Free Step Dodge

Force_of_Nature
Force_of_Nature
In general: All standard i5/i7/i10/i12 throws would be breakable from neutral or advantage. Counter throws could be broken too. Hi-counter throws would be unbreakable, including HiC i4/i5 neutral throws (which ironically can be broken in DOA5LR's current form), and throw punishment would be unbreakable if an opponent is at the appropriate negative frames (eg. i7 on -8 or worse).
Force_of_Nature
Force_of_Nature
OH's along with special throws would still be unbreakable, such as Kasumi's i17 Oboro for example.
Darkslay
Darkslay
Gone over this many times throughout the years. Part of me wants a throw break system and another one doesn't.

Question that raises the most often is; what would the break input be? It can't be over simplistic like just pressing T, and it can't be over complicated like VF3 *shudders*.
Darkslay
Darkslay
DOA is not like Tekken where you have 3 different types of throws with no variations. We have, 7, 10, 12 and even 17 frame throws, imagine if you could break out of throws like Hitomi, Zack and Bass' 6Ts, those characters would become worse than even characters like Ein.
KasumiLover
KasumiLover
I don't think reset throws should be breakable either, that would be a throw that would be punishment for your opponent guarding and assuming that you are gonna do a a NH throw that they can break
Force_of_Nature
Force_of_Nature
Good point about characters that base their gameplan around certain throws, though in its current form, dealing with unreactable throws is just a read. Throw breaks could be like VF5FS's throw break system with the last direction + T. Doesn't need to be like VF3 or VF4's throw break systems. But yes, the system would need some refinement.
Darkslay
Darkslay
Unbreakable reset throws would have the exact opposite effect, those characters would suddenly become top tier.

Force brings another good point. Reactability. You are not breaking a throw lower than 17 frames on reaction, it's just not possible. Tekken throws are 14 frames, and forward throws are 17, and even high level players struggle breaking throws, that's why T7 made the system easier.
Darkslay
Darkslay
This would segment the game into a something like: you play against Hitomi and the only throw you ever willingly break is 6T, regardless if it's the correct one or not, since you're not going to try to guess between the other throws she has, as 6T is the only one that scares you.
KasumiLover
KasumiLover
That also brings up low throws, I think those definitely shouldn't be breakable
Darkslay
Darkslay
Going back a little bit as well. Counter hit throws should NOT be breakable. What if you properly punish someone's SS attempt and they can just ignore that anyway? That'd be pretty fucked up.
Force_of_Nature
Force_of_Nature
You can sidestep then break throws in every other 3D fighter. Sidesteps are ass in DOA5LR and can get blown up by almost anything lol. But yeah, I agree low throws shouldn't be breakable since they don't hit that often anyway and miss on standing opponents.
Force_of_Nature
Force_of_Nature
You bring up an interesting point with Hitomi. Lol, I forgot how ass her throws other than 6T & 33T are lol. That would be part of the MU knowledge (break 6 + T & 3 + T).
Darkslay
Darkslay
Sidesteps are not ass, sir. They're the only thing stopping people from ripping their hair off against Kokoro and Akira, lololololol.
Project Bokuho
Project Bokuho
As a person who BKO Ts, I don't know how to feel about this lol
Force_of_Nature
Force_of_Nature
BKO~T is a special throw from stance, it would be unbreakable.

@Darkslay Pffftt... Hold dem elbows dawg! ;)
KasumiLover
KasumiLover
You'd be good PB since BKO is a stup- er, I mean special throw and I don't think special throws should be breakable, same with throws in stances like Nao's 2P+KT, should be unbreakable since you had a ton of time to stop it beforehand
CookingMama
CookingMama
I told Dbomb my feelings earlier and I want to put them here too. I think Throw breaks are interesting but might tip the game too fair on the side of defense. With holds already being godlike on some character (Heavies, Tina, Lei Fang) can now be literal walls and just stop any sort of offense with ease. Throw breaks would need a real re-balance of everyone and the whole system. Maybe throw breaks and a hold nerf?
CookingMama
CookingMama
The talk of reset throws also comes into play. It is an integral part of a lot of different characters and suddenly that mix up loses a lot of potency. The only odd cases are the reset throws that give enough advantage to land guaranteed attacks. Now, this can be alleviated in a few ways. My fear as a Honoka main is that her gameplan (hug to death) is pretty much butchered. But maybe I am just being too sensational?
Nikotsumi
Nikotsumi
Well, I wouldn't want any throw outside of the neutral ones to be broken. I definitely do not think you should be able to escape from damage you "deserve", because if you get thrown in the first place is mainly because you guessed/did something wrong. Escaping stance/low and HiC throws is a no-no.
Nikotsumi
Nikotsumi
Same thing for reset throws, the only way I could see it is if the character who did it keeps the same advatage as it connected, but without dealing damage, that way you only can escape from damage, but not disadvantage. You shouldn't be able to escape from disadvantage, it makes characters who rely on resets awful.
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