The only thing real problem with bound/close hit combos was that
- they were no alternate routes for max damage combos
- some characters simply could not benefit from bound into close/hit
not only max damage it was also almost always the max wall- carry and then on top of that it also almost always worked at the wall as well as in open space. that's a recipe for disaster
But
should it have been a universal mechanic? juggle bound close hits take quite a lot of time and while we want to have some opportunity to show off, fighting games are way more interesting when both players can do something, that's part of what makes critical holds good game design and it's why long cinematic supers are bad.
Rig, for example; his only close hitting move is his dragon kick. I don't know if TN was just stupid, or just decided the character already had so much shit and didn't need it. Hayate also has a bound that's pretty terrible, 9KKK and BT 7K being a close hit that you will probably never see. Team Ninja created a formula that doesn't work for the cast. They could have given characters at least 3-4 bounds and same for close hitting moves which would have added more variety, but they didn't.
hayate bt 7k is used on some breakable object combos in vanilla, i can't speak to ++.
as alluded to before, i question the formula itself. there's no getting around some commonalities of play but stun launch close hit bound really homogenizes play
between characters (fatal rush also did this to some extent) more than how things were in previous games.
i'm also wary of everyone having lots of wall carry. wall situations are more limiting than neutral in open space and it's certainly possible to be at the wall too much (says the ayane player, but if I can make the system changes i want to make she'd have a different max damage bound ender with much less wall carry)
If bound -> Close hit is your gripe, then start there by giving characters more bounds (if you can).
I can indeed, please feel free to suggest some. i'm trying to avoid very scooping juggles which is why I rejected crapo's initial suggestion of p+k p for kasumi and went with
see the patchnotes for U1 soon.
for people suggesting new juggle bounds it would be very helpful to people giving second opinions if you also tell me:
how the new bound would co-exist with the old one
that the new one isn't a new best route that people would do instead of all the other juggles
what problem the character was struggling with (weight class, launcher into backturned, not enough wall carry*, etc) that you're trying to solve
when you would use the other old options on the associated launchers -- especially that every viable launcher isn't now doing a bound juggle
that the movie isn't too long for p2 relative to the other juggles
whether I can take out the old bound, especially if it's enterable from a relatively low floating height or you're suggesting more than one new one.
and if the close-hit is still close hitting, that it's worth reducing the diversity
------
For some characters, the damage from fatal rush carry is so minimal and only provides the utility of wall carry. The fact is those, that these are options some of the characters have never had before, thus, adding new moves wouldn't solve the problem - they just have less options now.
I'll probably eventually look at fatal rush (once side step has the immunity turned down a bit i'll look at 5S for bad trackers) but all those workload things i said before still apply. It's more useful for me and more likely for you to get what you're after (or easier for us to discuss alternatives) if you include the associated launchers in these discussions.
I don't understand, it seems like what you guys are trying to play is DOA5LR++ and not DOA6. Admittedly there are some things I don't like about DOA6 suchas break hold, but I understand why it's there given some characters have stun games and mixup potential that means, you could possibly never guess right.
this is pretty fair evaluation, i've heard "they're trying to make it like X older game" for a few different values of "old game" and yeah, to some extent, if you decide, as I did, that the meter mechanics aren't salvageable whether that's because they're always garbage in every (modern) 3D fighter or because we don't have the mod tools to make the changes to the system you'd like to make (more varied costs, gain rate in the four different ways you can get meter) then what you're left with is the triangle system, mostly universal bound juggles, an escalation of stage bullshit, and the "stun or alive" version of the stun system introduced and refined 2-3 times since doa 4.
that's going to look a lot like doa 4, dimensions, and 5 (and if i get free-step dialed in, a bit more like 3) because DOA
is the triangle system yomi game at its core. We know that game is good because we have at least two examples of it and over a decade of discussion about how doa 4 could've been much much better.
perhaps i need to look at 4-way strike mixups or make jabs not be +30 in stun, but to some extent being in stun and having to guess is the point of the game. It can certainly be too far one way or the other but there are levers we can pull without getting the crutches back out. Rob did pretty good in his latest comment, walking on eggshells is a pretty wild way to describe yomi though. Changing stuns on-hit or stun into re-stun is on the table like the change to kasumi 6pk, i was even about to universalize it but i had some issues with workflow and tester time so I decided not to commit to it blindly.
---
@Rob no i didn't nerf close hit damage. TN might've between games but it's still 1.5x like vanilla. The thing i want to do is make which bound ender i'm using to be a choice between damage and wall carry which mostly is not the case at the moment.