Lulu
Well-Known Member
We can't discuss the hold system without looking at it, now can we?
Look at this mess.
Bloody Hell !!!
Thats how holds used to be ?
LoL.... I wouldn't be caught dead playing those previous games.
We can't discuss the hold system without looking at it, now can we?
Look at this mess.
Bloody Hell !!!
Thats how holds used to be ?
LoL.... I wouldn't be caught dead playing those previous games.
It should stay as a 4 way system or,if they really want to dumb it down even more, a 3 way hold system for everyone instead of being able to pick one of them
where do you even find all these beautiful pictures wtfWe can't discuss the hold system without looking at it, now can we?
Look at this mess.
The whole reason for 3-point, 4-point, and 6-point holds in the first place was because it was the only option to prevent spamming without introducing a "counter meter". Well have a meter now in 6 so... yeah. Maybe let's try that for a change?
I'm definitely of the opinion that 2-point (or maybe even 1-point?) is the way to go with each counter sacrificing meter. Especially because the meter now seems pointless. You're just building up so you can do this fancy animation that doesn't really matter. Who cares? I didn't go for PBs or slope throws either... "Break Blow" doesn't really add anything significant to the game. But refreshing how counters work and making them more accessible? Now that's a fucking game changer. I actually have a reason to care about meter management.
Meter has the potential to be the most refreshing thing to ever happen to DOA since multi-tiered stages.
Some wonderful person made a chart of all the holds on the Japanese DOA wikipedia page, I was just gonna take a screenshot but I was struggling to read it cause of my ADHD so I added the color and English in Photoshop to make it a little more legible. Plus I think it really helps to illustrate the point of the differences across the series. So anyone feel free to reuse this for other purposes. I haven't seen anything equivalent on an English language site.where do you even find all these beautiful pictures wtf
Mmm... 6 point holds.We can't discuss the hold system without looking at it, now can we?
Look at this mess.
The whole reason for 3-point, 4-point, and 6-point holds in the first place was because it was the only option to prevent spamming without introducing a "counter meter". Well have a meter now in 6 so... yeah. Maybe let's try that for a change?
I'm definitely of the opinion that 2-point (or maybe even 1-point?) is the way to go with each counter sacrificing meter. Especially because the meter now seems pointless. You're just building up so you can do this fancy animation that doesn't really matter. Who cares? I didn't go for PBs or slope throws either...
"Break Blow" doesn't really add anything significant to the game. But refreshing how counters work and making them more accessible at the same time? Now that's a fucking game changer. I actually have a reason to care about meter management.
Meter has the potential to be the most refreshing thing to ever happen to DOA since multi-tiered stages. You can even have the meter go gray or something to indicate certain un-holdable situations, eliminating yet another problem.
Mmm... 6 point holds.
That said, you still have to consider that Break Hold consumes a whole damn meter - not just part of it mind you. From a meter that also powers Break Blows, meaning that using it to Break Hold removes a lot of potential damage, and even advantage at neutral, from the table.
Which is part of the point of that - to force/bait out a Break Hold from your opponent.Unless you're about to die, seems to only time to waste a meter on the break hold is if you get caught in a fatal rush.
I don't think a 6 way is possible, if that was the case how would characters like Leifang be able to do their 3H or 9H defensive holds? XD
I personally just want them to stick with 4 way, 6 way is just way too complex and it would take away defensive holds on paper unless they removed them, and I don't want that. As a defensive minded Kasumi player, I need her her teleport parries to be in and not be taken away since that hurts her defensivelyThey could use the or the S Button.... which I'm hoping this forum will have an Image for one day. If we someone could track down whoever made them.
With 2H and 8H? Honestly though, if multi-hit-level holds/parries/sabakis were removed entirely, I would be a happy camper.I don't think a 6 way is possible, if that was the case how would characters like Leifang be able to do their 3H or 9H defensive holds? XD
In DoA1 the hold was basically just a parry. I never played ++, but I assume it was more like the holds we know now, just with the advanced inputs.
I made something a week ago when the game was announced.They could use the or the S Button.... which I'm hoping this forum will have an Image for one day. If we someone could track down whoever made them.
Like, this is what a counter without meter should do.It's a bit more complicated than that.
In DOA1 you had the universal 2-point system: and
For Grapplers (Tina, Bayman, & Raidou), both hit levels would do about 10points of damage.
For Holders (Gen Fu & Leifang), both hit levels would parry.
For everyone else, would do about 10 points of damage, and would parry.
As a complete newcomer to the series, this chart is awesome. Puts in perspective the evolution of Holds over the years. It should be somewhere on the wiki for future reference IMO.We can't discuss the hold system without looking at it, now can we?
Look at this mess.
The whole reason for 3-point, 4-point, and 6-point holds in the first place was because it was the only option to prevent spamming without introducing a "counter meter". Well have a meter now in 6 so... yeah. Maybe let's try that for a change?
I'm definitely of the opinion that 2-point (or maybe even 1-point?) is the way to go with each counter sacrificing meter. Especially because the meter now seems pointless. You're just building up so you can do this fancy animation that doesn't really matter. Who cares? I didn't go for PBs or slope throws either...
"Break Blow" doesn't really add anything significant to the game. But refreshing how counters work and making them more accessible at the same time? Now that's a fucking game changer. I actually have a reason to care about meter management.
Meter has the potential to be the most refreshing thing to ever happen to DOA since multi-tiered stages. You can even have the meter go gray or something to indicate certain un-holdable situations, eliminating yet another problem.