well it was 22 before...18 eh? That's even bigger than I expected. I figured it was 16. I would have preferred if it was 10-12 but that's just me.
well it was 22 before...
also these frames aren't really followed when Holding in stun.
the hold recovery is equal to the number of stun frame they would have if they stagger escape on fastest...How long are they in stun?
the hold recovery is equal to the number of stun frame they would have if they stagger escape on fastest...
which is dumb, cause a spammed hold = Fastest Stagger Escape.
so if a move give +22 stun, but 15 +stun on stagger escape on fastest then the hold would be over in 15 frames. but for them to be +15 it would mean they hold right as soon as they got hit. if they hold 10 frames after getting hit it would be +25.
but you can't forget that some moves like sitdown stun, don't let you hold out right away, i.e. Tina 8P is +19 on fastest but if you were just spamming hold u can't hold until frame 20 now u have 19 frames for the hold to end. making the stun seen as +38. but it still follows the first 18 frames rule, it just the hold might be shorter with no recovery.
At the very, very, very least I'd like to see the active frames for counters reduced by 2 frames or so. There are still some instances where someone's throwing out a counter randomly from a neutral situation and they just happen to catch my late attack intended to punish their hold.
The correct answer is always, no matter how small it actually is, is "too big."
Is variety really that important to casuals that "spamming" always gets demonized? Or, at least in the SF example, are newer folk simply not able to understand the dynamics of a zoning matchup. And I say "newer" because if you ask vets from the 90's (e.g. Valle or Seth Killian) they'll tell you all about the nuances of said matchups, where every single pixel of space gained can be advantageous and how 1 or 2 frames of mistiming can bring a match on one guys favor.Call me crazy, but intimidation of the feature alone preventing move spams is one of the core aspects that makes DOA so appealing and sets it apart from other fighters. Nothing is more boring that watching two butt-munches in SF toss out 500 thousand hadoukens every match, and sadly that's what you see at beginner-level play and competitive level play. It's fucking ridiculous.
46P hits way later at that range thats why u get +3/+4 on it, so it hitting at like 22/23.Tina's 46p after a 2p1p force tech is actually unholdable (it takes 18 frames to execute but I'm relatively certain that it must have two active frames since it will still hit someone after that force tech if they do anything except stand motionless).