Berzerk!
Well-Known Member
I am a fan of strong defence/offence should win the game. A player on the defence should not be given multiple times to be successful. It is very lopsided. 4-5 hits to get critical bursts is 4-5x a defensive player can be successful(while only needing one time in the process), while it is a mandatory 4-5x the offensive player can fail to reach a CB. Lowering it down to 2-3 is still not balanced, but it gives the offensive player the incentive to play the stun game.
Agree completely. Team ninja should be aiming for elegant solutions to each section of gameplay and this one is so important. Like you I am happy that Doa has a defensive game that extends into stun, but they know they need to limit this and provide a pathway to reward the attacker. That is why we have Critical Burst.
It is a goal for the attacker.
But the problem is the attacker has to succeed at taking chances too many times to reach the threshold, and the on that 4th or 5th hit he can still be held.
It is far more elegant to match the triangle system with an underlying notion in stun you will get three chances as a defender and that is it. If CB was to work on the 3rd hit the majority of the time and 2nd or 4th rarely, that would not be too strong or repetitive. That is still many opportunities to hold, not to mention at the start before getting hit you have defensive options:
Block
Sidestep
Fuzzy guard
Backdash
Free step
Use an evasive attack
So the neutral game offers many defensive chances - the stun game should offer only 3 chances to get out, 3 times of the attacker taking a risk to extend a stun and get critical burst.
It's so much more elegant, robust and easy to explain to skeptical players that are new or who play other games. Triangle system, three chances before cb. If you hold correctly you reset the combo. If you don't, you should get a Cb guaranteed, and even then it's not repetitive as the attacke can still be held on the cb itself and would have to go for a launcher. 4-5 chances before this is too much though
Team ninja must look at how the game is being played and see their excellent attacking mechanic is not being used with regularity and address it because this over everything else will add to its competitive standing. The defensive hold is in no danger of not being used since it is available at neutral and 2-3 hits of a stun. That would be balanced, currently the defensive hold is stronger.