Replay Rewind 6/14/2022 Logical Game Design for Team Ninja #15 Helena & Jann Lee | Dead or Alive 6

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Published on ● Video Link: https://www.youtube.com/watch?v=zI4dpCrbtHQ



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Think of me as a freelance KT employee. Whether they want my help or not I’m donating my services and EXPERTISE.
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Video Texts:
PROBLEM
Now Helena will lose 10% of her life bar from
the LUCK-based danger zone and another 5%
from my GUARANTEED follow up off of it.
SOLUTION
1. There are 4 explosive danger zones, one on
every side of this stage. Lower it to 2 so players
can avoid them and be rewarded for paying
attention to their surroundings.
2. The normal walls also act like mini explosive
danger zones. We can't focus on fighting in toxic
environments like this. Change the wall
mechanics to be more like DOA4 and 2U.
We should not get guaranteed juggles from
wall hits. Its TOO EASY and annoying.

PROBLEM
This hi counter hold combo takes 20% of Nyotengu's
life bar. A lucky guess should never punish
someone so harshly.
SOLUTION
90% of hi counter holds are unintentional. Meaning
they are luck-based. Remove "hi counter" and
"counter" damage multipliers from normal holds
and only apply them to offensive holds.
Offensive holds require more thought behind them.

PROBLEM
Now that Jann Lee is stunned it's a no brainer for
Nyotengu to use a throw for 1.5x damage. Jann Lee
MUST hold to avoid being launched and juggled.
This is more of a cheap strategy than a skillful one.
SOLUTION
Reward players when they throw an opponent who is
doing something they OUGHT NOT do rather than
punishing players for only trying to defend themselves.
There is no shame in being stunned because it's
impossible to know when your opponent will attack.
Hi counter throw damage should come into play:
-During a throw punish. Punishing unsafe moves is skill.
-When throwing an offensive hold. Using a throw against
Leifang when you know she will use an offensive hold
against you is a skillful play.
-When someone holds in neutral and gets thrown.
Players are taking a risk when they hold outside of stun.
Holding outside of stun is unnecessary. Holding inside
of stun shouldn't be as punishable because it IS NECESSARY.

PROBLEM
Dragon Kick is broken and not fun to fight against.
Bass and Zack's unblockables are not good because???
SOLUTION
Dragon Kick should only be unblockable if Jann lee/Honoka
spend 1 bar of meter. It will be automatic.
OR
Running must be required to use Dragon Kick.

If evaded, that of course means Honoka/Jann Lee are
susceptible to a hi counter throw during recovery frames.

PROBLEM
Such a high launch after only ONE STUN. Is this
even a fighting game? I don't want to juggle in
a fighting game, I want to FIGHT in a fighting game.
SOLUTION
One stun should not grant you height off a launcher.
The requirement should be 2-3 stuns minimum.
The fun of fighting is when we predict our opponent's
next move, not when we constantly attack them while they
have NO MOVES to use. We may as well not compete
against others at all.
---
-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/YQ9sfzNypb4 (Me and MASTER meet again in DOA6)
---
NyaFighter8101 FighterSupreme nyotengu DOAFighter3 dead or alive 6 doa6 koei for doa7 7 doa6u 6 ultimate nerf free to play koei tecmo japan notes




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dead or alive
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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.