I thank you for answering to my question and I'm sorry if I resurrected a dead(?) thread.
If I understood correctly, in this thread many here are suggesting to remove the capability of Holding during the Stun status... I mean... FOR REAL? Wasn't that the whole purpose of the Hold system to Hold-what-you-can't-Guard which equals to Holding while Stun? Have there been any DOA game in the series that didn't allow Holding in that situation? Bear with me, I've only played DOA3.2, DOA2U, DOAOL and not the rest.
After all that is what somehow makes DOA unique from the rest of fighting games that allows Holding attacks too...
DOA 1 did not allow it, and it was only usable as a 6 point system in DOA++. DOA 2 had attacks that were hold resistant, but not enough to make it a solid game. DOA 3 had these as well as guaranteed launchers off of wall hits and various guaranteed setups into those wall hits. So far it has been the best game. DOA 4 stripped all of those strategic elements away and made the game total guessing in every situation, and it has been the worst game.
The hold has always been seen as too powerful, even when the damage is low. Denying an attack is denying victory, and doing it with such mindless ease is a bad thing for a competitive game. Removing the hold from stun is one answer to the problem. The other is to expand in the direction that DOA 3 went and create more situations where the hold is useless, but others where it is relevant and fair risk to face.
The trick is finding what is really fair, and a lot of DOA players have a somewhat distorted view of how fair the hold system actually is right now because they've never actually taken a look at the math behind it.
Check out this thread I made to give you a better idea.
http://freestepdodge.com/threads/actual-odds-of-beating-the-threshold.735/
Remember, DOA being unique is only a good thing if that which makes the game unique isn't horribly flawed. There is a reason it has a very poor reputation competitively, and it's not based on total ignorance.