Ya know, I think a meter for that PB wouldn't be such a terrible idea.
-LMAO, it is so funny that you say this. This was all in Doa3.1. It is just a shame that we had to deal with the bullshit of Doa4.What the game needs is more NH launchers and for moves to be stronger in general. Right now the entire game revolves around getting a stun and playing within a mix up to get more damage.
Having the launch height at maximum no matter what the stun is would be great. It would give a reason to not play with the stun game as much which would mean if you get stunned you get 1-2 guesses at most. The problem still lays that you get to guess while being hit which is probably what people hate the most. In all fighters once you get hit that's usually it unless they can't get a combo from whatever poke they were using or they drop the combo. In DoA hits don't normally knock you down unless you go for a single attack and they don't CH crumple so the only way to truly get a combo is to stun your opponent while standing so you can go for a launcher/throw set up.
If there were certain attacks that left the opponent standing in a stunned state (something like Hitomi's 6p+k) that led to a free launcher or stun mix up game would be nice.
Back to the stun height being maxed no matter the stun is great IMO. In that situation it makes it sorta like a 50/50 but not really because you usually have 2 different launchers (one being mid and one being high). Though high launchers usually don't give as much height which is fine because it's still another option to mix up. It will give some kind of finality in that specific situation which hurt DoA4 the most IMO. Having to hit someone not only one time but 2-3 additional times just to make sure you do some good damage to justify getting a hit.
This is already, thankfully, present in the DOA5 alpha demo so Team Ninja is off to a good start with its development.snip
If DOA was just VF's system + ground hits + environment interaction + universal DOA1 counters I'd be thrilled.
But you can't throw someone who's in frame disadvantage, so how is that my "pretty much guaranteed safe option?" I'm guessing that they're going to hold here and if I throw and they attack then I lost. Another guessing scenario.
@Mr. Wah: When I first read that it almost sounded like you said "blockazuka", and that just sounded kinda funny because I thought you had given her move a funny terminology or something lol. Is "blockakusa" the actual name of it?
He means while they're in a critical or guard break; they can't be thrown in those states. There are attacks that give frame advantage without guard breaking though.
Keep your meter shit out of my 3D fighters.
Didn't know that.
So then wouldn't it only act like an unholdable if they throw connected on the start-up of the hold? That would take timing, which isn't possible to guarantee.... Outside of stuns that wouldn't allow you to hold for a certain amount of time or teching.
1) Tone down stuns further (potentially to DOA++ levels)
2) Remove counters from stun
3) Remove ability to delay every single string and limit it to very specific character/moves (Ayane's :Link: for example)
4) Add initial frames to counters
5) Shorten active frames from counters
Boom! Competitive viable DOA5. There's still some minor tweaks (input buffer system) but these are the five major points I would stress to Team Ninja, and am currently trying to.
Keep your jersey shore audition shots off my forums. . .
So you would rather this comeback gimmick be on at all times, instead of going against those that might actually consider using it wisely?
I like how you can get on SC case even though their game is at majors -_-'No seriously, fuck meter, fuck lopsided comeback gimmicks, SC needs it because almost ever iteration is retardedly broken or unbalanced.