Analyzing Lobby Matches #3c 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=7mf8kRytGNA



Dead or Alive 6
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Let's Play
Duration: 1:21
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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.
0:01 This is modern DOA, so we get a combo from just about any launching move. I'm not against it because her backflip is very unsafe. However, I would like it if DOA borrowed Street Fighter 6's "Punish Counter" mechanic. I've been saying for a long time that we should deal Hi Counter damage when striking or throwing during our opponent's recovery frames.

0:12 Light Ground Pounds sometimes come in clutch, but their influence is negligible otherwise. Here's an idea to make them more interesting: Light Ground Pounds will now remove the opponent's ability to do Wake-Up Kicks.
It's like a pseudo force-tech. This is a very interesting concept, in my opinion. Would love to see it in action.

1:11 Holds and intuitive controls are why DOA will forever eclipse Street Fighter as the superior "fighting" game experience.
I tried SF6 online last night. Had to say it.

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

0:06 It isn't inherently unbalanced for jabs to extend deep stuns. But my personal preference is for jabs to be the worst option when it comes to comboing someone because it takes no skill to press a single button twice. The stagger duration caused by most jabs should be +14 or less.

0:10 Kasumi shouldn't be heavily punished for blocking. Blocking is what she OUGHT to do at disadvantage. Phase 4's command throws should be weakened, dealing 20-30-ish damage because they are UNbreakable. I suggest taking notes from 2D fighters.
Breakable throws should deal the most damage because there's more risk involved. I do not believe we should get high rewards from low-risk moves--this is anti-competitive.

0:32 Full analysis in part #3b
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.

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".

0:44 Full analysis in episode #1
I recommend using the wall properties from DOA2U. Wall-Bouncing should not exist unless someone's hit into the large bouncy balls from DOA5's SHOWTIME stage.
I want to play Dead or Alive, the most feel-good and intellectual fighting game, not sweaty Tekken.
The Wall-Critical stun can remain in the game, but the stagger duration needs to be reduced from +36 to +10 or so.
A more advantageous variant of the Wall-Critical stun should only come from the ropes on the boxing ring stage.

0:50 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.
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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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