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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > The Lobby > Gaming Headlines > Dead or Alive 5/Ninja Gaiden 3 thread
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Author Topic: Dead or Alive 5/Ninja Gaiden 3 thread  (Read 65995 times)
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Re: Dead or Alive 5/Ninja Gaiden 3 thread
« Reply #855 on: 15 of June of 2013, 08:54:57 pm »

I don't see the point of Power Launchers. Why have such a thing? What is launching higher gonna help accomplish? And the requirement conditions is stupid. The Power Blow was bad enough as it is.

And honestly... I am sick of team/tag fighters this generation as it is if they are really pushing for it to be the new standard.
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TheDuskwalker
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Re: Dead or Alive 5/Ninja Gaiden 3 thread
« Reply #856 on: 16 of June of 2013, 12:41:51 am »

I thought that was pretty obvious for anyone that knows remotely anything about DOA. It will allow for longer juggles, and allow advanced players to pull off some damaging juggles. I'm curious if they will allow for a relaunch during a normal juggle. Don't forget before critical stuns were introduced in DOA5 to do more with red stun, the whole point of getting opponents into red stun state was to get higher launch on launchers for a bigger more damaging juggle, this will allow them to go beyond that. Also don't forget character weight factors into how high they're launched during launchers too, this bypasses a characters weight class too.

It could also tie into some of the new moves characters have. Like we saw Milla's rapid punch like Steve's used after one in trailer.
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Re: Dead or Alive 5/Ninja Gaiden 3 thread
« Reply #857 on: 16 of June of 2013, 03:26:44 am »

There's already launchers though and they do their job. What is launching higher gonna do? You gotta wait for your opponent to drop down to juggle them with anything, and from there on out you are using the same juggle combo's you'd normally use. Some characters are able to launch high enough as it is.

I guess it would help with juggling the heavier weight class characters, but then there's the silly conditions required to use it, seems pointless to me.

DOA is just plain bad gameplay design, bad enough with it's terrible counter system and stupid stuns.
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Re: Dead or Alive 5/Ninja Gaiden 3 thread
« Reply #858 on: 16 of June of 2013, 03:40:24 am »

Well as I said new moves might paly a part in this mechanic. You also have to catch them at the right height, which is why it's a more advanced mechanic.

If that's not the case I'm guessing Kasumi's juggle counter has something to do with it. You know the one where she tosses them super high. I've seen some Kasumi players do some beastly stuff with that becaue of the additional height.

There could also be additional physics tied to it holding them in the air longer while you juggle or something too.

Have to wait until we see more of it and get more detailed information. There has to be something special to it since power blows get off some beastly damage.
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Re: Dead or Alive 5/Ninja Gaiden 3 thread
« Reply #859 on: 16 of June of 2013, 03:44:29 am »

Power Blows are way too situational for my tastes. I hate the fact that the only way to combo into them is to constantly guess right then land a critical burst.

I'd rather just launch the opponent and get a juggle then try playing guess and win.
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Re: Dead or Alive 5/Ninja Gaiden 3 thread
« Reply #860 on: 16 of June of 2013, 04:03:35 am »

Actually that's probably the whole idea behind this launcher system, since he did say fan feedback. After all you can't be the only person that thinks that about Power Blows.

Now you have something to use your power meter on when it becomes active if you can't find a situation for it. Having a guranteed maximum height launcher for best juggle damage would be more helpful than you would think, plus it's not a game breaker either. It's also a great way to punish a counter spammer, and you get the bonus of not having to wait until red stun to get a good juggle combo. Startup did look fairly fast in the trailer, at least fast enough to punish blind countering, which could also be the though process behind this mechanic.
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