Director Yohei Shimbori breaks down Dead Or Alive 6’s neutral game in Free Step Dodge interview

If you want to get a great break down of how an upcoming game is shaping up, then there’s no better people to ask than those who play said game competitively. This is what we have with a new, in depth, break down of Dead Or Alive 6‘s neutral game from Free Step Dodge’s Matt Ponton.

We’ve known about some of the many changes to Dead Or Alive 6 for some time now. In their latest article, Matt explains how these changes affect the game’s neutral in a way only a long time competitive player can. Long story short: the removal of mechanics such as Stagger Escape, Critical Threshold, as well as the reduction of Critical State means that DOA6 puts a much bigger focus on neutral over the stun game, making it feel much closer to Dead Or Alive 2 and Dead Or Alive 3 than it does to the prior 2 incarnations.He also puts the focus on certain mechanics that people have overlooked. This includes the Break Blow Cancel mechanic, which allows players to cancel out of a Break Blow to extend their combos, while retaining the Fatal Stun from it.

On top of the breakdown, there’s also a short interview he has with director Yohei Shimbori and community manager (and top player) Emmanuel “Master” Rodriguez. The interview covers a lot of ground regarding the design of Dead Or Alive 6‘s neutral game. This includes the series’ lack of throw breaks (and how they might add them in) and tweaks to the ground game. Additionally, Shimbori also confirms that a certain character who many thought dead after the events of DOA5 is still alive.

Of course, this is just a small part of what this extensive break down covers. Interested players should head on over to Free Step Dodge to read the whole thing.

Source: Free Step Dodge


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