TakedaZX
Well-Known Member
What's really inaccurate is the premise you're trying to stand upon.This is absolutely 100% factually inaccurate. What is my incentive to mix up attacks in DOA4? They're ALL bad. So I don't want to attack period, much less "mix up" things. It's a chaotic mess. It's really, definitely a random game.
What's inaccurate is this argument...
What's my incentive to mix up attacks in DOA2/3? I have good options. A smart opponent knows what those good options are, so now I can't stick to them 100% because he or she is expecting X, Y or Z. It's an educated guess versus the chaos that is DOA4.
Do you see the difference? Do the see why the community hates DOA4 for this reason?
What you just described as a great system built off of "good options" was the epitome of what DOA4 is. I hit someone with CH 3P, 3K, or 6P with Ein and I get the freedom of using his best launchers in that situation (9P, 4K, WR K). You must guess. The issue was that while things were holdable, the counter (which were holds),were too good. They were active for too long and lows holds recovered far too quickly, so you had multiple ways out. Adding the extra recovery from holding out of stun only would make it bettter for the offense.
Most people want a free ride for one hit which is fine in some cases (when someone makes a clear mistake) but honestly DOA4 was not THAT bad just because of the lack of guaranteed damage. Fixing the holds already makes the game somewhat more managable. Level up the frame data and atleast the game will become somewhat more like a regular fighter while keeping it's own flare with holds.
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