Attacker has more advantage than the defender when someone is stunned, and thus the odds are in their favor.
Stuns do not equal advantage. Its merely a limiter of your opponents options -- and their options are to do
counter damage with a hold (
remember advanced holds and their properties as well) or wait out the stun and guard a hesitant follow-up. That is unless of course the stun is
unholdable.
(
In my opinion, more useful ones are needed across each character since it is the fulcrum for guaranteed damage in DOA5. If holds are to stay in-stun, then the mechanic at fault is the stun threshold, punishing the attacker.)
With a 0 frame hold that can essentially stop any follow up to the stun you initiated, advantage is either uncertain,
reversed or nonexistent while in a holdable stun. Pick one.
It just becomes an unfair guessing game with
a few chances too many for the defender to right a wrong.
Basically, DOA5 is unique in that it makes a complex system. "High risk and high reward" doesn't apply the same as other fighters because another taxing mind game happens after the spacing, footsies, and poking were won. More often than not, it frustrates me instead of entertaining me.
This conveyance of frustration and uncertainty is common among
casual fighting games. That's because its not to be taken seriously.
Look at SSBB and its random trip mechanic.
Although that game still managed to make it to EVO (deeeum), the mechanic was implemented to enforce casual play and strip tournament viability.
DOA4's excessive deep-stun guessing mechanics, random stage hazards, nerfs, etc., that were implemented seems to have made that game quite casual as well. (not to mention, a widely frowned upon title in DOA history)
Not to say DOA5 isn't better than DOA4.
Just not by much imo.