Zeo
Well-Known Member
The end result is the same, nerfing counters as a whole, which I agree with although the nerfs you want are a bit extreme in my opinion and a lot of things could be changed for the better without resorting to such extremes.
If I threw out a "random" low hold to duck under what I predict to be a high attack then it's not really a "random" hold. And delaying the stun frames before you can low hold eliminates the possibility of using it right after you're in stun and eliminating the problem of recovering before the opponent can continue the attack along with making low holds much easier to anticipate and thus to punish. Removing countering in stun as a whole would fix the problem but there would be no way to stop the opponent's offense, which is the point of holds as a whole which you yourself pointed out.
I stand by my solution. I wouldn't lose any sleep if countering in stun was removed as a whole but we both know that's not going to happen as it's a DOA staple at this point so we should be looking for realistic solutions to the problem.
Delaying frames before you can attempt to counter an opponent when you are sent into stun and slightly increasing recovery on counters so there's no "get out of jail free card" low holding is a gamble and unless you read the opponent's high or low you're out of luck, and if you just throw it out you're out of luck anyway due to the recovery of the hold. That on top of all of the new unholdable stuns should do more than fix DOA as a whole.
Not budging.
If I threw out a "random" low hold to duck under what I predict to be a high attack then it's not really a "random" hold. And delaying the stun frames before you can low hold eliminates the possibility of using it right after you're in stun and eliminating the problem of recovering before the opponent can continue the attack along with making low holds much easier to anticipate and thus to punish. Removing countering in stun as a whole would fix the problem but there would be no way to stop the opponent's offense, which is the point of holds as a whole which you yourself pointed out.
I stand by my solution. I wouldn't lose any sleep if countering in stun was removed as a whole but we both know that's not going to happen as it's a DOA staple at this point so we should be looking for realistic solutions to the problem.
Delaying frames before you can attempt to counter an opponent when you are sent into stun and slightly increasing recovery on counters so there's no "get out of jail free card" low holding is a gamble and unless you read the opponent's high or low you're out of luck, and if you just throw it out you're out of luck anyway due to the recovery of the hold. That on top of all of the new unholdable stuns should do more than fix DOA as a whole.
Not budging.