My dream is a training mode that's a combination of Melty, SG, and DOA. Lab like a king.
Honestly, the ground game is not as bad as anyone here is trying to make it out to be, it really isn't. It's just one of the parts of the game that is difficult to grasp because it's not simple as layer's one and two of the game (being the RPS system and juggles/threshold/Critical burst). It's a part of the game that requires one to dig further into it in order to understand what's really happening with it. It is actually good once you understand what's it about.
Only few understand it because few are really studying it that much (much like few are really studying the frame data a lot in the game too).
That is also why I've been asking to play you more before when I've asked, so I could possibly help with a visual of Ayane's okizeme, rather than constantly explain it on paper.
They also frequently have a long reach and evasive properties. So sure, there are some really stupid OHs that are really slow, have piss-poor range and do pitiful damage (Ryu's WR4T). But others, such as Marie Rose's 3P+K T, Bayman's 2P+KT, and various 8T attacks. And then there's Dragon Gunner, Marie's BT T, Leifang's sabaki T, etc.
This game isn't VF. The triangle system doesn't even function in that game as it does in DOA without the same stun and hold system featured in DOA.
I don't need a lecture. I'm perfectly familiar with their application and function and this superficial overview you have provided does nothing to address the real meat of what I was getting at.You will find VF heads would disagree with you, because at a lower level, both engines have very similar if not the same mechanics with different scaling.
OHs in this game are not meant to be used for damage and more for conditioning outside of a few examples with characters with game plans based around those kind of mixups (Bayman and Lisa for example and Jann Lee to a certain extend).
Making a catch throw where a character throws their whole weight on you to stop a strike breakable is pointless. There are some command throws and catches in Tekken which are not breakable too.
Most of those examples you mentioned can be fuzzied or reacted to since generally anything slower that 20 frames can be seen and blocked/crouched.
If you're having trouble against OHs, I really suggest getting used to seeing their start up animations.
I don't need a lecture. I'm perfectly familiar with their application and function and this superficial overview you have provided does nothing to address the real meat of what I was getting at.
The stream is archived so you can still view it here: http://www.twitch.tv/omastero/profile/past_broadcasts (Aug 19). Since the stream was lagging the broadcasts are broken up into several videos.Thanks for the clarification. Exactly how do we find unholdables? I remember in DOA4 we had to do a little math with untechables + frame data knowledge. It sounds really interesting, but I missed Masters stream explaining it.
This unholdable business... I'm not understanding the hype but maybe I'm not undertanding unholdables either. Certain characters have specific moves that can't be held if the opponent decides to tech roll to the side and instantly hold? Who does that anyway?
Maybe because I'm a Rachel main but I learned to always tech back when knocked down - doesn't that defeat unholdables entirely? This seems only marginally useful if the opponent is against a wall, but since they're not called unblockables I'm guessing a simple block defeats this too. And wake up kicks.
You have no control of "how" your character techs after every knock down situation, keep that in mind. Certain strikes have different knock downs that do not allow you to tech up at your choosing when you instant tech.
I've noticed a lot of moves that blow you back more than 3.00m only allow for one type of wake-up. Example I can think of are Ayane 236K and Bass 66K/66P+K. They only allow for one type of tech.