I hope Rachel and Momiji return. I really enjoy both of them since I'm also a huge fan of the NG series.
Egh. A random huge ass rip makes no sense. Even the more fanservicey "rips conveniently over the breasts and ass" makes more physical sense than that, given the chest being a common target.Here's the clothing damage
Looks kinda excessive for strong ass punches and kicks, but eh.
Thanks for the breakdown!Here are my E3 build impressions: https://www.primagames.com/games/dead-or-alive-6/tips/dead-or-alive-6-e3-2018-in-depth-preview
TL;DR
New or Changed in DOA6
Still the Same or Similar to DOA5
- Sidestep Attacks are extremely evasive.
- Throws no longer track.
- Slow Escape is gone or drastically toned down.
- Movement seems slightly improved.
- Meter gain is very fast, favoring the offensive player.
- Meter carries over from round to round.
- Break Blows replace Power Blows.
- Fatal Stun replaces the Critical Burst mechanic.
- Fatal Rush starts with a moderately slow high attack and leads into an unholdable Fatal Stun.
- You can switch between a 3-way hold system and a 4-way hold system.
I'm happy to answer any questions. As a disclaimer, I play DOA on stick and they only had Xbox controllers available (I hate the Xbox controller for fighting games). In addition, the screens were laggy, so I could only test so much. I also didn't have many people to play with since Master wasn't there when I went by the first time. He was there with Shade Swifteye the second time I came through, but they didn't have stations for us to play on.
- Most attacks are still negative when blocked.
- The main form of punishment is throws, not attacks.
- Only neutral throws can be broken.
- Ground game.
- Wake-up options.
- Countering out of stun.
- Buffer window for attacks and blocking.
At the moment, as someone who does not like the rampant guessing and severe lack of guaranteed damage in DOA as a series, DOA6 has the same problems as DOA5. I don't see that changing, but I'll still give it a shot when it releases. I won't be going to Evo, so it's unlikely I'll play again until close to release, but I do hope we get at least some changes. As it stands I think people who enjoyed DOA5 will still like DOA6, but if you didn't like DOA5, I don't think DOA6 will change your mind.
I don't think so. The build I played at E3 was different than the build they've been using at interviews. There was no Hayate or Hayabusa in the build they had playable for press. At the very least I would expect Hayabusa and Hayate playable at Evo, and probably at least one or two more characters depending on what gets announced between now and Evo.
Thanks for sharing your impressions. I'm still not sold on the whole meter thing and i'm no fan of auto combos. But your last part makes me hopeful that i'll still like 6 since i love DOA5, despite the things i'm not into at the moment. Still enough time for stuff to get changed too, even though i'm 100% sure they wont just throw those new systems away.Here are my E3 build impressions: https://www.primagames.com/games/dead-or-alive-6/tips/dead-or-alive-6-e3-2018-in-depth-preview
As it stands I think people who enjoyed DOA5 will still like DOA6, but if you didn't like DOA5, I don't think DOA6 will change your mind.
Seems like the Fatal Rush combo will give you more guaranteed damage, more than the CB.
Seems like that alone can provide more guaranteed damage in the game, just gotta mix it in the combos, of course there's the Break Hold.
Seems like the special button will be used a lot.
2 wake-up kicks mid and low?
I'm actually excited now after reading real gameplay info, thanks!
The clothing damage looks dumb. Not as bad as Injustice 1 but still not good at all.
Thanks for sharing your impressions. I'm still not sold on the whole meter thing and i'm no fan of auto combos. But your last part makes me hopeful that i'll still like 6 since i love DOA5, despite the things i'm not into at the moment. Still enough time for stuff to get changed too, even though i'm 100% sure they wont just throw those new systems away.
Might be useful to put this in the OP as well.
Wow, that's a ton of info, thanks for that!Here are my E3 build impressions: https://www.primagames.com/games/dead-or-alive-6/tips/dead-or-alive-6-e3-2018-in-depth-preview
TL;DR
New or Changed in DOA6
Still the Same or Similar to DOA5
- Sidestep Attacks are extremely evasive.
- Throws no longer track.
- Slow Escape is gone or drastically toned down.
- Movement seems slightly improved.
- Meter gain is very fast, favoring the offensive player.
- Meter carries over from round to round.
- Break Blows replace Power Blows.
- Fatal Stun replaces the Critical Burst mechanic.
- Fatal Rush starts with a moderately slow high attack and leads into an unholdable Fatal Stun.
- You can switch between a 3-way hold system and a 4-way hold system.
I'm happy to answer any questions. As a disclaimer, I play DOA on stick and they only had Xbox controllers available (I hate the Xbox controller for fighting games). In addition, the screens were laggy, so I could only test so much. I also didn't have many people to play with since Master wasn't there when I went by the first time. He was there with Shade Swifteye the second time I came through, but they didn't have stations for us to play on.
- Most attacks are still negative when blocked.
- The main form of punishment is throws, not attacks.
- Only neutral throws can be broken.
- Ground game.
- Wake-up options.
- Countering out of stun.
- Buffer window for attacks and blocking.
At the moment, as someone who does not like the rampant guessing and severe lack of guaranteed damage in DOA as a series, DOA6 has the same problems as DOA5. I don't see that changing, but I'll still give it a shot when it releases. I won't be going to Evo, so it's unlikely I'll play again until close to release, but I do hope we get at least some changes. As it stands I think people who enjoyed DOA5 will still like DOA6, but if you didn't like DOA5, I don't think DOA6 will change your mind.
I don't think so. The build I played at E3 was different than the build they've been using at interviews. There was no Hayate or Hayabusa in the build they had playable for press. At the very least I would expect Hayabusa and Hayate playable at Evo, and probably at least one or two more characters depending on what gets announced between now and Evo.
In the case of DOA or SC, it's more of an anime effect. As in "that hit was so powerful his clothes got ripped apart".I still don't understand this obsession with fighting games and clothing damage. It's so dumb. Feels like fighters are fighting with their nails, not punchs.
Agree. Nothing to do with fanservice, it just looks terrible.I hate battle damage in fighting games. It looks dumb. Hopefully you can turn it off.
The meter favoring the aggressor makes me very happy.Here are my E3 build impressions: https://www.primagames.com/games/dead-or-alive-6/tips/dead-or-alive-6-e3-2018-in-depth-preview
TL;DR
New or Changed in DOA6
Still the Same or Similar to DOA5
- Sidestep Attacks are extremely evasive.
- Throws no longer track.
- Slow Escape is gone or drastically toned down.
- Movement seems slightly improved.
- Meter gain is very fast, favoring the offensive player.
- Meter carries over from round to round.
- Break Blows replace Power Blows.
- Fatal Stun replaces the Critical Burst mechanic.
- Fatal Rush starts with a moderately slow high attack and leads into an unholdable Fatal Stun.
- You can switch between a 3-way hold system and a 4-way hold system.
I'm happy to answer any questions. As a disclaimer, I play DOA on stick and they only had Xbox controllers available (I hate the Xbox controller for fighting games). In addition, the screens were laggy, so I could only test so much. I also didn't have many people to play with since Master wasn't there when I went by the first time. He was there with Shade Swifteye the second time I came through, but they didn't have stations for us to play on.
- Most attacks are still negative when blocked.
- The main form of punishment is throws, not attacks.
- Only neutral throws can be broken.
- Ground game.
- Wake-up options.
- Countering out of stun.
- Buffer window for attacks and blocking.
At the moment, as someone who does not like the rampant guessing and severe lack of guaranteed damage in DOA as a series, DOA6 has the same problems as DOA5. I don't see that changing, but I'll still give it a shot when it releases. I won't be going to Evo, so it's unlikely I'll play again until close to release, but I do hope we get at least some changes. As it stands I think people who enjoyed DOA5 will still like DOA6, but if you didn't like DOA5, I don't think DOA6 will change your mind.
I don't think so. The build I played at E3 was different than the build they've been using at interviews. There was no Hayate or Hayabusa in the build they had playable for press. At the very least I would expect Hayabusa and Hayate playable at Evo, and probably at least one or two more characters depending on what gets announced between now and Evo.
Here are my E3 build impressions: https://www.primagames.com/games/dead-or-alive-6/tips/dead-or-alive-6-e3-2018-in-depth-preview
TL;DR
New or Changed in DOA6
Still the Same or Similar to DOA5
- Sidestep Attacks are extremely evasive.
- Throws no longer track.
- Slow Escape is gone or drastically toned down.
- Movement seems slightly improved.
- Meter gain is very fast, favoring the offensive player.
- Meter carries over from round to round.
- Break Blows replace Power Blows.
- Fatal Stun replaces the Critical Burst mechanic.
- Fatal Rush starts with a moderately slow high attack and leads into an unholdable Fatal Stun.
- You can switch between a 3-way hold system and a 4-way hold system.
I'm happy to answer any questions. As a disclaimer, I play DOA on stick and they only had Xbox controllers available (I hate the Xbox controller for fighting games). In addition, the screens were laggy, so I could only test so much. I also didn't have many people to play with since Master wasn't there when I went by the first time. He was there with Shade Swifteye the second time I came through, but they didn't have stations for us to play on.
- Most attacks are still negative when blocked.
- The main form of punishment is throws, not attacks.
- Only neutral throws can be broken.
- Ground game.
- Wake-up options.
- Countering out of stun.
- Buffer window for attacks and blocking.
At the moment, as someone who does not like the rampant guessing and severe lack of guaranteed damage in DOA as a series, DOA6 has the same problems as DOA5. I don't see that changing, but I'll still give it a shot when it releases. I won't be going to Evo, so it's unlikely I'll play again until close to release, but I do hope we get at least some changes. As it stands I think people who enjoyed DOA5 will still like DOA6, but if you didn't like DOA5, I don't think DOA6 will change your mind.
I don't think so. The build I played at E3 was different than the build they've been using at interviews. There was no Hayate or Hayabusa in the build they had playable for press. At the very least I would expect Hayabusa and Hayate playable at Evo, and probably at least one or two more characters depending on what gets announced between now and Evo.
Not as much but there should be some. Let the girls get some beefcake while we get our cheesecake.
People wonder why DoA isn't taken seriously while interviewers have to spend most of the interview talking about dumb shit like that. If it had a good rap, this wouldn't even be a topic of discussion.
There again, not surprising but good to have a confirmation.
It's like DOA5's default costume for Kasumi, it's not her classic one.
Hell,I wouldn't be surprised if it's preorder DLC or something, but it's normal that by focusing on eSports their default costumes would be tamer.
I admittedly haven't seen any of the interviews after the first IGN one because I've been internally screaming with hype over Cyberpunk since Sunday. My point about the reputation still stands, though. In no other game (beyond one incident with SFV) would this be a topic of discussion. Nobody cares about the others because none of them shoved it in your face anywhere near as hard as DoA.Interviewers have mostly discussed the gameplay and have relegated the t&a to one question. Maybe you guys should pay more attention?
DoA has always had pre-order DLC. Capcom and ASW have embraced it, and Bamco and NRS milk it to death with day one DLC pre-order characters.That would be awful and I am sure not something they would ever do.
I heard the Twitch interview was really good. Anybody have a link?
DoA has always had pre-order DLC. Capcom and ASW have embraced it, and Bamco and NRS milk it to death with day one DLC pre-order characters.
Likewise. Gotta have the NG trifecta!I hope Rachel and Momiji return. I really enjoy both of them since I'm also a huge fan of the NG series.
Tyaren you can reuse the graphics from the first thread if you feel like the OP needs the roster and stages. I'd keep sending you new ones after reveals as well to keep it up to date.
Yup. They've shown with Nioh that they actually listen.What I suggest is when the beta comes out, leave feedback, let them know whaybyou would like, they can make a few adjustments.
It was possible to turn it off in 5, probably will be possible here.
The idea of accounting for clothing damage on every single outfit is really stupid, yes. Would rather it be ditched altogether, but I didn't care much for the feature in 5 anyway.Not sure I like the destructible clothing. DoA loves to add costumes (and the main games usually comes with a lot of them for each characters) and I don´t see them taking care to make each costume make sense once a piece of cloth falls or gets shredded. So there is a good chance that some costumes will look unrealistic or just "erased" in some parts showing skin, which is dumb.
Here are my E3 build impressions: https://www.primagames.com/games/dead-or-alive-6/tips/dead-or-alive-6-e3-2018-in-depth-preview
TL;DR
New or Changed in DOA6
Still the Same or Similar to DOA5
- Sidestep Attacks are extremely evasive.
- Throws no longer track.
- Slow Escape is gone or drastically toned down.
- Movement seems slightly improved.
- Meter gain is very fast, favoring the offensive player.
- Meter carries over from round to round.
- Break Blows replace Power Blows.
- Fatal Stun replaces the Critical Burst mechanic.
- Fatal Rush starts with a moderately slow high attack and leads into an unholdable Fatal Stun.
- You can switch between a 3-way hold system and a 4-way hold system.
I'm happy to answer any questions. As a disclaimer, I play DOA on stick and they only had Xbox controllers available (I hate the Xbox controller for fighting games). In addition, the screens were laggy, so I could only test so much. I also didn't have many people to play with since Master wasn't there when I went by the first time. He was there with Shade Swifteye the second time I came through, but they didn't have stations for us to play on.
- Most attacks are still negative when blocked.
- The main form of punishment is throws, not attacks.
- Only neutral throws can be broken.
- Ground game.
- Wake-up options.
- Countering out of stun.
- Buffer window for attacks and blocking.
At the moment, as someone who does not like the rampant guessing and severe lack of guaranteed damage in DOA as a series, DOA6 has the same problems as DOA5. I don't see that changing, but I'll still give it a shot when it releases. I won't be going to Evo, so it's unlikely I'll play again until close to release, but I do hope we get at least some changes. As it stands I think people who enjoyed DOA5 will still like DOA6, but if you didn't like DOA5, I don't think DOA6 will change your mind.
I don't think so. The build I played at E3 was different than the build they've been using at interviews. There was no Hayate or Hayabusa in the build they had playable for press. At the very least I would expect Hayabusa and Hayate playable at Evo, and probably at least one or two more characters depending on what gets announced between now and Evo.
That clothing damage might be just a first pass, because yeah, it's arguably even worse than in DOA5 there...
Wow, that's a ton of info, thanks for that!
Did you notice any difference (damage, etc) between 3-way and 4-way hold? That's my main question at the moment, what is the point of using 4-way if 3-way does exactly the same with no penalties?
Should be like using stylish controls in a game.
I'm not sure that meter carrying into the next round is a good idea considering how quickly it fills up. They should nerf one or the other...
In the case of DOA or SC, it's more of an anime effect. As in "that hit was so powerful his clothes got ripped apart".
Questions
Is sidestepping in at all? I got the impression the only 3D movement was those sidestep attacks? Is sidewalking in, and does that work like Tekken? Throws no longer tracking gives me the impression side movement is in and you can evade linear attacks still.
Why would you pick a 4-way hold over a 3-way hold?
Are Break Blows similar to Rage Drive from Tekken? I'm guessing with the metered Hold mechanic that supposedly works all levels,that would be your reversal move and Break Blows would be big damage/safe or plus on block.
Hey thanks so much for the impressions. It seems the series is getting there but still missing a few things. I thought holds would be tied to meter... are they at least more punishable? Is there a moment to hit after or can you still spam? That's my main concern and seems to be yours as well. Basically what I mean is if I do a long combo string can they keep guessing or will there be a moment to punish them if the guess wrong without a throw?
One thing I would like them to do is a bit more stuff to do than just online play, I think they have a good opportunity here.
I just hope the stages have more character. I always loved how a stage can dictate match ups in certain places, like home allows for different things, danger zone is straight comedy. All these things can be expanded. I just hope we are allowed to have a good demo period.
Seriously, do folks prefer 4-way hold to 3-way hold. I felt like having to guess mid+ guess punch or kick made it not worth using.
Hasn't the male characters always been hot in DOA? Personally I don't see how this is new to DOA6, this has been a big difference for a long time compared to other fighting games, I'd say that everyone in DOA is hottt, well except Bass and Gen Fu maybe ;PYou're right, but people keep bringing up how disappointed they are by the toned down fan service. I can't help by take issue with the way in which some choose to voice their opinions regarding this matter though (not necessarily talking about people on this forum, but basing this on reactions from all over the Internet). Fan service isn't necessarily bad, but it's very telling when people who seem to feel like there should be no limit on just how much the female characters are objectified get uncomfortable when you start about portraying male characters in a similar fashion. It reeks of misogyny and should be called out. And to be fair to Team Ninja, I think they've actually done a decent job trying to recognise the importance of being an equal opportunity offender with the previous game, offering at least some kind of fan service DLC for the male characters too (even if it was nowhere near being 50/50). The fact that they're quick to add "not just the female characters, the male ones as well" when talking about attractiveness in interviews for this new game tells me that they're actually recognising that this isn't just a "boys' club" video game, with or without fan service.
Never felt holds were that big of a deal since you could throw them if you read a hold was coming, or just change hit level. Is that accurate (never played DOA that much, but I dabbled with Aoi in VF so I knew how folks beat counters in that game)
Read... as in guess. If you're expecting a hold to come, then you can throw it on reaction, but then you're not attacking because you're guessing a hold is coming. You can mix up your attacks, but the opponent is likely mixing up their holds. The problem is that it promotes more guessing, which is what the greater FGC strongly dislikes about DOA (and the lack of guaranteed damage).
You have time to react to hold whiffs and the timings are pretty generous. I don't love holds, but I don't get the backlash either. Combos in general have generous timings.
It seems like the same issue KI has with its combo breakers (combo breakers annoyed me but holds didn't) I think it's because KI breakers seemed reactionary while DOA is predictive. The FGC seems to be ok with reactionary because they can grind it but not ok with predictive because that's reading. (and in 2-out-of-3 tourney sets, read-based increases variance)
Also you can't hold when you are juggled- though I got the impression they were reducing juggles in this.