Analyzing Lobby Matches #3b To help Team Ninja & Koei Tecmo make the Dead or Alive 7 reboot GREAT

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Published on ● Video Link: https://www.youtube.com/watch?v=YMCugd3MaMM



Dead or Alive 6
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Category:
Let's Play
Duration: 1:14
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My Deepest DOA Desire (currently): Dimensions ported to Switch with an option for 4-way hold and 5-round matches.

These are my recommendations for DOA6Ultimate to make it a fun game that can't frustrate players even when they lose. I have faith in my game-designing abilities. I can help you.

0:00 Phase 4's costume is discussed below.

0:05 Kasumi is at -11 disadvantage after hitting someone with 6P+K. There's no logical reason for Normal Hit to punish the attacker.

0:48 Fair damage for throw punishment.

0:53 I'm not angered by this wall-splat interaction because Kasumi had her back to the wall originally before reversing the situation. But if Phase 4 had her back to the wall the entire time, that's when wall-bounce combos become cheap and annoying.
Perhaps the wall bounce can happen if you keep your opponent in a back-turned state. But if their back hits the wall, they will not bounce, aside from special stage interactions causing it.

1:09 Phase 4 did the goofy raw Break Blow tactic because the sabaki part of it and the guard break are broken. This is anti-competitive and silly. Kasumi should not be scared to engage because of meter. I will talk more about the Break Blow in a different video where it's used effectively.

1:10 Phase 4 should have lived.
I will not say meter builds too fast, but it does build fast--so the pesky sidestep attack is always at the forefront of our minds when playing the game. This should not be the case. It's decent as both an offensive and defensive tool with 30 damage and immaculate evasion properties.
It's a difficult move to balance, but I think I'm getting close to discovering how it should function to make it both useful and fair.
-Adjustments to the Side Attack for fast characters like Kasumi:
10 damage, can't activate danger zones, +4 advantage flinch-stun.
-Side Attack changes for slow characters like Bass:
10 damage, can't activate danger zones, +6 advantage flinch-stun, -4 disadvantage guard break.

That's the gist of what I have in mind. But Rachel's Side Attack is a heavy kick, so I believe Side Attacks should have different effects based on the animation and speed of the character. Maybe hers should do 20 damage and push the opponent far away instead of causing a flinch-stun. No invincible Side Attack should ever wall splat.

I do not believe an invincible sidestep attack should be without meter. You could go back to DOA5's SSA mechanic, but I wasn't the biggest fan of it, personally. It wasn't reliable. I think it's better for the sidestep attack's use to be easy to understand for players of any skill level. I respect the attempt you made at doing this in DOA6. It just needs more polish.

Some players don't want the "attack" part of the SSA to cost meter, but the meter builds so fast that it's almost a non-issue.
Perhaps include both a meterless but vulnerable SSA and an improved, invincible SSA as I described above.
If we don't have meter, the attack will still come out, but it won't be invulnerable against linear attacks.

The way I'd design the SSA is for it to be used strictly as a "get off me" tool. Even though it spends meter, a defensive tool should never be a "win button".

Do not reboot the franchise. Make DOA6Ultimate/Hardcore or another spin-off DOA fighting game with Xtreme minigames included.
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Redundant texts:

0:26 It's Kasumi's turn to utilize her broken launching throw. Phase 4 retaliates with her own again at 0:59
Launching throws take all the fun out of the game. The Kasumi player had to put his/her controller down for 5 seconds because of a quick, unblockable move with an easy input. Launching throws should be difficult to execute because of how annoying they are. Example: Phase 4's 236T should be changed to 43216T. And because it is unbreakable, the damage needs to be reduced. Or keep the damage the same and make it breakable. Up to you really.

I should be able to disable this Phase 4 costume from my perspective. Even though I like women, I do not seek to view women in this context. It is against my values. Make everyone happy by including more censorship options. You don't bother me, I don't bother you. That's how we live in peace.
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Tags: dead or alive 7 6 fighters evolution doa6fe doa6++ doa7 designer gameplay mod update online lobby rant match review patch notes studio デッド オア アライブ doa balance patch steam pc PC koei tecmo team ninja playtester チームニンジャ team ninja 株式会社テクモ tecmo 株式会社コーエーテクモホールディングス koei tecmo デッド オア アライブ doa dead or alive 6 spectating spectator spectate かすみ 霞 Kasumi フェーズ・フォー Fēzu-Fō Phase 4




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nyotengu
dead or alive
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