With low damage characters like Kasumi and Kokoro getting CB on the fourth hit after a sitdown, its safe to assume it all depends on damage done in-stun. That Jann Lee player played a little too long in critical for my tastes; light jabs and such. Critical Burst is a universal option. If you can win a match advantageously without it, so be it. But I'm sure that won't be an easy feat with all characters. I have a feeling it will just end up being more of a threat with high damaging characters. But combo mix-ups will factor in. And if CB gives a % increase of damage to hits afterward or if you yield more damage regardless, there's your risk/reward factor right?
From a competitive standpoint, the sole purpose of CB is to get a free launch. If you can't get that launch before the 4th hit of a combo, then going for a CB is no different than going for a launch without a CB. You don't get a % increase in damage aside from the small damage the CB itself inflicts.
CB is a universal option, but in DOA4 and so far in DOA5, the best option is always the choice that prevents the opponent from countering. If a character can't CB until the 4th hit, unless there are two sit-down stuns before that CB, it's not a threat at all.
Can someone tell me what exactly that statement in bold means?
Anyone? I'm confused.
To elaborate on what Raansu said, the ideal combo flow for a DOA5 character as of the E3 build is:
Initial Stun > Sit-Down Stun > Critical Burst
In limited cases a second sit-down stun was added to get:
Initial Stun > Sit-Down Stun > Sit-Down Stun > Critical Burst
In both instances, the opponent cannot counter after the second hit in the combo. Now, if a character can't CB until the 4th hit, and only one sit-down stun is used, you end up with this:
Initial Stun > Normal Stun > Sit-Down Stun > Critical Burst
Not only can the opponent counter twice between the sit-down stun, but after the second hit, the opponent knows that a Critical Burst is not an option yet. They know that they only have to worry about a sit-down stun because if the offensive player does anything else, they will either cut their combo short, or the defending player will have another chance to counter.
That's not much different compared to how the DOA4 stun game plays out, and it's something that would completely negate CB. You may as well just go for a launch after the sit-down stun. It makes no difference by that point.
And I feel really sorry for any character who doesn't have an easily accessible sit-down stun. As of E3, that's at least Kasumi...
I seems like CB in depths is more complex i thought. I just rewatched the combo video and noticed something. At 1:08 Jannlee goes for CB on the 5th hit but on the other hand at 2:15 lei fang goes for CB on the 3rd hit even though jannlee actually did more damage before CB then lei fang. I dont really understand that to be honest. Maybe i missed something out...
I don't believe damage is the primary factor that determines when a CB takes place. The stun value of an attack is what really matters. Leifang's attacks probably had a higher stun value than Jann Lee's, even though they inflicted less damage.
The stun game of DOA4? From what I gather, the amount of moves that put you in critical state have been reduced. So if critical state is earned, I don't see the problem or brokenness with it.
As of E3, just about everything put you in a critical state on CH if it didn't launch or knock down. I saw minimal reduction at best.
And the truth is, we don't know what's going on with the threshold enough to decide this change is bad, useless, or unbalanced.
This is very true. But we know CB has been adjusted, and if that means it's harder for some characters to get a CB, that's potentially a very bad thing.
With the recovery of counters being the way it is, you can no longer spam them incoherently and be at an advantage.
Spamming low counters is vulnerable to mids, which usually contain CB properties.
Before long, I believe the veterans will come to learn how low counter is not as great as it used to be, avoiding the critical state stun and attacks.
As of E3, you could still spam low counters just as easily as you could in DOA4. Even with the adjustments to the recovery of counters, when used in-stun there was minimal difference between DOA4 and DOA5.