I'm going to break this post down, because there's a considerable amount of incorrect information here.
the problem with DOA is that it has its own set of rules and people just dont want to accept it for that.
People like DOA. It sells very well. We aren't talking about those people. We're talking about the competitive players and having a strong tournament scene for DOA5. In order for that to happen, DOA can no longer rely heavily on guessing or reward a mistake by giving the defender another chance to guess right and escape punishment.
As I've said many times, nothing has to change about the current state of DOA5 in terms of counterhold windows and all of that. All you need to do is add an additional layer on top of the standard DOA system mechanics that allows for competitive players to get around the system.
they want every fighter out there to play like street fighter.
For the record, I'm not a fan of competitive Street Fighter. I think it's a great game and I completely understand why people enjoy playing it at a high level, but I'm a 3D guy at heart and I just don't enjoy playing competitive SF.
I would hate to see the game lose its identity like what happened to soul calibur : EX moves (brave edge), supers (critical edge), giving you a pat on the shoulder for losing and having one round to go by giving you 1 extra bar...
First off, SC5 still plays like SC. The addition of BE attacks has not changed the game AT ALL. The addition of CE attacks is a minor change, but only because CEs have invincibility frames. If all CEs GI'd, instead of having invincibility frames, I'd have no issue with them. However, even with my gripes about CEs, the game still plays like SC. As I said, I do not enjoy SF, but I love SC5... much more than I enjoyed SC4 even.
...the fact that they butchered guard impacts (they not only cost half a bar now but the input is totally crap as well its <+A+B+K even though it looks like an offensive GI that was in every calibur before that, they tried to add a parry system which although maybe considered good by some is just not as useful as a GI because the window is so small it just isn't very practical except for certain moves that have a long active window and are slow, and worst of all increasing the ammount of unshakable stuns making combos last so damn long with no way out its irritating (a stupid reward for getting a simple dumb hit confirm). everything in that games mechanics was designed to appeal to the SF4 croud ... and look what happened. although the game is considered "SOLID" and i agree to an extent, it has disappointed every old calibur player one way or the other...
Everything you've said here is the viewpoint of a casual player. GIs are fine in SC5. They use meter, which isn't a big deal, and most characters have non-meter GIs as well. Just Guarding works very, very well... almost too well. It's most certainly not limited to slow attacks or attacks with a long active window. I can use JG almost exactly like a GI.
I have not heard a single competitive player have issue with SC5 game mechanics (pre-patch). The only issues I've heard are from the character balancing because they removed a lot of stances/attacks from SC4. But even with these gripes, people still really enjoy the game.
in addition to miserably faling in the market. I spoke with Daishi himself at the euro soul calibur tourney here in london jast a few weeks back (yes i do speak japanese) and he kept telling me the game didnt do well in terms of sales and it performed below expectations
This is due to the timing of the release.
1. The game was rushed. Honestly, DOA5 kind of feels like it's in the same boat at the moment.
2. The game released immediately after the holiday season (when no one has money), on the same day as FF13-2, and just before SFxT. That's pretty much the worst possible time to release SC5. Despite this, the game still sold 300k in the US. Below expectations, but that's not the game's fault.
people to this day get on MK9 (despite what people think yes it is a viable fighter and yes just like every other game it has its own rules) ... and say something like, WHAT THE HELL IS THIS ? WHY IS THERE A BLOCK BUTTON IN A 2D GAME ?
I've never heard a competitive player complain about a block button. Soul Calibur has a block button and people play that competitively with no complaints. Also, I'd like to point out that MK9 has problems outside of the block button, but that hasn't stopped it from having WAY more tournaments than DOA has ever had and being at Evo two years in a row. Clearly, MK9 is in a much better position than DOA at the moment.
there are places to this day that hold highly competitive smash brothers tourneys ... now personally i dont even understand how that game is even seen as a fighter, but then again it has its crowd , its rules, its fan base, and to them it is quite a solid game and i respect that.
This is an interesting comparison. In order to make Smash a viable tournament game, the competitive community had to create almost a completely new game. They were able to do this because of the freedom the game allows in it's options.
If DOA had similar options to adjust the gameplay, we'd have a competitive fighter on our hands.
soul calibur has AIR CONTROL for crying out loud. would you complain about that as well ? it is a core mechanic in how that game flows and you need it to put a cetrain restriction on the damage of launches. however, in that game some moves are air controllable and some arent. not having air control AT ALL will more or less ruin the game. and the same can be said about DOA and mid stun holds.
If air control was removed from SC, it wouldn't impact the game very much. The combo system would only need a slight change to compensate. As it stands, air control doesn't change much anyway. You still have guaranteed combos. The same cannot be said about counters in DOA.
having holds mid stun keeps the fighting fresh as no two combos will be the same mid match and no two similar combos will have similar outcomes.
Have you watched high level DOA? It's just like any other fighting game at a high level. The same setups into the same combos. This is how fighting games work at the highest level.
you always have to plan out your setups and change it up weather you were on the defensive or the offensive.
Translation: You have to keep guessing.
or would you rather have a game like sfxt with combos that have no way out of on hit, deal a crap ton of damage, and are all essentially a reward for starting a dumb and simple LP or LK mashed hit confirm till they get the hit? and the combo ALWAYS LOOKS THE FRICKEN SAME ... if thats your thing then maybe DOA isnt for you.
I think perhaps you should learn how to play SFxT before you berate it. There's a lot more going on than just mashing LP or LK for a hit confirm.
Stop playing it like DoA4.
When the game no longer plays like DOA4, we'll stop playing it like DOA4.
Example: Why is it that free canceling is unsafe, but finishing your string is not? Because they want you to have the "guessing game" at the end of a string and give the defensive player more opportunities to counterhold.