Isn't DOA based on that "rock-paper-scissors" system? So if you get rid of holds, you'd need to re balance the game.
I don't see that happening in DOA5. I mean, I kinda see holds as a trademark of DOA, and maybe Team Ninja feels the same way.
Anyway, I gotta admit that I understand OP's point. Shit can be really unfair sometimes with bullsh*t holds out of the nowhere.
Take away Counters while in a Critical State and make the neutral Counter Windows smaller...
3.1 is not proof of anything.
It's a more playable version of DOA, but it doesn't show that anyone whatsoever is willing to play it in a tournament environment.
What would be playable in that environment is DOA without CS holds. You should know this because it's what everyone always complains about. I know this because it's what I want to complain about every time I go back to the stupid game.
Soon, DOA isn't just going to be laughed at as "the game with the big breasted girls and retarded counters".
It's going to be "the game with the big breasted girls, retarded counters, and full retard QTE."
You honestly think the game is going to have a tournament life with that stigma? Get serious. There has to be a drastic change for anything to affect public opinion about it.
Point taken. Reading the whole thread for best comprehension, sry D:If you read the title of the thread you will notice that what everyone is talking about is NOT taking out holds completely from the game. The idea is to remove the ability to hold while in a critical stun.
Yea, it's like when you get someone in a Critical Stun aka at a Disadvantage you still have that fear of being Hold/Held which then makes you realize you're not truly at an Advantage. I also hate how I can have someone in a Critical Stun combo and they can mash on the Low Counter Hold and make me whiff my otherwise guaranteed Combo.
So by taking away Counter Holds in Critical Stun, shortening the overall Counter Hold Window, and lessen the time spent in Critical Stun can prove to be a much better DOA.
Oh and...
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Hmm, tick tock...
I personally think that if you're stunned and you guess wrong during the stun you lose the counter option you just used.
So say you counter High and the opponent hits you with a low, well you can no longer counter high for the duration of the stun. So I know that my next high attack is all but guaranteed.
You counter a mid kick and I do a mid punch instead - If I'm playing with Zack and I notice this you will eat . I would be guaranteed that WHOLE combo because you guessed wrong.
Now maybe there would be a more damaging option I could choose that involved a mid punch or high attack - and certainly there would be some damage reduction for taking the all mids into the launch - but if I don't want to guess, then I can spam mid kicks into a till the stun situation is finished.
And to be absolutely clear you would not lose the counter for the the rest of the match, every time you're stunned it resets the process.
Edit: I swtiched up the words high and low before, so anyone who read it before the edit don't be a D-bag, I know the difference