Basically, Character models, move sets and things like that are all pretty much done. what they choose to fix from these tests is either an overall mechanic or a character specific tweak.
I see. Let me rephrase my statement.
I know a lot more about the development of the game than you do. It's not done. Tecmo is not just sitting on it. You're completely and totally wrong about that.
That's the main reason I haven't played Tekken heavily since Tekken 4; you play against say, a Bryan player, and if he's really good, he can launch, get 4 or 5 hits, then turn it into a ground juggle and get you for another 3 or 4 hits, all the while, you can't tech on landing. It's guaranteed damage, to the EXTREME level.
In most cases, the launcher is either high, doesn't track or is unsafe. If you play better defense, it isn't a problem. Even if you do get hit, there's no "ground juggle". Maybe I'm just not understanding what you're referring to, but Bryan and several other characters can extend their juggles if you don't tech, or go for a "semi-tech trap" if you do. Again, not guaranteed.
On the topic of holds and the stun system, and the fact that you can still low hold out of stun and make your opponent miss with a mid or high, what would you change then, Dogg? It seems the easiest fix would be to make it so mids hit, but that doesn't fix the issue with high attacks. Maybe low holds out of stun should lead to an unholdable stun animation if hit with an attack afterwards? I dunno, I'm just throwing that out there, but both seem like options, though both are highly unlikely to actually be made.
Mids already hit low holds. Highs should also hit low holds, but a quick fix would just be more unholdable stuns.
Let me answer or address each of your statements here Bryan.
Most of what you said is completely clueless to what makes a competitive fighting game. It's clear that you really need to move away from DOA for a moment and get competitive at other fighters. That means going to Evo and making it out of your pool in a game that isn't DOA. You would educate yourself tremendously, and we'd be able to avoid all of this because you'd actually understand that your ideas are bad... very, very bad.
That said, I'll address some of the more blatant issues in your post for clarification.
All characters in 3 moves or less? I clearly remember Hitomi and Hayabusa not being able to do that. What set ups are you using for them and are they as good as everyone else's?
See, this is the problem. Hayabusa and Hitomi can both CB in 2, 3 or 4 hits. You didn't bother learning how to use CB and how the system really works, you just said CBs aren't good and left it with that.
Your article makes it clear you didn't really try to learn anything new about the E3 build. For example, you stated Hitomi is really safe, when in fact she has less than 10 safe attacks. Just like how you say Kasumi has a better CB setup than most other characters, when in fact she has one of the worst CB setups.
It's like you weren't even playing the same game as the rest of us at E3.
OK but there isn't any move in DOA that gives you that much advantage on hit that keeps you from holding.
Off the top of my head, Akira and Christie both have attacks that give you enough frame advantage to prevent a hold. These attacks also execute quickly. I'm sure there are more, but I came up with those examples after thinking for about 7 seconds... maybe less.
DOA5 is going to have a healthier tournament life based on the changes already in there and there is no way it will ever be like DOA4 and that's obviously a good thing.
I guarantee you that the E3 build of DOA5 would not see any better tournament life than DOA4. It's a huge improvement, but it's not quite there yet. Your suggestions are a big step backward and would only hurt the potential tournament life of DOA5. The reaction to your article should make that clear.
Exactly, and trust me they are taking in thoughts from everyone everywhere including here, DOAW and TKP. Thank you Team Ninja for checking everywhere!
And we're getting swimsuits for the girls thanks to those suggestions. Here, our number one focus is to get a game worthy of a solid tournament scene. The numerous conflicting suggestions from you are not helping that cause at all.
You find it interesting that I posted on all DOA websites?
No, I find it interesting that you made a clear and concise post on DOAW and TKP, then made a status update here. It wasn't until after we had torn apart your article and called it utter nonsense and factually incorrect that you finally decided to make a proper post here.
BTW everyone Powerblows give you a wall bounce on stages like Boxing rings or ropes.
This is partially incorrect. The boxing ring ropes do not bounce at all. As of the main E3 build, the ropes act like a wall.