I bet the defense will probably say "it's a 2D fighting game". But I digress. You should definitely make a topic about this though. You've made a very good analysis.
I hear the punishment for guessing is VERY HIGH. Guessing wrong with a combo breaker locks you out of combo breaking (or "holding/countering") for a considerable period of time. That means there's guaranteed high risk (no matter what match-up) for even attempting to combo break. This discourages it from even occurring once you're inside with that combo. Sounds interesting.
Yes, but not all characters net exceptional high damage from hi counter throws. Missing a combo break shuts out the ability of "countering" after one mess up. I can imagine 'any' character benefiting exceptional, guaranteed damage with that mechanic. "Oh you guessed wrong?? Time for a killer comboooo!"
- Both can be punished if u guess wrong
- Both have states that dont allow it to be applied and give guaranteed dmg
- in both, the logic of "Combo" doesnt mean guaranteed dmg, Which was an argument that DOA was attacked with for the longest time.
The combos are indeed on a plane for guaranteed damage, judging how a 'counter' is not possible during them after the bad guess. Combo breakers do virtually no damage. And please don't mistake me for defaming DOA, Cow. Just stating the obvious difference between combo breakers and holds in stun as I understand them.
but with that being said .. you are open with a combo breaker and exposed for the come back am I not right ? the only difference is that you have to insert the combo rather than getting the auto punish from a hold
and when it comes to guaranteed damage .. its still the same argument ... guaranteed damage in DOA is achieved in juggles and environmentals .. as well as BT states , sitdowns . etc ..
its the same
Yeah.... I have no idea lol