She has guaranteed set ups and NH launchers, so the Christie player doesn't have to play DOA4. If she does get the defensive player in a DOA4 mindset, it would be easier to go into her CB, I would assume.
Her only guaranteed setup (so far) is the guard break into a limited number of attacks. You can't use a NH launcher because they're all too slow, which means all you can do is stun the opponent... which puts Christie right back into DOA4 mode.
Also, her NH launchers are not safe. Which means that more often than not, you'll only hit them during a stun. That once again brings us back to DOA4.
If someone like Chrisite could go into CB as easily as Bayman, then what exactly would be the point of using Bayman or Tina? Why should someone as fast and evasive as her get the same damaging options as they do?
That's like asking, "If someone like Chrisite could use a normal counterhold as easily as Bayman, then what exactly would be the point of using Bayman or Tina? Why should someone as fast and evasive as her get the same normal counterhold options as they do?"
It's a universal system mechanic that allows you to stop an opponent from using counterholds. It would take a great deal of effort to make Christie a solid character without a good CB.
The "Greater FGC", personally, is insignificant.
I've tried to make this as clear as possible, but you're still not understanding what I'm saying. Without the greater FGC, the game will not have a solid competitive scene. Period.
As it stands, a good number of competitive DOA players won't play DOA5 unless changes are made. Which means that if the proper changes are not made, not only will the greater FGC ignore DOA5, but so will a good number of DOA players.
In the end, it will not have a competitive scene. Now if you don't care about the competitive scene, then you shouldn't really be replying to these topics, because that's all we're talking about.
The "greater FGC" as I've seen wants every fighting game to play very very similar, and don't want to adapt.
I currently play SC5 and VF5 as my main competitive titles. Those two games are very different from each other, but are both solid fighters. I dislike playing AE and Marvel at a competitive level. They're both VERY different from SC and VF, but they're still solid fighters with large competitive communities.
That's 4 competitive fighters that all play very differently, but all have one fundamental similarity... they're solid fighters.
Your statement is not only incorrect, it's completely invalid. DOA5 can still be DOA with a few changes that would allow it to appeal to the competitive players.
Because, they're not combos. They're Mix-Ups.
So it's okay for the game to be 99% mix-ups until the opponent is launched? Enjoy that game... because very few competitive players (DOA or FGC) will be playing with you.
I am a bit confused about something, perhaps others are too. Maybe you could elaborate to clarify for me Bryan.
You say you don't want guessing, but at the same time you say you want more safe attacks on guard.
To me, these are counter-productive. For if you have a safe attack on guard, then it would lead to a 'forced guess' as you put it. Being -3 you now have the option after having your attack guarded to throw if the opponent continues to guard or holds, attack with a crush or an evasive attack should the opponent attempt to throw you thinking you are more disadvantaged than you really are, or sidestep to avoid a linear poke attack. If you were unsafe like '90%' of the strings you claim is bad, then you'd have guaranteed non-forced guessing available to you whether it be a throw or normal hit launching attack.
Perhaps I am just misunderstanding you, so if you could clarify that for me, I'd appreciate it.
If I use an attack that's -3 on block, I lose the offensive momentum. It's now the opponent's turn to attack. There's no forced guess about it. If I attempt to maintain my offense, then I can take a guess at what the opponent will do and react accordingly, but that's an option and a risk I take. I'm not forced to make the guess.
On the defensive side, if I block an attack that's -3, it's my turn to attack. How I attack is dependent on how I want my offense to begin and what my strategy is. Once again, I'm not forced to guess about anything.
You should've linked to the original article:
http://kotaku.com/5918673/dead-or-a...f-their-game--was-in-fighting-tournaments-but
All they're saying is what any company would say. They have to cater to the casual crowd first, then work on fine-tuning the game for competitive players later. That's why we have Power Blows. They aren't there for the competitive players. They are only included for the casuals.
Also, we know for a fact that Team Ninja has a focus on the competitive scene. That's why they're listening to us. That's why we see things like Critical Burst and unholdable sit down stuns. That's why the counterhold window has been tweeked and the recovery altered.