Doa3.1(even 2u) gave you options on how you would like to setup offensive/defensive strategies with varying results. I could be leifang, and I can choose whether or not to use a parry to deflect both your high and mid attacks to lessen mixup pressure, forcing you the offensive player to use more throws/low attacks. Parry's (I believe
parrys) also forces a position switch that could allow you to gain environmental advantages as well as guaranteeing damage. Opting to parry provides actual advantages/disadvantages depending on the situation. Another example is Leifang's
+
which granted +5 frames when not completed, giving you enough frames to force a mixup between a Launching attack and throw...or you can just finish the throw if you opt not to go into a forced mixup.
What make this game great, is the fact that you are not making simple guesses on whether or not my opponent is going to do either a high/mid/low attack. The mental exchange is based on effectively getting out of your opponents setup, and forcing one of your own. This required you to learn each characters individual setup's(strength and weaknesses). Every situation was not based on holding to get out. There are times when a player will put you in a situation in where the only escape is using a throw or attack, but if you read your opponent wrong, you can lose even more damage.