That doesn't make sense..... what makes it okay to make 90% Stun Hold able but the other 10% Unholdable ? I made my argument the Way I did because you seem to have a problem with making that 10% Holdable instead of how making that 10% Holdable is implemented.... thats like playing 10 rounds of RPS and making a rule that says you're not allowed to use Paper every 2nd round.
The game is not equatable to RPS and I wish people would stop trying to equate it to that. Being stunned means that the person stunned
messed up. Their next move should not have the same chance of success as the person who put them in the stun. If you want something as simple and straightforward as RPS,
go play RPS. But DOA is not RPS. It's more nuanced than that and changing it to be that just seems ridiculous in the same way that turning a watch into a sundial seems ridiculous.
It's okay to make some stuns holdable and some unholdable because of the varying conditions that lead to them connecting. If all strikes had the same risk/reward balance, characters wouldn't have so many moves. And maybe you'd prefer each character have a movelist of about 10 moves, but I don't think most do and it would be considered a pretty drastic step backwards by most fans if they pursued that route (concept explained in more depth further down).
Thats because your explanations don't hold up to even minor analysis.... its either that or I get the usual "its not competitive" song and dance.
They do. You just need me to walk through every single step of it holding your hand, which I find tiresome and needless.
If you were as objevtive as you say you are then then you would agree that there actually is a difference between triggering a sit down stun and a throw besides the damage.
I explained there were differences in different areas, such as the time consumed to execute each one. Another is the chance of success, which blankets situation of appliance.
My repeated response has been that they are the same in the context of the argument you provided: where one was okay and the other was supposedly objectionable (ie: it's okay for throws to guarantee X damage but not strike stuns). Now, what are the reasons one would eb okay and the other not? Let's consider:
1) Strikes are too powerful balance -wise if they guarantee another strike
A: If this were true, you would be looking at raw damage numbers or post/contact conditions, all of which can be found in various throws (damage, KNDs, wall slumps, frame advantage etc.). If it was objectionable there it would be a problem in the triangle system if exhibited by another facet as well. But since you voiced no objection with throws exhibiting these properties, we assume that's not it (and really, some of these throw rewards are ridiculous for coming out in 7 frames and ignoring blocks, so don't start with the "a throw is harder to land than a strike" bullshit).
2) Visually, it's not okay to see yourself in a stun but not be able to hold out of it.
A: Visually the non-holdable stuns are distinct from the holdable ones, such as a throw is visually distinct from a strike stun that you can hold out of. So, can't be that, either. Besides, this is largely aesthetic, which will go nowhere if pursued.
3) I want to hit a button right now but I can't because the next strike will hit me after the last one did and I don't like not hitting buttons.
A: Like Ryu's 6T hitting you twice and you can't hold out of it? Seems stupid, but it can't be the other two, so I guess this is the objection we're having.
Presumably, it would be tolerable in the triangle system if a strike performed a single hit that matched damage with a throw, but the only objective difference between that and having two strikes to match that damage (one guaranteed after the other) is the time it takes, which, again brings us back to "I want to hit the buttons right now."
The new argument can't be "all stuns should be guaranteed or not just 'cause fuck it I like it that way" since that would negate the nuances involved in the risk/reward applied to each and every strike (speed, recovery, reach, string potential, damage, hitboxes, etc.). That would play out in one of two ways:
1) Make all on-contact discrepancies rely on immediate damage output.
2) Reduce the number of strike attacks you'll ever see to about 6 pokes on each character and call it a day.
I find both pretty stupid, and thus find the premise "all stuns should X or not X" ridiculous. You'd then have to make all stuns uniform, so that Ryu's 2H+K would net the same stun reward as his 6K (ludicrously inane suggestion). The current system works fine and makes for a more varied game.
That plus theres nothing objective about Guarantees being more competitive.... that one is abit of red flag of subjectivity.
If you want to play semantic gymnastics, let's go (
@Argentus may want to tune in):
Something is "competitive" if multiple participants are competing against each other.
So yes, everything is competitive. But, some competitive things involve more thought than others. For example, it's perfectly competitive to play "Guess What Number Between 1 and 5 Billion I'm Thinking Of," but most people don't play that game since there isn't much thought going into it and the system feels less like it compares the skills/knowledge of each participant and more like it relies on dumb luck. Sure, it's not
entirely luck, but it largely is and it's a pretty stupid game to play. So, when we say that something like Battleship (which still requires a fair amount of luck, but that also incorporates some more logic and pattern recognition) is more "competitive" than "Guess What Number Between 1 and 5 Billion I'm Thinking Of," it's assumed that everyone is able to recognize how the "subjective" word "competitive" is being applied with the conversational context. The only people who wish to argue that are people going through an epistemic crisis or someone who is trying to construct a straw man argument.
So, in a similar vein, we can assume certain conditions are applied to what is "competitive" in the context of a Fighting Game Community. They probably prefer things more like Battleship and less like "Guess What Number...". You can argue that the use of the word "competitive" is subjective, but every word is technically subjective unless you solved every conundrum involved in epistemology, and I guarantee that you haven't. With this context, you should understand why I'm not charitable to subjective
nonsense. It's immobilizing and stupid.
Why are guarantees more "competitive" than the DOA4 style with this context of "competitive"? I have already explained it multiple times
You made the accusation that my "explanations don't hold up to even minor analysis."
Consider this my official rebuttal in the form of "You are not capable of even minor analysis."