Analyzing [Ranked] Matches #5 To help Team Ninja & Koei Tecmo make the Dead or Alive 7 reboot GREAT
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 Typing space is too restrictive. DOA5's chat box gave more freedom when a keyboard peripheral was connected.
0:22 Hayate overpowered Kasumi's mid wake-up kick by acting like a fool.
The low wake-up kick should stay the way it is. But the mid wake-up kick needs to be completely invincible. Crushing it is more luck-based than skill-based.
I shouldn't be rewarded for a bad play. Kasumi deserved to hit me.
0:25 She needs to learn how to punish this move. Nothing suspicious here.
0:28 Once again, the Break Blow wasn't used to great effect, so I won't yet go too deep into how you should go about fixing it.
I think it's +4 or +5 on block?
Maybe that'd be fine if the prospect of being thrown wasn't as unjustifiably scary as it is.
It's impossible to make an educated guess if both Throws (unbreakable) and Strikes have high damage potential.
I talked in depth about throws in episode #1.
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:
0:20 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. The attempt you made at doing this in DOA6 is commendable. 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".
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0:29 I should be able to disable this Kasumi 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 ハヤテ hayate
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