Free Step Dodge

KasumiLover
KasumiLover
I wouldn't mind, it would play like Tekken where throws aren't guaranteed so you have to rely on strikes more which I like. It gets kinda repetitive having to always just throw or be thrown and it would make characters like alpha 152 and grapplers less threatening except in stun
Force_of_Nature
Force_of_Nature
Yes, I think DOA would work better if throws were only guaranteed as punishment and on hi-counter. I.e. If you throw someone during a sufficient amount of negative frames the throw would be guaranteed like strike punishment. Otherwise the throw would be breakable.
Project Bokuho
Project Bokuho
As a Helena player, I wouldn't be happy about the throw part...at all l0l
DestructionBomb
DestructionBomb
@Lulu I mean, think about it. You'd have an extra option when someone tick throw you. For a grappler, that would be kinda good actually because you can take advantage of people holding quite a lot and they can't break it if it's from HiC. You can even condition someone to hold less now because of it, which in turn leads to guaranteed launches on your end because they don't want to hold anymore due to HiC damage.
KasumiLover
KasumiLover
I think they should make throws breakable but if done from stun they can't be broken. Special throws like Kasumi's 8T and 33T however would remain unbreakable since they're already telegraphed, and throws from stances would be unbreakable too
DestructionBomb
DestructionBomb
@KasumiLover69 What do you mean? if they are in a stun and they hold, that's no different than someone holding at neutral lol. Basically anything involving HiC, throws on a backturned opponent, and OHs shouldn't be breakable.
DestructionBomb
DestructionBomb
If you land Kasumi's 8T at neutral, then that too should be breakable because it's not HiC (if this kind of mechanic is actually a thing).
DestructionBomb
DestructionBomb
A throw break system sounds pretty interesting, especially if both players is constantly breaking throws left and right. Suspense would be a killer there. Someone running up and throw and then he ends up breaking it with the little amount of health he has left and just makes a drastic comeback lol.
Force_of_Nature
Force_of_Nature
Though to balance out, hi-counter damage on throw attempts should be reduced to just "counter" damage.
DestructionBomb
DestructionBomb
You should definitely get rewarded for landing throws on HiC though. Especially for someone like Bass or Leon.
KasumiLover
KasumiLover
What I mean is that you can break throws but not from a missed hold or 8n a stun, like I personally think if someone parries/holds and missed it and you do a 5i throw you shouldn't be able to break it in that case
Force_of_Nature
Force_of_Nature
Yes, hi-counter throws should be unbreakable always. Including "neutral" throws. I cannot describe how annoying it is to tick-throw a whiffed parry with minimal recovery only to have the throw broken. The window to throw parries on reaction is tiny. Hi-counter throw damage should also remain at 150% to keep people from panic-holding along with maintaining the potency of the characters' throw games.
Brute
Brute
Depends: would this be accomplished through more blockstun or faster strike speeds?
Hazard
Hazard
I would assume more blockstun.
DestructionBomb
DestructionBomb
I forgot about the window time for parries. They are pretty active yeah.

@Brute - Addition to recovery and block stun. Faster strike speeds will just make the game go nuts. If a move is -9, It would be too nuts to punish it with an i7 attack because that'd be used outside of the idea.
DestructionBomb
DestructionBomb
But since DOA is already using throw punishment as the idea, strike punishment probably might not even be necessary at all. A throw break system seems interesting though if people really wanted it to be a sort of Yomi (probably).
Lulu
Lulu
I like Virtua Fighters Throw Breaks.
DestructionBomb
DestructionBomb
You could still launch someone from an unsafe move. Has to be a really unsafe one.
KasumiLover
KasumiLover
Launch throws are usually 12i so I think special throws and launch throws could possibly be unbreakable since they tend to be slow and as long as you're striking a strike will always beat a throw attempt. If you're launch thrown in this case you were caught not actively being on the offensive
Nikotsumi
Nikotsumi
You're telling me that my 6T's won't be guaranteed in neutral?
But that's when you should use these kind of throws, if the option isn't reliable anymore it could ruin a character's neutral game (Honoka), so no thanks, unless you still keep the same + frames after they escaped the throw.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top