After thinking about deeply, and playing the game, here's my detailed list of changes i'd like to see in DOA6. Sorry for the wall of text. The idea is to balance out offense and defense so that both are equally able to mount a comeback. Any suggestions to refine the following ideas are welcome. I am not so much concerned about the technical aspects as I am not as well versed in them as a lot of you are.
1. Give all characters parries , in order to redirect offensive players. Parries would do no damage but would put the parrying player in an advantageous position to counter attack afterwards thus allowing them to turn the tables.
+Parries would replace Defensive holds as a player’s primary strike defense.
+If a parrying player whiffs the attack after a parry, the attacker can still punish with a counter attack but is at an advantage due to recovery frames of the opponents attack and receives guaranteed damage.
2. Remove DH’s all together. They serve the same purpose as parries, save for rewarding damage, and are therefore redundant.
+Offensive holds would remain and perform the same as parries do for defense, opening the opponent up for damage before they strike. (Akin to grabbing someone’s collar before punching him.)
3. ‘Stun strings’ with a maximum of four hits total, including one deep stun, (whether it’s a sit down stun, pop up stun, or critical stun) and normal hits without stun properties. This string would be free cancelable to allow for mind games.
The deep stun would begin at the start of the string and only be escapable/parried near the end of the string. The stun attack would still do damage.
4. Personally, and several tournament players may disagree with this, I say it’s time for juggles to say goodbye in fighting games. I’ve never liked them and even though I use them and have adapted to them the best I can they are unnecessary with all the other options one has for damage and punishment.
launchers on the other hand are great if used as get away tactics for players. These would knockback players, lifting them off the ground slightly (As if punched by a really tall really strong man.) and open them up for critical stuns without the cheesy slow anti-gravity ‘floating’ we are all too familiar with.
(launcher properties) Standing/while rising
+They guard break
+crush’s highs.
+Leads to ‘Stun String’ follow-up
Crouching/While crouching
+crush’s mid attacks
+Leads to ‘Stun String’ follow-up
5. The guards themselves are fine: however, the necessity to crouch and guard to block all lows is unwarranted. How many martial arts movies have characters lift their front leg to block with their shin or bottom of the foot?
Standing Low Guard
Animation (The character lifts his/her leg and blocks the incoming attack with foot or shin.)
+These would only block standing low attacks. Such as; low hook kicks, kicks to the knee, kicks to the shin, etc…
+Would not block sliding low kicks.
Current Low Guard
Animation (remains as it is.)
+Blocks low sweeping kicks and punches,
+Unable to block any low throws or low offensive holds, as the other player would be in a semi-crouched state while performing the tech.
+Blocks descending attacks e.g. Axe Kicks, double hammer fists, etc…
+Blocks sliding kicks.
6. Throws are useful for large amounts of damage: used to punish whiffed attacks, holds, and parries. They are also used to begin an offense or to close out a long attack string. These are the standard of all 3D fighting games. One cannot be without these.
High Throw
Used while jumping towards an opponent, attacking the neck.
Can be used from jumping off the environment.
Can be used while running
Can be used while BT
If stunned the opponent is vulnerable and can be thrown.
Mid Throw
Standard throw aimed at standing opponents, can enter from a successful offensive hold or parry.
Can be used BT.
If stunned the opponent is vulnerable and can be thrown.
Low Throw
These would punish whiffed low parries and crouching opponents
Can be used from a successful OH or Parry
If stunned the opponent is vulnerable and can be thrown.