VF doesn't have critical stuns. In normal state, a 3-point hold system can work. Both players have all of their options so it's harder to guess what they'll do. In critical state, some of their options are taken away so it makes it a little easier to guess. The defender can only do defensive holds but they don't have to worry about throws. They are put into a disadvantageous state but they have a higher chance of countering compared to normal state because they only have to look out for high attacks, mid punches, mid kicks, and low attacks. In DOAD, you can hold in sit down stuns and high attacks whiff so you only have to worry about a mid attack or a low attack. Imagine if there was a stun where only low attacks can hit the opponent and they could hold. The hold system in DOA++ makes sense. I believe it was a 3-point system outside of stun and a 6-point system inside of stun. So while there are less options to inflict damage when the opponent is in stun, it's harder for the defender to hold. But I'd rather just have 6-point system in and out of stun.
Nah, most, 4 point out of stun. But, personally, I'd like the ENTIRE stun system to be rehauled, not the hold system. The stun system is the problem, why would holds have to suffer themselves? Why do we have to keep holds in stuns ANYWAY? Why are we just improving the guessing instead of eliminating it altogether, at least in an attempt of what we WANT to do? 6 point holds are just unnecessary, guys. The hold system is in the middle between 3 point and 6 point.
Here's a better idea.
Do away with the regular point system and make standing punches, standing kicks, low jabs, low kicks, sweeps, knees, jumping punches, jumping kicks, and elbows all have different counters. Nerf the damage down even further, reduce the active window to 10 frames, increase the recovery to 30.
Lock all of the scrubs together in a room with this game and throw away the key. If they learn any lessons from the game whatsoever, they should be able to find their testicles and work together to break the door down.
If they can't then the world is still a better place.
Oh for the love of god. Where's a laughing smilie when you need one?
Rikuto you want to do away with the normal point system? will the actual Triangle system suffer(will have to be overhauled)? I totally understand the hold nerf though....make it less of a incentive to spam it.
He's kidding, mostly.
I used to be completely pro 3-pt Holds with lesser damage and slower recovery time. But eventually, it's all about compromise. I noticed there were many seasoned players (at least in this forum) who want more guaranteed combos, so we have to respect their ideas too. Some players found comfort in 4-pt Holds, but I find that fix kinda a cheap and illogic given the distinction between punches and kicks for only Mid attacks. 6-pt Holds may sound too complex at first, but at least it treats all levels of attacks (High-Mid-Low) equally and increases chances of guaranteed combos. Honestly, since 3-pt is no longer an option, I'd rather have a 6-pt system rather than a ridiculously watered down 4-pt system. The only problem with 6-pt is that it would require a longer learning curve for new comers. Apart from that, I do not see why DOA5 (or 6) shouldn't give 6pt Holds a decent shot.
Look, I've seen so many things about how things "make more sense" in a way that hampers gameplay. The reason 4 point holds have mids treated differently are because mids are so essential to a move list. 6 point holds are just not compromising at all. It's not about what's logical through common sense, it's all about what's best for gameplay and business, period. That's the only two things that matter to any Development Core that has any sense. A great game for fan satisfaction like PR, and good business practice.
Not only are 6 point holds BAD for gameplay, they're also BAD for business. They're bad in both ways, and there's no reason whatsoever to use them. Every attack in DOA isn't equal. The evasion system doesn't treat attacks equally (why can I duck a high instantly and jump a low almost instantly, but when I sidestep, I have to wait for the move duration until I can punish a linear mid attack? Why can some mid attacks not be avoided in this manner at all?) for instance. So why should counters do it either? It's not about neat looking solutions, it's about effective solutions.
6 point holds just LOOK good, how they perform, is dumb. Especially with the game balance the way it is. Why are we trying to create a DOA4 skewed game except where offense is now the dominant one?
And I'm sorry if it seems like I'm yelling at you, but this is going way, way too far. Even if I owned a business I wouldn't go that far. 4 points are fine.
True. It must be like talking to a person with split-personalities...
I can't imagine how complex it is for TN to make an confident executive decision... Especially when the in-fighting occurs not only between pros and casuals, but also between pros themselves...
But walking the line isn't hard, that's the part that bothers me. It's like they need to ask the fans, but they don't actually ask. Which is why I'm trying to do this list. I feel Team Ninja needs help, and I want to give it to them, but I can't do it without any feedback from any of you guys, because I'd be the exact same as Manny!
Honestly? I just think people in general need to suffer for relying on such a system. If you fucked up you should pay for it. Getting stunned shouldn't be a small deal. If you think you deserve a way out, you should at the very least have to do something really intricate to escape the stun such as knowing the very specific move property of what it is you're attempting to read and counter.
Escaping by guessing wildly just seems like a solution for people who don't want to actually learn anything about the game they are playing. There are actually a lot of people out there who have trouble learning the 4 point system and frankly I have no real sympathy for these people. The only reason they are bewildered is because they picked up the controller without trying to learn anything. People like that who put in the bare minimum amount of effort deserve to lose, every single time.
Make counters harder and when they DO happen, its actually fairly impressive and cool to see.
A little bit of suffering is a good thing for people, really. Dark Souls certainly proved that.
Of course this is all a moot point really, the game is basically done. Nothing I say is going to happen, but the game is still better than DOA 4 and there's probably a lot of cool setups we don't know about yet that can make it fairly viable competitively.
Then please, please address the problems you actually have, instead of trying to 1 up the scrub, lol. Look, as I've said multiple times, Virtua Fighter did it well, evolve it into a mechanic. i0 Holds, 4 point because DOA is all mids, 12 frame duration, 21 frames recovery. Disallow holding in stun. Add some NH properties on moves to allow non-throw punishment of these moves. Make Low Hold NOT tech duck, add pokes, and blow up the stun system, string delay, and free canceling for REAL combos so people don't do brainless dumb shit on offense and have to learn the game.
Seriously. That's all you need to do. Maybe add a little frame advantage, but it'd depend on the character. Guessing in the neutral game isn't a problem, because you have to do that. In fact, you really don't have to guess much because the game has backdash cancels. Done. What's wrong with this vision? It's how DOA is supposed to be, Holds are for BEFORE you hit confirm, not after. that's how it's supposed to be, and the game would be really cool with 4 holds, SOME frame advantage, and no holding in stun, as long as the movement is fluid and the controls feel good.