funny that you mentioned VF:
Here are the only moves that put Akira at a frame advantage or neutral on BLOCK:
- P +2 (like everyone else)
- (6)P +2 (like everyone else again)
- 46P +1 (fast and effective, guarantees followup combo, but is a High)
- 43P 0 (slow, doesn't guarantee shit unless it is a counter hit)
- qcbP +3 (slow as hell, guarantees follow up ) .. can reach up to +7 at max range
- 2G+K
P +1 (the initial 2G+K is not on minus frames)
- G+K(P) +6 (fully charged only and the initial G+K is at minus)
everything else in Akira's move list puts him at negative frames on block except a fully charged 46P+K which forces a stagger.
On Hit, as with DOA you are at advantage, but this does not mean your follow up is guaranteed.
Simple examples to this would be:
4G+KP on normal hit. (P is not guaranteed)
43P2P on normal hit is not guaranteed (guaranteed on counter)
3G+KPP+K the final P+K (is not guaranteed again)
I can go on ..
And as far as your hitting 2 jabs argument goes. you are not in control as in most scenarios the follow up is either Blockable, crouchable, sidesteppable or even Holdable if you were someone like Akira or Aoi. How is this any different from the 2 jabs in DOA ?
Also being able to punish a string continuation after it hits, how is this different from a scenario of being able to hold in stun ? If anything, VF is full of 50/50s.
Here's a simple example with Sarah, pressing 4K puts you at a +4 frame advantage on block and it can reach up to +7 at max range. But, it also puts you in flamingo. despite your frame advantage (which is always great) you're down to a 50/50. Is the opponent going for a crouching jab or not ? will they side step or not ? if they attempt a crouching jab it will beat out almost all your options because theres an extra factor involved which is Push back and the distance between characters. So now you have to think will I go for the P+K low hold or not ?what if I do and he goes mid or High ? its just a ton of 50/50s all happening at once.
I remember DrDogg mentioning something about having a +12 frame advantage should guarantee your 11 frame startup move somewhere in the 8WR forum. Mr. Wah at the time gave him a logical answer for why he isn't getting it to connect but his comment was completely overlooked and the rant continued. The answer to this is PUSH BACK. The follow up move may be with an 11 frame start up but this does not mean you connected on the 11th frame. The active frames can be from the 11th onward to say 15th frame for argument's sake. Because of the distance created from the first move, the active frame that connected is most likely somewhere between the 13th to the 15th.....which is why the moves cannot link together.
The difference is that in the VF frame data it tells you at which frame the move actually connected. But in DOA's frame data display, it only tells you how many frames are needed to start up (without pointing out which frame actually connects from that particular distance). This is why you don't get a frame data log when you don't connect the move in VF but you still get a log when you don't connect it in DOA. this does not mean that the frame data is wrong. It is simply a different representation.
I mentioned before that there are plenty of ways to get guaranteed damage in DOA5 now, be it from a normal hit launcher, to a back turned state , to a wall slam, to a dangerzone. But, the net result of any combo resulting from these is limited and reasonable. When you launch early, you get minimal height leading to minimal damage.
When you burst from just 2 repeated hits, you get a damn powerblow, into a dangerzone, into a juggle. You see the difference here ? This is what I am trying to address, because it is too much of a reward and certainly too early in the combo to be that guaranteed.
But, I am NOT against BURSTS for the last time! But I am not with them either... I'm neutral.