Dutch Samurai
Active Member
I'm not sure if anyone has come up with this idea before, so please forgive me if it's not original.
I keep seeing arguments about how DoA's counter system is considered cheap and too easy to abuse, even the fixed 4-point version used in DoA5. People keep talking about how even a 6-point system separating high and low kicks and punches would be even better. And how countering in stun needs to be eliminated.
So how about this; return to a 3-point system, but make it so you can only counter a strike or strike combo if you are blocking first.
The way it would work would be, if you're defending against a strike by blocking (either directional block or by pressing the block button) that would be the only time you'd be able to perform a hold. Make it so that when you defend as the strike is in progress, there will be a few frames in it's progression for the defender to stop blocking, press a directional and block button again to perform a counter. If this action is performed after the window of opportunity, or the wrong directional is used, the strike connects as if the person weren't blocking. And this would apply to both single strikes as well as combos. If the window of opportunity is missed on a strike in a combo/wrong directional used, the strike of missed combo, in addition to the following strikes will connect as usual. No holding in stun, just eat all damage.
In effect, I think it would make the hold a type of punishment for overly aggressive strikers, but can also be dangerous to try to perform unless the timing is perfect.
Any thoughts?
I keep seeing arguments about how DoA's counter system is considered cheap and too easy to abuse, even the fixed 4-point version used in DoA5. People keep talking about how even a 6-point system separating high and low kicks and punches would be even better. And how countering in stun needs to be eliminated.
So how about this; return to a 3-point system, but make it so you can only counter a strike or strike combo if you are blocking first.
The way it would work would be, if you're defending against a strike by blocking (either directional block or by pressing the block button) that would be the only time you'd be able to perform a hold. Make it so that when you defend as the strike is in progress, there will be a few frames in it's progression for the defender to stop blocking, press a directional and block button again to perform a counter. If this action is performed after the window of opportunity, or the wrong directional is used, the strike connects as if the person weren't blocking. And this would apply to both single strikes as well as combos. If the window of opportunity is missed on a strike in a combo/wrong directional used, the strike of missed combo, in addition to the following strikes will connect as usual. No holding in stun, just eat all damage.
In effect, I think it would make the hold a type of punishment for overly aggressive strikers, but can also be dangerous to try to perform unless the timing is perfect.
Any thoughts?