"Hi Counter" Damage System REVAMPED | Improving DOA #10 Logical Game Design for Team Ninja & Tecmo
Typo in the video: Unreactable, not uneactable
You can't see the in-game fight details, but you're not supposed to.
Click "SHOW MORE" to expand the description of this video
What I'd consider doing if I owned DOA. Personal patch notes.
Why is this change necessary?
1) To reward people for making the right plays (good defense), penalizing people for making mistakes, and taking luck out of the equation.
IDEA SIMPLIFIED (set damage):
*10 frame jab from +13 advantage: After doing more thinking, jab punishment from fast characters should not cause a deep hi counter hit stun. Slower characters will get destroyed. But to compensate, slower characters should continue to have their own unique strengths, like powerful holds and throws.
*hold vs strike: normal damage if the move is about less than 21 frames (unreactable)
*throw vs throw: normal damage
*strike vs strike: normal damage, but deeper stun because you won neutral.
*offensive hold vs hold: normal damage
*7 frame throw from +9 advantage: Hi counter throw
*Throwing a stunned opponent who's holding: normal damage
*Throwing a stunned opponent who's LOW holding: counter damage (25% more)
*Throwing an opponent who's holding in neutral: hi counter damage (50% more)
*Holding a charging strike: hi counter damage (50% more)
*Holding a move that causes an unholdable, sit-down, fatal stun, or a close-hit: hi counter damage (50% more)
*Holding either low or mid comeback kick: Time your hold well in order to get counter or hi counter. Hold too soon and you will deal normal hold damage (same as is now).
*strike vs throw: hi counter strike
*hold vs slow strike (21 frames or slower): high counter hold (50% more)
Etc. You get the picture.
IDEA CRITICISMS:
"Sounds convoluted"
People will get used to it. No one pays attention to nor plans counter hits as they are now. We can still play the same way we always have. It's just that the damage we take in certain situations will be different from what we expect. This change is more sensible.
"Why do hi counter strikes stay the same but throws and holds are nerfed?"
Because this is a fighting game, not a wrestling game, not a grappling game.
A good fighting game cannot be based on rock-paper-scissors to the fullest extent. One of the three techniques needs to be the focal point of the gameplay.
VIDEO TEXTS:
When the same type of move
is used by both fighters, the
one who connects first deals
an extra 25% more damage
(counter hit) and puts the
opponent in a deeper stun
There is no skill involved in
causing counter hits, because
most moves are uneactable
Keep the counter hit stun
BUT remove the 25%
damage boost
Hi Counter holds work when
you hold a strike at the very
last moment (50% more power)
This also is NOT skill. Most
moves are too fast to see.
This mechanic relies on luck.
Hi Counter holds should only
happen when a powerful
or slow move is held
Such as the slow, predictable
comeback kicks (rising kicks)
Hi Counter strikes and
Hi Counter throws should only
occur when the opponent is
hit while still recovering from the
last move they used. This rewards
people for correct punishment
In 4-way hold it is not fair that
we must take 50% more throw
damage for using the ONLY
defensive option in the game
Hi Counter strike damage
should still apply when
hitting a throwing opponent
Hi Counter throw damage will
stay intact to punish offensive
hold and stidestep abusers
Hi counter throws should only
work when the opponent
holds in neutral (outside stun)
Please consider my idea to refine this
LUCK-based, anti-competitive
damage multiplier system
---
Inspiration for this idea: Commonsense
Read my pinned comment.
---
-The Ugly Problems with DOA6: https://youtu.be/ERLaNX8sugg
-GMV Playlist: https://www.youtube.com/playlist?list=PLJ4KscFO109ym0r0BN8mmGtM-C3YlouLF
-Featured Video of Mine: https://youtu.be/pXY0DFQwD34 (Me vs MASTER)
---
NyaFighter8101 FighterSupreme nyotengu DOAFighter3 dead or alive 6 doa6 koei for doa7 7 doa6u 6 ultimate
Other Videos By FighterSupreme
Other Statistics
Dead or Alive 6 Statistics For FighterSupreme
At this time, FighterSupreme has 57,103 views for Dead or Alive 6 spread across 496 videos. His channel published over 2 days worth of content for the game, or 63.14% of the total watchable video for Dead or Alive 6 on FighterSupreme's YouTube channel.