Bruce Lee's idea for Jeet Kune Do originally was to create a martial arts style, not bent to certain set ups of moves in a routine, but more so a martial arts style the bends around doing what works in the moment.
When you compare that to dead or alive, you could say that a stapled Dragon Gunner, 6H+K4~K, can only be done so many times before that last K gets held over and over. You need to be able to change up routines... or better yet, Improvise.
I've been doing this a lot with Hayate lately, utilizing all of his moves. Shit I made a critical burst setup off of 3 kicks going hml. Instead of the usual 66p,3pp, now I have one that completely changes heights so that I now have can keep them guessing over and over, and there's so much more.
This is why I've liked DOA. You're not bound to one output. If you use a move, you chose to use that move and whatever the outcome is, is on you and by depleting the unnecessary and using what works in the moment you can change many outcomes...
Of course once you get the critical burst or launch, most of the time the juggles will be staple highest damage, but sometimes you might screw up and start later which means, changing up the ender of the juggle, maybe into a low sweep that will atleast catch the opponent... ya know?
This is precisely the reason I love it. For one thing, the hold system punishes routine move spams, so it's about improv, anticipation and reaction more than strictly combo memorization.
I agree with this completely. This is one game that punishes you hard for being predictable. you gotta be able to adapt and strategize on the fly which is what makes fights dynamic.