inb4 Zero Suit Samus
Agreed with the removal of Stagger Escape, it promotes button mashing and I hate those kinds of mechanics in fighting games. It also seems to happen "accidentally", like, if the opponent just happens to press buttons during a stun and manages to escape the followup, even though he had no intention to SE.
Even to this day the mechanic is pretty obscure, what's the exact formula to calculate how much of the stun can be reduced? For what kinds of stuns? Which inputs exactly make you SE? How many inputs and how fast do you need to press them to SE?
And let's say you stagger escape at full speed and the opponent still hits you. lmao at the wasted effort. Mashing is also perfectly cheated by autofire/turbo capable controllers.
Stupid mashing mechanics lol.
Exactly.... generally I wasn't going bring up the input for the stagger escaping because I wanted to keep those things seperate but yeah... both the mechanic and the input for it is stupid.
It's not mashing. Just holding H while spinning circles. That's not mashing whatsoever.
Thats kind of a moot point..... what he's trying to say is its messy and random and very very unintuitive and impractical..... ofcourse his issue is with the input for it, mine is with the entire concept of it.
In general, I don't see how people want to have Slow Escaping removed in DOA6. It's just taking out a defensive mechanic out of the game just because people can't adapt to it. It's been there since at least DOA4 (can't remember if it's been there in earlier DOA's). In fact, slow escaping deems some setups not guaranteed which would be guaranteed if the opponent did not slow escape. Without slow escaping, DOA would be pretty broken imo.
Thats why I want both the Stagger Escaping and the corresponding Stuns it was designed for gone..... there problem solved. Or they can just make the character triggered Sit Down Stun Hold able....
If "locking the player out" is a problem, we should ask to get rid of throws, holds, bounds and launches/juggles as well.
Actually, it's kinda dumb that I'm locked out from playing when I'm knocked off a cliff. I should be able to hit buttons and fly, rather than being forced to fall all the way to the ground on the next level. That's not very "competitive." And what's with being locked out from playing after you've been killed? You just have to sit there while your character feints.
This game is just so casual with all of its guaranteed nonsense. If only it would change and become competitive!
I believe I said only the character triggered unholdable stuns should be removed.... didn't say anything about the one's triggered by the environment.... I was very carefull abouf that part specifically.
And hey they don't need to be removed, they can just be modified to allow more mind games exactly like they with the Cliffhangers. However this isn't necessary for bounds and juggles because the Critical Level mechanic keeps that in check and has its roots inbedded into playing the stun game, but if they can extend the mind games to bounces and juggles then hell I'm all for it.
The throws are trickier, if you make them breakable then that devalues the importance of stun games and lowers the risk of holding since they can break whatever throw they fall into, this is even more vital in the punish and neutral game because those are the most difficult times to land a throw because of the throw's direct counter, the strike, makes it much much riskier to pull off , its not something you have to worry about in the stun game.... it wouldn't be fair to make those throws breakable at the parts of the game where Throws are the most riskiest.
And what's with being locked out from playing after you've been killed? You just have to sit there while your character feints.
This game is just so casual with all of its guaranteed nonsense. If only it would change and become competitive!
You overdid it with this part....

Let me give you an example using Football (the real football not the American one) near as I can tell there are no guarantees in this sport, everything can be defended against including Free Kicks, Corner Kicks and Penalties..... in these scenarios the opposing team is given and advantage to score.... they don't completely lock the team out of a chance at defending themselves even if someone commits a foul.
I'd give other examples but Football is the only sport I'm most familiar with.... hell you should check out the football games.... No Guarantees. Theres plenty of advantages and local imbalances (Local Imbalances are good) but nothing is guaranteed or completely removes the other teams ability to defend against something...... it wouldn't be as exciting a sport to watch if every free kick and penalty was not allow to be defended against by the opposing team..... kinda like The NBA's Free Throws.... in that scenario its not one team vs. Another... its one team vs. The hoop, he is competing against something thats got nothing to do with the competitive nature of the sport. Thats kinda like what those Sit Down Stuns and Stagger Escapes are methods people use to bypass the mind game..... the very thing DoA does better than any other Fighting Game.