Distress Holds & Throwdown Stage - Wannabe DOA Reboot Designer Analyzes the DOA6 World Championship
Make DOA6 Ultimate (Hardcore?) before attempting a reboot.
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My ideas are all about fun, fairness, and the APPROPRIATE kind of fanservice.
I remember everything that made DOA awesome and take it all captive in my heart where they are never forgotten. Not only do I want DOA to become great once again--I want DOA to be glorious.
This is why I am the BEST "wannabe" Dead or Alive game designer.
DOA6 Top 16 Original Source: https://youtu.be/rR7B6jDkY3c
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Video Texts:
There are too many hazards on this stage. I want to rage quit from ranked match every time I see it. Have you forgotten why DOA4 was such a fun game? Let me remind you.
Distress Hold idea:
If we know how our opponent will attempt to launch us after the box stun, why not allow us to hold? But here's the thing, our successful hold from this stun should not deal damage--It should be a dodge.
The partitions on Unforgettable are also busted. There should only be enough time to hop over and use the aerial attack. We should not be able to land and start a mixup with the stuns.
Neat idea. Terrible execution. The Rumble Dangerzone needs a cooldown timer to help the player who was knocked into it. It's too easy to reactivate it. 8 seconds perhaps.
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Ramblings (old):
I'm not hard on Team Ninja because I like insulting them. I'm strict because playing DOA is the activity I USED to enjoy the most when it came to competing. But now their bad decisions are getting in the way of my happiness. Other video games I like are also severely flawed. People treat balancing like it's a joke for some reason. I do not. I cannot look past it, ESPECIALLY if I lose to something stupid.
Sadly, there is no perfect DOA. Dimensions is probably the best, but it's stuck on a handheld and is only 3-way hold. Such a shame.
I don't have money to create more mods at this time, so I make these videos to be productive.
People say to me, "that's a part of DOA. You don't actually like DOA".
Sit-down stuns weren't a part of DOA either; there were no power blows or critical bursts; the low hold had the same recovery frames as the standing holds.
Team Ninja made so many changes to the formula over the years that people accepted and adapted to. But as soon as I want to innovate and evolve the formula, experiment with new mechanics to make the game better, all of a sudden I'm out of my mind and not a fan.
Developers keep releasing games with broken gameplay and limited PvP options because people accept everything that is handed to them. They don't complain or speak up. I may over-complain at times, but at least I am doing SOMETHING to bring about change.
Most people are ignorant and don't analyze things as thoroughly as I do, while others are scared to disagree.
95% of gamers wouldn't know a good game if it poked them in the eye. They settle for MEDIOCRITY!
This is why companies keep releasing lame, disappointing video games.
I really cannot believe how anyone enjoys DOA5 and DOA6. Play DOA5, and you get mixed to death. Go on DOA6, and you can't fight for 5 seconds before someone throws out a Break Hold to cover their mistakes or an all-or-nothing Break Blow to snuff out ANY standing strike you have, so you don't even want to engage your opponent!
The flow of the action is constantly being stopped by the poorly implemented meter system.
Even though DOA6 is for scrubs, people are so small-minded that they automatically think DOA5 is a good game just because it's a direct contrast to 6--because it's hard. No, 5 is TOO hard. It's not fun at all!
A game CAN be hardcore and fun at the same time. 5 doesn't achieve that balance.
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*The Ugly Problems with DOA6: https://youtu.be/ERLaNX8sugg
*Featured Video of Mine: https://youtu.be/cu6-V4FaeU0 (example of a bad fighting game)
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