If force techs in 3D fighters are glitches, then that would mean that forcing opponents in block stun and taking chip damage on wakeup by positioning a fireball at them with the correct timing in a 2D fighter is a glitch.
And yet the latter was accepted universally as a legitimate strategy in 2D fighters, because it helps you press the offensive advantage and force your opponent to guess the next oncoming mixup... all because the opponent put him/herself in a position to get knocked down, rather than play as carefully as possible to minimalize any chances of guessing. It wouldn't be rewarding for either player if the advantage was always reset to neutral when the skilled player is working to gain more chances to deplete the opponent's lifebar.
So why shouldn't a similar mechanic exist for a 3D fighter as mechanically sound as Dead or Alive? Well, there is an answer for that. But it's certainly not in the competitive player's favor, but to those who don't want to put the effort or the mindpower into utilizing this useful strategy as well as trying their best to avoid it, expecting their wins to be handed to them without adversity.
Those people are defined as scrubs... scrubs who create their own misguided rules what's "fair" or a "display of skill" in order to disguise their own weaknesses as opposed to accepting them and improving upon them. But even so, scrubs can change for the better, if they're willing to look past their frustration and their own selfishness to see the bigger picture.
@Sachertorte, I know I'm late replying to this thread. I'm rarely here as it is these days. And I want to believe you don't wish to be seen as a scrub, rather that you're simply frustrated. But consider the following things before you write me off as another "cheap faggot" who "ruins the game for everyone".
1) Dead or Alive does in fact have an RPS system. It's been a well-established staple of the game since its inception 20 years ago. Strikes, holds, and throws all run under this system. Strikes beat throws, throws beat holds, and holds beat strikes.
2) In a good heated battle, there's nothing more exciting to watch - or more personally satisfying - than seeing the fruits of your labor take the form of a comeback under pressure. But in order for this to happen, there has to be actual tension for the opponent getting pressured due to guessing incorrectly. It makes the victory all the more satisfying if the opponent being pressured is able to quickly adapt and capitalize on whatever mistake he/she can see the opponent doing, thus turning the tide... even if they have to work a bit harder on the fly to do so.
3) It's not so satisfying if both opponents always have a comeback mechanic available to them at all times, even in unholdable situations such as a knockdown. Could you imagine being able to use holds when knocked down? When knocked to a wall (DOA4, anyone?)? When getting juggled in the air? There would be no tension. No hype. Both players would be afraid to use any strike, because the fear of being countered at any time since there's no consequences for being put in stun. DOA would turn to a game where only throws would be the safest option to deal damage. And yet DOA has so many more options to deal guaranteed damage in the current state it's in.
I wish there was something I could do to quell your frustration, but I'm still learning the game too. If you'd like, we can further discuss things on a PM if you like. 'Til then, take care of yourself.