So you have to keep playing RPS in a game based around RPS, but each time you are successful the opponent loses points and has a much lower chance of winning the next bout?
Horrifying.
Oh, I hate having to read my opponent. I wish I could just take a break!
The whole point of stun is to skew subsequent RPS exchanges in favor of the attacker, rewarding consecutive victories. If you don't feel confident about outsmarting your opponent, you can opt for stun-launch to reduce that chain with lower risk. Many people don't do this because they like prolonging that advantageous state.
DOA4 was bad because it didn't properly balance the risk of each option with its reward vs its chance of success, not because it fundamentally emphasized active exchanges between both players.
The whole point of stun is to skew subsequent RPS exchanges in favor of the attacker, rewarding consecutive victories. If you don't feel confident about outsmarting your opponent, you can opt for stun-launch to reduce that chain with lower risk. Many people don't do this because they like prolonging that advantageous state.
DOA4 was bad because it didn't properly balance the risk of each option with its reward vs its chance of success, not because it fundamentally emphasized active exchanges between both players.
RPS is the most basic layer of almost any fighting game but there are ways around.
In DOA you're strictly forced and reduced to it. If you want to say "screw it i'll play by my rules", well good luck because you can't,except by using random cards.
The best way to play DOA is "almost" not to play it.Stun being its identity and its primary flaw.
That's exactly why spacing became the most viable solution.Proper answer to a problem stated as a fact.
Which leads me to my point.Adding or removing tools to fix it will generate even more problems.It's a never ending cycle,it's an unorthodox choice, game over.
Once the stun game starts,I know exactly what i'm up for and i accept it.But i can't stand not having more tools to prevent properly this situation (overpresent btw)with defensive tools that are staple in a FG and normalized frame data.That's why TN needs to emphasize on cleaning the neutral.I'm stongly advocating for pushblock and crouch dash fuzzy guard. FPB>FreePushBlock
Either that or replace Holds out of Stun only,with mobility Holds:
-backdash/dodge/forward crouch dash>abare/guard (fuzzy guard).Closer to counter hit heavy frame advantage.Abare/dodge/guard/spacing.Basic,simple.Well maybe not backdash it's already too late for spacing, more related to neutral and regular hit/pushblock.
-or give me the ability to hold break a counter hold with the same input on reaction(except counter hold +).Tight window no damage only frame advantage/resetting to neutral, equivalent to a throwbreak.Still DOA but adding One situation more traditionnal.
I could develop this idea but my post is already too long...and's it's potentially making the problem worse again...
Real frame advantage on counter hit almost doesn't exist in DOA, stun is a coulda shoulda woulda situation for both players. When the followup should be the best educated choice to minimize/augment the risk/reward in defense and offense.
Counter hit=Combo starter/heavy frame advantage>forced nitaku,without yolo Hold in the equation.
I don't want it to be VF nor Tekken but the answer lies in the heart of battle... I meant in these games