This is actually true, which makes the situation even sadder.Doa2 didn't have 12 frame throws. Throws were 3-7 frames unless it was a catch throw like Dragon Gunner or Tina's 46T. The 12 frame throw shit wasn't added until 4.
This is actually true, which makes the situation even sadder.Doa2 didn't have 12 frame throws. Throws were 3-7 frames unless it was a catch throw like Dragon Gunner or Tina's 46T. The 12 frame throw shit wasn't added until 4.
Exactly! Thats the way DOA should be.Its called Dead or Alive for a reason. Its not called POD (Punish and Destroy).
That's bad how? I've got three at my disposal; yet, throw like crazy! Isn't it bad enough how stupidly you can still launch/combo/juggle on the ground! PLs by this logic are a waste! Why if you can combo-fuck on the ground? Fear somebody will hold? Just aim for it again! Simple! But what is wrong with throwing? You get more damage much, much, much easier. It's not as if people want 5-hour fights which is why CF happens!
Here's what irks me with PBs: with all the CF-ing, is it necessary to do a Critical Blast/Power-blow combo when the opponent has 2% health? And it just adds to the rinse & repeat manner that is already beyond absurd!
That...solves absolutely nothing...Extend the stun or Fast launching. Now you have to option to fast launch, extend the stung to gain a guaranteed launcher PL or PB.
Seriously, the game was PRETTY stupid on the counter game before DOA5 changed it completely on it's ass. I have lost countless times to my brother not on skill, but due to how many chances he had to counter my moves DEAD. That's less punishment and more ridiculous leeway to victory
Missing my point...again. if we go back to the original style of DOA, we go back to the stall game we had before in which people would be too afraid to do ANYTHING short of Launchers and grabs or stick with fast characters even moreso than ever.
No one cares about making grabs work all of a sudden, we are talking about removing a concept that if anything, completely shows the drawbacks of counter spam as a whole as well as leeway to do some free damage to begin with, something DOA ALWAYS lacked.
This isn't strategy, it's mainly turtling.
That...solves absolutely nothing...
Many characters LOSE their tools and damage already because of the counter spam in past games and EVEN with the massie nerfing to counters in this game, they can still be reasonably spammed UNLESS you are hit by a Critical Burst, and you can actually COUNTER the CB to begin with, so that still makes not enough sense to abdicate removing it as a whole. You DON'T gain ANYTHING with it's loss, you actually LOSE alot more tools than just that.
...the main issue being that the imbalance was simply shifted from defense to offense in doa5. Now its an army of people just mashing what they think is their "best" combo.
Seriously, the game was PRETTY stupid on the counter game before DOA5 changed it completely on it's ass. I have lost countless times to my brother not on skill, but due to how many chances he had to counter my moves DEAD. That's less punishment and more ridiculous leeway to victory
Missing my point...again. if we go back to the original style of DOA, we go back to the stall game we had before in which people would be too afraid to do ANYTHING short of Launchers and grabs or stick with fast characters even moreso than ever.
No one cares about making grabs work all of a sudden, we are talking about removing a concept that if anything, completely shows the drawbacks of counter spam as a whole as well as leeway to do some free damage to begin with, something DOA ALWAYS lacked.
This isn't strategy, it's mainly turtling.
That...solves absolutely nothing...
Many characters LOSE their tools and damage already because of the counter spam in past games and EVEN with the massie nerfing to counters in this game, they can still be reasonably spammed UNLESS you are hit by a Critical Burst, and you can actually COUNTER the CB to begin with, so that still makes not enough sense to abdicate removing it as a whole. You DON'T gain ANYTHING with it's loss, you actually LOSE alot more tools than just that.
So you claim playing defense is mindless but are totally okay with mindless rush down.And that's still a million times better than basically being a grabfest that was in past DOAs. There was NEVER any intelligence used before DOA5U
And that's still a million times better than basically being a grabfest that was in past DOAs. There was NEVER any intelligence used before DOA5U
Talking about risk reward scenarios is completely relevant to help compare the TRUE WORTH of PLs. "Mathematical risk management" something's worth is the value once all factors have been accounted for mathematically. But considering we're talking about behaviour and habits one has to include the time spend to ensure a tool is there when it is called for.Next post that mentions something other than Power Launchers is getting deleted and the respective member is getting a warn.
edit: 1 down. Who else is feeling lucky?