ShyningFade said:
The biggest thing that pisses me off about this game, is it's shoddy throw hit detection. I loved being able to stagger someone and follow up with a throw in VF. In this, it seems like you can only do a throw if they miss a counter, or just so happen to be standing around. Maybe i've got to mess around with it more.
I can't ever remember being able to do this. I think it is because there are so many moves that stagger.
Curt, change the name of this thread to "DOA4 Thread and New Players Faq."
Alright, let's rock.
First, the only people that button mashers can beat in DOA are other button mashers. Sloppy repetitive combos get punished severely in this game. For all the people who constantly rail about getting locked in 70% damage combos, you should really give DOA4 a try.
The system:
Not only do you have to learn the massive amount of moves and combos, you have to learn where they "break." For example, Kasumi-PPPPP. Now, loboto-tards who have never even played the game would look at that and say, "Whoa, five hit combo with only the punch button, what a stoopid button masher." Actually, that is not a five hit combo. The first two hits combo but the third hit is a mid punch. This is one of the points where the string "breaks" allowing you to pull of a counter. Even if the first two hits connect, you still have time to recover and counter or block before the third hit comes out to continue the string. Knowing these break points is very important. And no, very few strings in the game are as easy to pull of as the above example.
The counters themselves are now a lot harder to do and do less damage. The window has been reduced quite a bit and you really need to know what is coming next. I still haven't gotten used to countering
mid kicks by pressing forward and F yet. Also, missing a counter is an invitation to ass beat city because if someone throws you during your counter animation the damage is, I believe, 125%. So counter spamming is a definite

.
The "Critical" system is also a major part. Knowing which moves put your opponent into the critical status is important for setting up your combos and juggles.
Here are some tips for the new players. Don't try to counter everything. Countering is no substitute for good blocking/punishing. Especially now, since flubbing a counter hurts a lot more. If you find that you are having trouble countering anything, you are probably countering mid when you should be countering high. If you can't seem to counter a certain character's moves, take them into the sparring area and switch the display so that it shows where the character's attacks connect. I will admit, some of them don't make sense. I could swear some of Brad Wong's attacks were hitting low, but in sparring they registered high. Anyway, check it out if you are not sure. Lastly, work on your footwork. Be able to duck in and out, ukemi, pop-up, and all that other jazz. If you are trying to play the game by staying in one place, blocking, and then letting your combo out, you aren't going to last long.
I almost forgot, don't let the computer AI bug you out. The general consensus is that the difficulty of DOA4 on normal is equivalent to the other DOA games very hard setting.
My internet should be up soon. I am looking forward to some great matches.
Huggles and Juggles
Jeff