to this point, DOA 2 for JP Dreamcast?
sidestep attacks automatically knocking people down is dumb. there already tons of attacks that knock people down, it makes the fighting too sloppy and resets the intensities.
throws knock people down, holds knock people down (mostly), now side step attacks? there should be mechanics that actually keep the fight standing.
In contrast to DOA5 which most side step attacks cause stun, the game became a heavy stun fest. The side step attack as it currently is in DOA6 is very evasive. So it's used as more of a "get off me" move since it resets the neutral. It no longer can be used as a way to start up the stun mix-up game. It can also cause knockback before knocking down, so if your back is to the wall you can use the DOA6 side step attack to position switch the opponent, knock them into the wall, and get a small juggle. If that wall happens to be a destructive danger zone then you can get more. Personally, I think the side step attack should only cause knockdown and not register a wall hit because I think it's evasive properties are too abusive.
While you listed a lot of situations (3) that cause knock-downs, don't forget that most of the game is spent in the critical stun mix-up system. Additionally, you can make it so attacks cause knockdowns as well. Knockdowns aren't an abusive thing in this system since priority goes to the one on the ground. The okizeme gives them invulnerable ukemi options including at least two attacks that are only vulnerable on their 2 attacking hit frames. Basically, when you knock down, the offensive player has to switch back to neutral unless they know how their opponent will respond in wake-up. Different experience from Virtua Fighter, Soul Calibur, and Tekken in those regards.
The beta should be up in a couple of hours and lasts for 3 days. 4 characters, 1 stage only.