Interesting..Is this gonna be Tina?
http://xbox360.ign.com/objects/866/866449.html
Maybe someone else can check around and see if this is official or a fanart. The articles doesn't mention anything about her.
Interesting..Is this gonna be Tina?
http://xbox360.ign.com/objects/866/866449.html
Dunno, it looks like a painted-up version of this:Interesting..
Maybe someone else can check around and see if this is official or a fanart. The articles doesn't mention anything about her.
Dunno, it looks like a painted-up version of this:
The face seems really off to me.
The face seems really off to me.
I'm pretty confident she won't.Hopefully it's not official art and new Tina doesn't actually look like that.
Hayashi says that the character's commands are basically unchanged from VF.
This looks awesome. Comes out in September, eh? Fairly close to the supposed release date for Tekken Tag 2.
I can't wait to use Akira against everyone on DOA5.
Any good high level DOA matches you guys can link to? Would really like to see how the combat flows when firing on all cylinders.
Just speaking for myself here: I always loved DoA, and never really got into all the hate against the franchise, especially related to Itagaki. Honestly, I didn't even completely understand it.Amazing how great a series can suddenly look without Itagaki running it.
http://www.freestepdodge.com/media/category/dead-or-alive-3.7/
You can honestly peruse any of the videos on the site, but most grizzled DOA competitive players would tell you that DOA3/3.1 was the series at its best.
Just speaking for myself here: I always loved DoA, and never really got into all the hate against the franchise, especially related to Itagaki. Honestly, I didn't even completely understand it.
I love this new direction, but not because evil Itagaki's gone: it looks fresh, I like it and that's all.
I didn't play DoA4 that much, but yeah I didn't enjoy it as much as I did DoA2 and DoA3. Having said that, I'm pretty sure the whole Itagaki 'issue' started way bedore DoA4...Itagaki took everything that made DoA3 a good game and removed it from DoA4. It was the worst entry in the series and I'm glad Itagaki and his gambling game design is gone.
From the looks of it, DoA5 is shaping up to be great. Can't wait to play it next week
I think Akira will have a hard time against ninjas and their mobility/teleportation. His powerful attacks used to be difficult to dodge in VF, but when it's done he's open to heavy counters. It could happen much more often against characters able to jump 3 meters over his head.
I didn't play DoA4 that much, but yeah I didn't enjoy it as much as I did DoA2 and DoA3. Having said that, I'm pretty sure the whole Itagaki 'issue' started way bedore DoA4...
My competitive mindset (and skill level as well ) has gone since a long time now, so I'm not even updated with pro players general opinion but... Is it possibile I found the recent Dimensions fairly good on the whole?
I'm speaking from the viewpoint of a person who plays DoA competitively. I didn't care about the controversial Itagaki until he started making mediocre games.
I think Itagaki's goal was to rebalance after DOA3. But the question is: Why did he do that when most fans were completely okay with DOA3?
...Personal preference was the driving force behind the change, Shimbori already clarified this. [Itagaki] has constantly been criticizing people who play his game, telling them they are doing it wrong (even when they are the top players in the world, and are winning). In the DOAU days he would even go online and bitch about how American players were lagging.
Itagaki: So in terms of what I'm going to be doing in the future, we'll be releasing more information probably some time around late June or early July kind of time frame, so you can expect to hear more around then.
Kikizo: Dead or Alive 5, obviously you have announced it - do you think it will be another Xbox 360 exclusive, will you work with Microsoft once more?
Itagaki: That will be part of our announcement later in the summer.
I really hope that they reduce the number of stuns and remove the ability to counter out of essentially every stun (particularly so-called critical stuns). Attackers should be rewarded for guessing right/reading their opponent and be allowed to press their advantage.Game mechanic advances like counter damage nerfing and the return of the (useful)freestep are fantastic to hear, too. I've been pouring over every piece of media and speculation that I've been able to get my hands on and all signs point to a return to form with major improvements on all fronts.
I really hope that they reduce the number of stuns and remove the ability to counter out of essentially every stun (particularly so-called critical stuns). Attackers should be rewarded for guessing right/reading their opponent and be allowed to press their advantage.
Throw in improvements to the throw game and we're in business (too many inescapable throws, IMO).
Ain't that the truth. Itagaki somehow struck gold with DoA3 by pure, dumb luck. XDItagaki's idea of balance is making ninjas top-tier and - in a vain attempt at making top-tier play more offensive - create a game where the defender always has the upper-hand.
That's where the idea that Itagaki doesn't even like fighting games comes from. He doesn't understand balance or how to create a mechanically sound fighting game, nor how to change the dynamics of his own fighting games when given the opportunity.
It's like DOA3 was a fluke.
Perfect solution. I'd keep all catch throws unbreakable and let Bass to keep a few completely unbreakable throws, though.I've always wanted every throw to be escapable in DoA, similar to the VF system. That way you still have to "guess," and it's no different from attacks. Worried about throws being too powerful? Well, you can't escape a throw when it is hi-counter. Seems simple enough solution to me.
Perfect solution. I'd keep all catch throws unbreakable and let Bass to keep a few completely unbreakable throws, though.
Ain't that the truth. Itagaki somehow struck gold with DoA3 by pure, dumb luck. XD
I've always wanted every throw to be escapable in DoA, similar to the VF system. That way you still have to "guess," and it's no different from attacks. Worried about throws being too powerful? Well, you can't escape a throw when it is hi-counter. Seems simple enough solution to me.
I think Itagaki's goal was to rebalance after DOA3. But the question is: Why did he do that when most fans were completely okay with DOA3?
As a matter of fact, I remember DOA3 getting a lot of criticism, especially for its counter system that was too tolerant. At the time DOA2 was considered the better game, and DOAU was well received because of that.
I don't see anything wrong with a game giving an advantage to defense, actually I think it's one of the things I like most in fighting games and kung-fu flicks : know your opponent, block his attacks, and punish him when you get the opportunity.
I can't wait to play this one online. All the bitching going on in DOA4 was glorious
HnnnnnnnnggggggggIn other news, ANOTHER trailer will be coming this week.
http://twitter.com/#!/TeamNINJAStudio/status/179212262047891457
This seems like a really great idea ..i'm all for it ..I've always wanted every throw to be escapable in DoA, similar to the VF system. That way you still have to "guess," and it's no different from attacks. Worried about throws being too powerful? Well, you can't escape a throw when it is hi-counter. Seems simple enough solution to me.
Main problem was that the Counter system, especially in DOA4 and Dimensions, made it so it the defender was more often being rewarded for "guessing", than actually "knowing". This was in the midst of how you could counter even from being in hitstun, which made it so anything close to using real combos was almost impossible, if not just outright impractical.
EDIT: In other news, ANOTHER trailer will be coming this week.
http://twitter.com/#!/TeamNINJAStudio/status/179212262047891457
As somebody who hates long canned combos, I suppose I'm ok with that too... Part of the mind game for me is "guessing" what the opponent will try based on his patterns, and those can be completely random (especially in games with cancellable moves). I understand that it may be frustrating for advanced players who count frames and know all the moves in and out, but for regular players it makes thing more exciting.
Well it's exciting to know that the tides can turn at any moment... and that's also why you try to attack carefully when you're close to the edge/slope/wall.
Of course the counter penalty may be a bit high, but I think it's something that has been toned down in the successive episodes.