saner
Krauser's Henchman
- Joined
- Jul 18, 2009
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Hurray! Mai Shiranui makes DOA6 quadrillions of times even more amazing!
Also here is quoted DOA5 and DOA6 system large differences!
Also here is quoted DOA5 and DOA6 system large differences!
https://teamninja-studio.com/doa6/us/news190215c.html
DOA5 and DOA6 systems differences quote
All of the big changes are in the system mechanics. In DOA5, there were the following:
Critical Stun affected Launch heights: Self-explanatory. The longer you kept an opponent in Critical Stun, the higher your launcher would send them.
Critical Burst: If you reach the end of the stun threshold, you can use a specific move to put them in a "Critical Burst" stun, that allowed you to follow-up with any move you like.
Power Blow/Power Launcher: When your HP was below 50%, it would flash red. This would enable you to use a one-time super move, either a Power Blow for 80 flat damage, or a Power Launcher that sends them super high.
Unholdable stuns: Some critical stuns removed your ability to counter hold. The most noticeable being a "sit-down" stun, but all of the unholdable stuns were never specifically marked as such and were very inconsistent across the cast.
Slow escaping: If you mash buttons while you are critical stunned, you will escape the critical stun sooner. This was also inconsistent as not every stun could be slow escaped, and there was no way to tell if one could be or not.
Now, in DOA6, all of those are gone. The following exist instead:
Consistent Launch heights: No matter how far into Critical Stun the opponent is, all launchers will always send them at the same height. This enables a new sort of gameplay where you can just get 1 hit and immediatley go for a launcher for a full combo, as opposed to a much smaller combo that DOA5 would've required. This is how DOA used to be prior to DOA4.
Break Gauge: A super meter, more or less. For the first time in the series! This enables two specific mechanics.
Break Hold: A super counter-hold. At the cost of half of your Break Gauge, you can use a special counter-hold that counters ALL moves, and can even be used during Fatal Stuns(more on this below).
Break Blow: A super move. The replacement of Power Blows/Launchers. At the cost of a full Break Gauge, you can use a special super attack that deals lots of damage, and its startup can even counter moves!
Break Blow Cancel: If you press Hold after the first hit of your Break Blow lands, but before the cinematic attack, you will cancel it. This is used to extend combos.
Fatal Stun: A new type of Critical Stun. Specific moves and Fatal Rushes(more on this below) will cause a Fatal Stun, wherein the opponent cannot perform a counter of any sort, except for a Break Hold.
Fatal Rush: Using a brand-new "S" button, the Fatal Rush is a 4-hit string in which all 4 hits cause a Fatal Stun. If you have a full Break Gauge, you can cancel the final hit of your Fatal Rush into a Break Blow