Sounds great... also sounds like a totally different game. Honestly I'd have to play that for a good long while before I could even pass judgment on such a system. And sadly there is really no way they would have time to go through every character and balance it all out.
I also find it incredibly doubtful his royal majesty would endorse such terms, though you definitely get points for having your own vision of things that isn't insidiously broken (or at least doesn't sound like it on paper).
-You know me Rikuto, I get these moments of pure clarity where I see the solution amongst disarray! This solution I believe to be the best there is for Doa. I say this because it keeps Doa, well, Doa while providing logical fighting game theory! I wouldn't say that it would be a totally different game, but a logical evolution. It seems like Team Ninja get little pieces of the formula correct(Doa2 limited amount of stuns, Doa3 true combos and guaranteed damage from wall crumple, Doa4 Crumples providing guaranteed damage to those players who are patient enough to either punish by Free stepping to the opponent's back+ back turned juggle or waiting for a hold attempt and High Counter throwing).
-It dawned on me that Bezerk was 100% correct in stating we should be looking at VF as our inspiration and not so much other fighters. Every other fighter use a different form of logic than that of VF, yet Doa at its core share VF's logic, however it was broken(more so broken with Doa4 and passable with Doa1-3). The developers strove for a different type of fighter(which they achieved), but didn't adjust the logic of the game to the changes that were made. The Adjustments I suggest goes back to the core of what the series derived from, a logical fighter that makes perfect sense(VF). If Stuns were implemented the way I suggest, It will give the player another layer to why he/she would use what move in which scenario. Each type of stun(Stagger, Stumble, Crumple) would have a significant use and easily understandable risk/reward factor. Even considering what DrDogg have stated about throws being the major form of punishment, suggested that crumpling attacks on hit receive guaranteed punishment, but on guard/block would be attack punishment(possible CB/PB).
The idea sounds good VP but how to communicate to the player the logic of what attacks use stun in such a system? Just make them learn the specifics by character, by wrote? I think if there's a certain logic to it (like at the end of strings, at a certain hit level... something) that can be applied across the board, you maintain the accessible learning curve and keep knowledge gained learning one character applicable to learning others.
All for character individuality, but overly specific data can cause a lot of issues.
-Lol, I thought about this very hard Bezerk. We do not want a repeat of Doa4's terrible homogeneous move application(of offensive holds), nor do we want it to be too difficult for the average gamer to grasp. This is why I brought up Doa3's attack/strike class. Not so that we can use it as an exact replica, but as an template of how the "Refined" stun system could be implemented. If stuns(staggers, stumbles and crumbles) could be based around a specific strike class, it would be easily understood which class of strike will result in which particular stun. Once again referencing VF's cohesive design while remaining completely Doa.
In a way Critical Bursts seem to be a clear response from TN on this issue by adding a strike that will result in a powerful stun, and its different for each character, but you know to look for it, you can understand the rules and effect of it, it has a nice visual and audio cue to make it clear.
play! Trust me, I thought about all of this thoroughly. Lmao, I remember telling Tom Brady that I for seen SE being a powerful defensive tool. He didnt believe me, and look how prominent it became in competitive play.