Hold ? Fixed or not ?

Hold ? Fixed or not ?


  • Total voters
    15

Fantailler

Well-Known Member
I'been lurking on FSD for a long time and i pretty much witnessed the heated discussions surrounding the Stun/Hold system.I've been introduced to this legitimate concern during days prior to DOA5 release.

I'm glad that, thanks to FSD community, DOA came back to 4 points Hold system and reintroduced unholdable stuns (sitdown/limbo).

I won't go back to the old DOA4=cancer topic but I'd like to know if this issue is now considered fixed...or not...since I consider it to be the main reason DOA is struggling to earn its status of legitimate fighting game...
 

Raansu

Well-Known Member
Everyone has their own views on it. Since DoA2 I have personally felt that holds should only be available in neutral. Of course with the stun system used in 4 and 5 that would be ridiculous, so obviously I would love to see the series go back to how stuns were in 2 and 3.
 

Radiance

Well-Known Member
In stun, reduce the amount of damage holds do. Outside of stun, leave it the way it is. Keep it 4 way hold.
 

Rikuto

P-P-P-P-P-P-POWER!
holding off the walls is back

edit: fucking hate how this site parses youtube videos and always throws away your timestamp wtf

As been stated, that's specific to the "crowd" dangerzone, not to walls. The downside of using that dangerzone is the possibility of being held. The upside is the potential for more damage than a wall, as you get a full launch opportunity or possible hi-counter throw punish if you read the hold. It remains to be seen if wall throws will connect at that range, but it seems not outside the realm of possibility and could make for some very intimidating conditioning.
 

Fantailler

Well-Known Member
As been stated, that's specific to the "crowd" dangerzone, not to walls. The downside of using that dangerzone is the possibility of being held. The upside is the potential for more damage than a wall, as you get a full launch opportunity or possible hi-counter throw punish if you read the hold. It remains to be seen if wall throws will connect at that range, but it seems not outside the realm of possibility and could make for some very intimidating conditioning.

That's why i missed the off the wall hold. The wallbounce is fair but less fun...And less aesthetic,ugly tbh,minor concern though.

But again the low hold breaked the forced Nitaku,rendering the old wallsplat dumb,unfortunately :(

It almost was a true middle launcher/wallthrow mixup.
 
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