How They Nerfed The Hold

Chris Harris

Well-Known Member
The hold in DoA is something that will more than likely always be in the game. Being able to counter while in stun and while out of stun. While taking the hold out of stun would be interesting to the game I think they would have to completely revamp the attacks, stuns, throws, and probably add escape options for throws. That's not about that debate though it's about how the hold is nerfed and how it will change the way DoA is played (unless they change more things then I'll have to do another one x_x)

So the main way they nerfed the hold was by adding more recovery to it. Now while you can legit react to the hold you would still have to be waiting for it in some form. Now that the recovery is nerfed it actually opens a few more options for the attacker that wasn't present before because of how quick the recovery was.

Now in other DoA's the hold damage was pretty legit as a defensive option because of the insane damage you could get and the recovery of it. In DoA[4] which most people liked (mainly because it was accessible) you could do anywhere from 30%-60% depending on the environment. It didn't end there either because that was just the simple use for it. Another use for it defensively was using it against attacks that stunned you but you could hold before the ATTACKER recovered which at some points put you at neutral. With that option you could actually hold and throw out high evasive moves (crushes) so it killed a lot of options offensively.

In DoA[5] because they nerfed the hold you don't get that type of damage on AVERAGE. You get very low damage that is equal to or less than what would happen if you went for a launcher. In DoA[4] even IF you went for the launcher you could still do less damage compared to their hold damage. So because of this the attacker has a good reason to pursue a strike/throw mix up that can net him more damage than the defender. This was a main problem in DoA[4] with the hold because the defender had so much more control in a fight because of that damage.

The other way the hold was used in DoA[4] was to completely kill mix ups with the "Just Frame" hold which is basically holding instantly as you were stunned. You could hold instantly out of any stun and depending on what stun that was used you could potentially be back to neutral or in some horrific cases the defender would be at an advantage. You could hold and block, hold and throw evasive, or even hold throw quick mid. Usually it was throw evasive attack or block which was a strong because it forced the attacker to become greedy giving the defender control. A good example of this is Hitomi doing 6p,k for a stun (in DoA [4]) and free canceling the string for a strike mix up. If you hold instantly as the knee hits my only option is to prefire a low throw to "punish" it (low holds were commonly used for the JF hold). So if I was even off by a second with my low throw I would be hit by a launcher or mid attack which would in turn stun me. I would have already had to made to my mind about this situation and go for it because the hold recovers so fast. The common thing to do if you thought someone would hold when you stunned them was go for a big throw since it net the most damage for you. So in the above scenario if I went for a big throw and he JF countered he could actually HCB me for a ton of damage.

In DoA[5] this is something that you will see attempted but can be countered hard. Doing a hold in this manner now doesn't leave you with that many options now. Though they are there because the recovery was increased it takes too much time to use certain attacks and it even allows the use of more attacks. In DoA[5] using attacks that stun like that you can actually slow escape them unless the string is being finished without cancelling or if it's a little deeper you commit with jabs. With the above example in DoA[5] if someone was to hold that quickly out of stun you are still at strong advantage. You could even throw the whiffed hold if you are looking for a hold and still press your advantage. Stuns like Hitomi's 6p+k (DoA[4]) could be JF held and a crush could be thrown out but in DoA[5] you have such an advantage with it you can even play the wait and see game.

Now to keep this short as I could go on for a lot longer I'll just touch on attacks and slow escaping. These also have a big part in how the game will be played now that the hold has been nerfed.

Attacks now don't stun nearly as much. In DoA [4] pretty much EVERY attack stunned in some form or way. Since there was no sidestep you would have to pretty much just "dog fight" in every exchange to try to get damage which consisted of raw guesses for counter damage, throw damage, and punish damage. You could try to go for combo damage with a launcher but in DoA[4] you had to increase the stuns 2-4 times to even equal the damage the defender could potentially get in those 2-4 guesses. So now you don't have everything stunning so now you aren't holding as much because you aren't getting that type of damage (or at least doing them blindly).

The other thing with attacks that do happen to stun, they can all be slow escaped. So now you have a stronger option when you get stunned since all stuns aren't so heavy that you can't slow escape them. You don't need to hold and even though you CAN it is much more risky considering the damage the attacker gets for going for a launcher or throw. There are stuns that you can still hold out of but the attacker has full control of that situation because you can't actually slow escape the stun because you don't recover standing.

Feel free to add to this conversation as I think many people don't understand how this completely changes the meta game.
 

BlackxxxMamba

Active Member
Here's hoping for DOA5 having some solid offensive tools in advantageous situations. In DOA4, you were never truly on offense. Pretty good step forward so far for DOA5.
 

MASTER

Well-Known Member
Standard Donor
I totally understand how this changes the meta game. Good read. I would go into it further but some peeps just dont understand and i don't blame you for not going in further because there is a lot of things that go into this meta game based on the changes they already made (and could potentially make...).

You didn't even touch Dangerzones after launchers or regular wall damage for that matter.
You didn't touch on how Sidestep which also plays a factor.
You didn't touch on how adding more holds (6-Point/4-Point) would also drastically change that.

You didn't touch on any of those things plus more but i understand clearly why you didn't. Kudos to you NinjaCW, it was a good read. I havent had someone post something like this without having someone else say "you are wrong and holding in the stun game is bad no matter what" type of sentence.

Thank you for acknowledging the huge changes already made. Hold=Nerfed in DOA5 compared to all the other options or previous DOA games. No need to make it much weaker IMO. You already pay too much in it and thats even with 3 point holding.

MASTER
:hayabusa:
 

Chris Harris

Well-Known Member
Yea I didn't really want to get into all of that other stuff regarding the hold because it would be like a book. Just wanted to touch on the basics of how the hold will change the game and what is "actually" happening with the game in the Alpha stage
 

BlackxxxMamba

Active Member
Hopefully DOA5 will toy around with the idea of a 6-point counter system. That actually sounds really great and would love to see how that plays out. (Go back to 4-point at the very least)
 

Allan Paris

Well-Known Member
DOA5 is a 3 Point Hold System. Unless TN just released something stating otherwise.

You didn't touch on how adding more holds (6-Point/4-Point) would also drastically change that.

If you have to for the sake of not writing a book in this thread, PM me. Explain how adding more points to the holds would drastically change anything to DOA5? The nerfed holds are good and still need to be fixed in my eyes but, adding more points changes what exactly?
 

H2OEvil

Member
yeah 6 point holds would be pretty nice tbh (make it 4 at least like Mamba said..) 3 point holds were nice back in 3.0 and 3.1 but Ive become more fond of more direction holds.... People would deff not rely on countering so much UNLESS their opponent is that predictable.. but then again you could probably just block them till they throw out an unsafe move and then punish them harder for it instead of getting a lower damage counter..

Good read Chris...
 

BlackxxxMamba

Active Member
DOA5 is a 3 Point Hold System. Unless TN just released something stating otherwise.



If you have to for the sake of not writing a book in this thread, PM me. Explain how adding more points to the holds would drastically change anything to DOA5? The nerfed holds are good and still need to be fixed in my eyes but, adding more points changes what exactly?


It would get rid of a lot of the guessing factor that was in DOA if it was a 6-Point Counter System. It would make players think twice about just randomly throwing out counters and being rewarded for it. There will be a greater risk now. (and not so much reward if they keep the nerfed damage for holds the same, which would be a great step forward) That would just take the guess percentage down to about 16.6%.

You would actually have to KNOW what your opponent is doing and overall make players have to play more solid and smart. I do hope they try out a 6-Point.
 

Allan Paris

Well-Known Member
4 point would be fine, if 6 was implemented I am down with that too. I was asking that in sense of how they are used in stun as of now. I know it's not up for debate and it annoys me that it is there. Sorry for asking don't mind that question; to anyone else that may want to answer it.
 

DrDogg

Well-Known Member
The holds have been toned down, but the game would still be better without the ability to hold out of stun. Steps are being taken to make DOA play more like other competitive fighters, let's just hope it's enough.

Right now I'm more concerned with how unsafe everything is more so than the hold system. You're encouraged to free cancel, which promotes more guessing.
 

BlackxxxMamba

Active Member
The holds have been toned down, but the game would still be better without the ability to hold out of stun. Steps are being taken to make DOA play more like other competitive fighters, let's just hope it's enough.

Right now I'm more concerned with how unsafe everything is more so than the hold system. You're encouraged to free cancel, which promotes more guessing.

Exactly. Most of the attacks in DOA don't have to stun. Each character can have certain attacks that stun, on NH and CH, and should make it so you can't counter out of it.

Yea, frame data for these moves needs to be worked on. In DOA4, Ayane only had 2 or 3 safe moves. Lets avoid another incident like that. Also, you should not be able to delay the timing on every single string in the game.
 

DriftSlave

Active Member
well making more "safe" moves is a matter of perspective right? safe vs what? jabs? launchers? guarantee throws? Knees-err wait DOA don't have those...yet
Shouldn't their be more moves that add frame advantage and or guardbreak?
Or more shake-able stuns?

Sorry for looking at it from a VF point of view~
 

DrDogg

Well-Known Member
well making more "safe" moves is a matter of perspective right? safe vs what? jabs? launchers? guarantee throws? Knees-err wait DOA don't have those...yet
Shouldn't their be more moves that add frame advantage and or guardbreak?
Or more shake-able stuns?

Sorry for looking at it from a VF point of view~

Safe is only relative when discussing holds since everything can be held and therefore nothing is safe.

I'm only talking about safe on block, meaning -4 or better against grapplers, and -5 or better against everyone else. Frame advantage is nice, but when 90% of your move list is unsafe, a few attacks that give frame adv won't really change things... especially when most of those require a charge (leaving you open to an easy counterhold).
 

Allan Paris

Well-Known Member
DOA has everything you just mentioned. I believe they mean safe as in not being punished by throws. Yes, there should be more moves that leave you at frame advantage. That is something else that we have asked TN for. So far it seems that we are getting it.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Chris, you did a great Job. When Doa5 come out, there will be a lot more info that we can post on how much the holds have been nerfed. If you are up to it, we can write an in depth faq on the subject.
 

Chris Harris

Well-Known Member
@Vpai - Of course man. I want to get info out once we get more concrete stuff so people understand how the game has changed
 
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