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.
Okay lets go over the numbers..... against a stunned opponent.... the attacker has 2 in 3 chances of succesfully continuing an assualt... thats about 66% that you won't get held..... the stunned opponent only has 1 in 4 chances of successfully Holding an attack.... thats a 25% chance of getting out of a stun.....
Feel free to show me exactly where the attack and the defender have the same odds of success.
Moving on.... the reason people equate fighting games to RPS is because thats exactly what they are, and it doesn't just apply to fighting games: Everysingle Competitive Strategic Activity is based around simple Rock Paper Scissors..... its a system of perfectly balanced Counter Elements, all Strategies depend on Counters.... if a specific element can not be Countered then you have no strategy, this applies to Star Craft just as much as it applies to Street Fighter..... hell lets throw chess in there too.
What is DoA if not a real time, spacing dependent, fully animated and highly nuanced game of Rock Paper Scissors..... ?
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).
Yeah I didn't say anything about removing any character moves. Besides there's a finite number of moves you can actually use in the Stun Game some will knock down, some prematutrelt launch, one or two might reset and some might not grant you enough advantage to let you follow up with anyway. Or maybe thats just for some characters.... anyway I'm not saying theres only ten moves you'l be able to perform but the number is not as high as you make it out to be..... not all 80 of your moves are for the stun game..... they serve other purposes.
They do. You just need me to walk through every single step of it holding your hand, which I find tiresome and needless.
Yep pretty much, and I appreciate it.
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.
1) The really fast throws, the 5Frame ones are Breakable.... and throw speed within a 12~7 Frame Window are pretty Negated by the fact they all lose to Strikes regardless of what speed they are (except charge strikes). You can't throw a Stunned Opponent. If you get hit while striking then its a counter but getting hit while throwing results in High Counter and the differences are more than just damage, getting High Countered can result in Higher Launches, Jabs Gaining Stun Properties and natural combos becoming holdable....
Theres absolutely nothing similar about Strikes and Throws, they are entirely different mechanics in and out of stun.
2) The Differences between a SDS and an Unbreakable Throw go way way beyond visuals. See #1 for reference.
3) Ryu's 6T won't work If I'm stunned and can be beaten by literally almost any strike in the game..... I think I covered that in #1.
Holds were made to beat strikes and throws were made to beat holds..... your precious unholdable strikes are trying to fix what was never broken.... ontop of that they break the very system the game was built on.... they are doing more harm than good...
They have to go.... that might never actually happen but they genuinely do have to be removed.
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.
No argument here... as long both players actually get to compete then all is well.
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."
Your whole argument was based on on Unholdable Stuns being the same the same as throws..... don't know what the logic behind that is..... anyway I stick by my accusation.... regardless of how shitty you think it is there are genuinely pretty obvious holes in your logic.
Anyway.... here's an interesting article about about
Rock Paper Scissors, its a pretty fun read. Just to give you some idea about how its possible to turn something based on luck into something strategic using simple psychlogy.
Whats cool is DoA already does this. Even if you're facing a player you know absolutely nothing about its pretty clear by simple value that Strikes > Throws > Holds.... you can't pretty much state with absolutely certainty that nobody is going to open with a Throw or a Hold.... this nuance adds strategy and depth to the game without ever changing its Balance....
As for the real reason why people like Guaranteed Combos.... well
Richard "Kirby" Terrel was on top of that long time ago.
The answer is below

. I agree.
That answer was meant for your post not mine... which makes it difficult to understand what your point is (since you never actually made one).
You could atleast rephrase to answer my question alil bit more accurately. .... if its not too much trouble.