Holds: Expert, and advanced holds should not be doable while in critical stun state. They're strong holds and it's bs that a player gets insane amount of damage off those holds while in STUN state. Players should be rewarded with that type of damage from being stunned. Lei Fang can get 100-120pts of damage off 46H from guessing correctly while stunned. BULLSHIT
Frame advantage
It's because of the lack of frame advantage that untechables/and pseudo force techs are exploited and some players make Helena's force techs the #1 priority play style when playing her. I blame TN for that. It hurts my head every time I see a see a guard break that leaves the attacker at frame disadvantage. Every character needs some form of frame advantage on block not just guard crushes/breaks. TN did this with Ayanes 66k4 which was a NC until they decided to make the second kick duckable in 1.03. It forced Ayane players to commit to the full 66kkk string or risk being whiff punished, and Lisa as well as many others can punish Ayanes 66kk4 hard if they duck the second kick. If they're going to nerf force tech's then they need to make sure players can have another way to receive frame advantage other than guard breaks/crushes, parries, and attacks that stun. Mila's 1p hit and Lisa's neutral jab on block are good examples.
Guaranteed damage.
In terms of guaranteed damage, the game felt pretty unbalanced. Not everyone could utilize guaranteed damage as well as others. Some were forced to play the DOA4 stun game (Zack, Hitomi, Helena. Although Zack can leave you guessing for hours). This is something I think TN needs to adjust in DOA5U, they don't have to nerf the ones that're good, but instead make weaker characters viable
My main character in DOA5 which is Eliot is pretty much lacking in every category except combo's, and frame traps until you realize how lenient he is so you really don't have to deal with his frame traps. Eliot has 3 sit down stuns in which launchers are only guaranteed if the opponent doesn't SE. From both 4H/6H 7P is only guaranteed if your opponent doesn't crouch while back turned. From Eliot's parries 9k is guaranteed but because 9kk is not a natural combo the second kick can be held. Because Eliot also lacks in speed and mixup's he can't play the DOA4 mix up game as well as Zack or Helena. So Eliot is all about baiting, hoping for some form of a counterhit from he lengthy strings so he can bait you into a hold for a 236P+G throw to steal 30-40% of your health.
I would like for TN to give Eliot new 4H and 6H hold animations, and make his current 4H/6H expert holds in which he gains more frame advantage (something similar to Lei Fangs 46H). Eliot's parry leaves him at +15/+16 in which 33p SHOULD be guaranteed but it's not because of DOA's silly false start up on attacks in which TN should either make 9kk a natural combo, give 7p more range, or make 8p faster. Eliot should also receive more frame advantage on his sit down stuns 3kp, p+k, and 66k or TN should reduce the recovery on those attacks.
Sidesteps
Shit is stupid. Some characters have really good site steps, some have really bad sidesteps, and some characters can't deal with sidestepping at ALL. Eliot, Kokoro, and Lisa's F+K were designed with the intend of tracking players who sidestep and alot of characters only have tracking moves that're high or lows tracking moves that're really slow in terms of start up. However, alot of characters have moves from sidestepping that crushes highs (Hitomi, Mila, Kokoro, Helena, Kasumi, Eliot, ) and that defeats the purpose of tracking moves if the majority of them are highs.