The new sidestep system has to be one of the most polarizing gameplay mechanics in DOA6. There’s a reason for that, and it’s not as simple as “you need to get good and learn to adapt” or “they dodge everything and it’s unfair.” I think it’s a bit more complicated than that, so just hear me out.
First, it’s important to note that Koei Tecmo thought it would be a smart idea to release a fighting game in 2019 without online lobbies, and as a result, most players’ experiences with the game are contextually quite limited, being primarily relegated to online ranked mode where most people pick their main character repeatedly to climb the ranks. This is important because the character you play is going to have a substantial impact on your experience with the new sidestep mechanic.
For example, let’s say you’re playing Hayabusa. His 4P is an i15 tracking mid punch with several string follow-ups. He also has 1P, an i16 tracking low that crushes highs and has a string follow-up. If you’re feeling a bit more risky, he also has 44P and 2H+K. This is all to say that Hayabusa has tracking moves that are sane to throw out if you suspect that your opponent may sidestep. Sidesteps can still be quite intimidating and will beat out a lot of Ryu’s best pokes, but you also have access to tools that can readily deal with it.
Now, let’s say you’re playing Marie Rose. Your fastest tracking moves are 7K, 8P and the Special button, all of which are wildly risky highs at i17, i18 and i19 respectively. Tossing these out with any degree of frequency will get you blown up. If you want a standalone tracking mid, your fastest options are H+K or 4H+K, mid kicks that are both over i20 frames and unsafe on guard with no follow-ups. Her 2H+K is a tracking low, but shares all the same downsides as her mid options.
Marie simply does not have good tracking tools, which is really odd seeing as her playstyle revolves around repeated poke strikes. Now, you may be wondering why a character who cannot seem to stop spinning and twirling throughout her entire movelist has such a shortage of tracking moves. Visually, 214P definitely looks like it should track, and I don’t see any balance-related reason why it can’t. 9P, 9K and to an extent 3K are all in a similar boat. If gameplay concerns are trumping visual intuition, I don’t see any good reason that Kasumi’s 6K tracks when Marie’s doesn’t. Basically, if you play Marie, you better like YOLO tick throws exponentially more than any other button. Otherwise, you’re forced into playing a very patient, defensive and reactive gameplan, which doesn’t make a lot of sense if you picked Marie, because despite having expert holds, there are plenty of other characters who do that much better.
So, in conclusion, I think players’ perception of the sidestep system is greatly influenced by the character(s) they’ve been playing, and I think that the inconsistencies in its impact will become more apparent when online lobbies are added to the game and people start to get a broader variety of experiences to shape their understanding. Personally, I like the increased consistency in knowing that my SS attacks will beat linear moves even when I’m not playing Akira. But, I really hope that TN pays closer attention to how it affects the roster at large, and make adjustments accordingly. The "it has minimal reward" argument is just not compelling to me when it provides a substantial knockback that can trigger danger-zones leading into insane damage, among a wealth of other benefits that are too quickly dismissed by many of the system's most fervent advocates.
If you disagree, you can begin by rationally convincing me that Ayane vs Marie is not heavily lopsided in Ayane’s favor.
First, it’s important to note that Koei Tecmo thought it would be a smart idea to release a fighting game in 2019 without online lobbies, and as a result, most players’ experiences with the game are contextually quite limited, being primarily relegated to online ranked mode where most people pick their main character repeatedly to climb the ranks. This is important because the character you play is going to have a substantial impact on your experience with the new sidestep mechanic.
For example, let’s say you’re playing Hayabusa. His 4P is an i15 tracking mid punch with several string follow-ups. He also has 1P, an i16 tracking low that crushes highs and has a string follow-up. If you’re feeling a bit more risky, he also has 44P and 2H+K. This is all to say that Hayabusa has tracking moves that are sane to throw out if you suspect that your opponent may sidestep. Sidesteps can still be quite intimidating and will beat out a lot of Ryu’s best pokes, but you also have access to tools that can readily deal with it.
Now, let’s say you’re playing Marie Rose. Your fastest tracking moves are 7K, 8P and the Special button, all of which are wildly risky highs at i17, i18 and i19 respectively. Tossing these out with any degree of frequency will get you blown up. If you want a standalone tracking mid, your fastest options are H+K or 4H+K, mid kicks that are both over i20 frames and unsafe on guard with no follow-ups. Her 2H+K is a tracking low, but shares all the same downsides as her mid options.
Marie simply does not have good tracking tools, which is really odd seeing as her playstyle revolves around repeated poke strikes. Now, you may be wondering why a character who cannot seem to stop spinning and twirling throughout her entire movelist has such a shortage of tracking moves. Visually, 214P definitely looks like it should track, and I don’t see any balance-related reason why it can’t. 9P, 9K and to an extent 3K are all in a similar boat. If gameplay concerns are trumping visual intuition, I don’t see any good reason that Kasumi’s 6K tracks when Marie’s doesn’t. Basically, if you play Marie, you better like YOLO tick throws exponentially more than any other button. Otherwise, you’re forced into playing a very patient, defensive and reactive gameplan, which doesn’t make a lot of sense if you picked Marie, because despite having expert holds, there are plenty of other characters who do that much better.
So, in conclusion, I think players’ perception of the sidestep system is greatly influenced by the character(s) they’ve been playing, and I think that the inconsistencies in its impact will become more apparent when online lobbies are added to the game and people start to get a broader variety of experiences to shape their understanding. Personally, I like the increased consistency in knowing that my SS attacks will beat linear moves even when I’m not playing Akira. But, I really hope that TN pays closer attention to how it affects the roster at large, and make adjustments accordingly. The "it has minimal reward" argument is just not compelling to me when it provides a substantial knockback that can trigger danger-zones leading into insane damage, among a wealth of other benefits that are too quickly dismissed by many of the system's most fervent advocates.
If you disagree, you can begin by rationally convincing me that Ayane vs Marie is not heavily lopsided in Ayane’s favor.