2U Hayabusa, 2U Ein and DOA4 Hayabusa are just amazing. Back when Hayabusa was not just a super ninja in canon but in gameplay as well. And Ein was high tier in 2U because he's awesome ^_^
Imagine DOA with a nerfed stun game, no ground game, less delays/mix-ups, holds have way less recovery and net more damage and where izunas aren't expert holds. Oh, and Hayabusa has a mid-crushing NH launcher, good lows and can kill you with only two Izunas.
well, no. I mean, you still have to do the whole swoopy-swoopy motions you would in DOA5. Only difference is that to begin the hold you just press 7H/4H/1H instead of 67H/64H/61H. The main significance is that in the old games you could catch either a high punch or high kick with the same hold (or low punch/kick), and still reap the izuna if it's a punch. DOA5 is the first game to make Izunas "advanced" holds.
DOA2 wasn't without it's problems. Namely, the traingle system is completely out of whack, emphasizing holds over either strikes or throws. That said, it does have it's merits.
I'm honestly still mixed on the ground game. I don't know what I'd consider the ideal ground game system. Sure as hell isn't 5U's though.
Thing is, DOA3 actually didn't have "force techs" either, but its ground system felt really good, as characters who lacked in the neutral game excelled in the ground game and vice versa, for the most part. But DOA5 has never been good about that, and 5U only made it worse. I could work with force techs and I can work without them. But just choose if you want them or not.
The weird system in 5U makes no damn sense to me. So indecisive, finicky and random. Not to mention that characters who excel at it shouldn't (Gen Fu) while characters who need it suck at it.