They can sit down and do a proper balance patch for each character and give proper tracking properties based on foot position for each character. Making the SS cost meter still fucks me out of all the hard work I put in to get you near the corner and you can do it 4 times. Four times is more than enough.
@Force_of_Nature How is the SS going to be ass? As a move it has exactly the same properties as before, only difference is you won't be able to abuse it. And if you're SS happy you deplete the meter and lose your BB and BH possibility, which is perfect. Those who bitch about the SS being nerfed need to accept that DOA's main defensive mechanic is the Hold, one of the main parts of the triangle system, not the SSA.
It's going to be ass because you have to spend meter to actually use the worthwhile sidestep technique. Using meter means no Break Blow available, and one less Break Hold available. The meter management will add up very easily to the point that SSA's won't be worth it most of the time. Especially with how easy it is to blow up SSA's anyway.
If a -string- does not track, you have no business on realigning moves. The issue is that you have to burn meter to avoid a situation for being correct.
Using the general neutral step is wonky because it does not carry the VF evasion to make the opponent go off axis, so the risk to avoid moves for being "correct" is systematically higher and enforcing people to play abare 24/7 which is not a good look in gameplay.
In short, a universal traditional mechanic using meter makes it difficult to take TN serious if it's trying to be a 3D fighter or not. If all people play is DOA then it's obvious on why they wouldn't understand to how things are generally suppose to work.
If you think guessing a hold is dumb, why do you play DOA? Holds are what distinguishes DOA from other fighters. If guessing Holds is dumb, doing a BH is completely braindead then; at least you need to use your brain and read the opponent to do a successful Hold.
Holds are generally used to reverse a situation the moment you are -in- stun placement, the benefit of it is that you are allowed to "hold at neutral momentum" without being in stun. However that leads too many situations of pointless Yomi reading if you have to guess at abare just to stop an offense when you are going for a read, you have to add depth otherwise what's the point of stepping?
I play the game exactly for the Yomi. In principle I don't have a problem with unlimited availability of SSAs as long as every character has fast tracking moves that can be incorporated into their offense, otherwise highly linear characters are at a huge disadvantage. I understand FoN's desire for an unlimited supply of SSAs as he mains Ayane.
Like it or not, DOA is all about the triangle system; if you have an easy way out of pressure with the SSA there's little incentive to do risky holds unless you're in stun.
And as far as I can tell the problem is not so much that SSAs require meter, but that a sidestepped attacker gets to realign with the sidestepper while doing his linear attack. Since you can sidestep without meter, if the sidestepped attacker would remain off axis till the end of his linear attack, would there still be a problem?
Dude, what does me maining Ayane have to do with anything? That's not the only character I play in DOA6. My opinions on DOA6's and DOA's sidestep would not change based on the character I play. I have played SC, VF and Tekken and all three games have functional reliable sidesteps. DOA5's SS & DOA6's SS (without the SSA) are terribly implemented systems with more risk attached than they should. It's dumb.
Actually I don't have a problem with punishing SSAs at their startup (even baiting them) or after them ending on block. The problem I have with SSAs being spammable is the way you are forced to play with a linear character.
People need to realize that doa needs to change. You can have the "core" of doa and still implement good fighting mechanics. Holds and spacing shouldn't be your only damn options in neutral. Its a 3D fighter not a 2D fighter. Every character has tracking options.
^ Yes. Exactly. Making SSA's cost meter is taking one step closer to turning DOA6 into a 2D fighter. Sidestep should never be treated as some sort of "resource".
This whole thing with the DOA6 SS teaches us that making a Sidestep mechanic from scratch thats good without it being broken is a very fine balancing act. I think Meter being tied to SS attacks is lazy. I dont want SS nerfed either. I want it to be fair and honest but it seems like TN has to tear down and rebuild the game to make that happen.