Free Step Dodge

DestructionBomb
DestructionBomb
Universal throw breaks for the win! I agree yeah.

It's just that it can keep characters in check and creates heavy suspense. Just imagine both sides at pixel health, both blocking, going for throw to stop them from blocking, and then they both break it.

For balance, they should keep them unbreakable when someone holds or throws an unsafe move.
DestructionBomb
DestructionBomb
I will say, I also worry about Hitomi, Zack, Nyotengu, and Bass's 6T when they sorta have to rely on it for uptime pressure for it, but I was thinking that they should probably be the only characters that retain some advantage for breaking their forward throws. Similar to Bayman if you break some of his command throws.
KasumiLover
KasumiLover
I think for reset throws like that they could maybe make exceptions, like I feel the grapplers maybe could have some upsides to their throws like their reset throws being unbreakable like how Kokoro has that one throw that can't be broken, things like that can actually encourage people to use grapplers more since they already have the fastest throws, i think something else could maybe make them more used too!
DeadlyChase
DeadlyChase
To help grapplers maybe they can make it to where if you tech the throw late they get small advantage. but you only gain this advantage if they tech the throw late. I know in grandblue you fall on your ass if you tech the throw late and give your opponent advantage. Or perhaps they could make this happen for a select few throws. Obviously if you tech way to late you getting thrown.
DestructionBomb
DestructionBomb
Yeah. They can also base to how VF did it based on your direction and throw input, but slightly different so that DOA can feel to be it's own thing. It can create a sort of central mixup for the people with reset throws + other throws that's not used often, conditioning opponent to guess wrong, while having a chance for their reset throws to connect because the opponent can expect one throw or the other.
DestructionBomb
DestructionBomb
But the alternative seems pretty fine too. It can also be character based as well. Where if you break Hitomi's 6T, she'll retain at least +2 - +3 to maintain at the very least an offensive pressure based on their own character speed, with Bass being the slowest where breaking his, he would be at least +5 - +6 where he can still win trades / conditioning the opponent to block again, backstep etc.
Force_of_Nature
Force_of_Nature
A big emphatic Yes to a universal throw break system in DOA. Recommended implementation:
- i4 - i12 throws breakable on Normal Throw (NT) or Counter Throw (CT)
- "Frame Advantage" throws would be +3 - +6 on break for the attacker
Force_of_Nature
Force_of_Nature
- Hi-Counter Throws (HCT), special throws, OH's and throws during an opponent's recovery frames (on block or whiff punishment) would be unbreakable
- Throws breaks can adopt VF5FS's system of :5:, :4:, or :6: :+: a button to represent that final throw input direction
Force_of_Nature
Force_of_Nature
KOF14 had a system where a throw would be guaranteed if used on punishable recovery frames, and breakable otherwise.
KasumiLover
KasumiLover
IDK about break on CH since that means you could break from a random sidestep but maybe it could work since the entire attack is vulnerable to throws as well!
Force_of_Nature
Force_of_Nature
Breaking throws during movement is fair game. Only recovery frames would be guaranteed throw punishment outside of hi-counter.
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