That's because the approach is often given no real thought during the course of its design, and certain elements are simply buffed/nerfed to justify its existence as an afterthought to make it a unique entity. In the case of Alpha, you have a character with a very simple design principle -- She...
DOA honestly doesn't have enough snipers so this would be a welcome addition. Good character implementation allows the player to approach a fight with their given preference. Attacking from long range and playing zone control isn't really a preference for many characters in DOA, and certainly...
Projectiles work on this character because he is hilariously slow. He is a spacer that destroys other spacers, but gets equally wrecked up close. I like the formula.
Honoka is a 9 framer with an unholdable CB and actual proper throw punishment that does damage AND leaves her at advantage point blank.
She can keep her T-Rex arms. Childs got enough going for her.
Well there's definitely a difference between villain and douche. I did an amount of proper villaining in the early days of online play. A number of us did, its the reason we had a flame board on DOAC.
But then on the opposite end of the spectrum you have that dude who threw a box of condoms at...
DOA 3 to me feels like how Soul Calibur 2 does to that community. Lots of "broken" stuff that happens to make the game very competitive, and also fast as hell. DOA 3 is our super fast game, and its magical for that reason. Its just too different to compare to DOA 5 in terms of good or bad. I am...
:9::P::3::P::+::K::H+P: for explosions, rpg, etc.
Breakable objects are :3::K: for sit down extension and launch with :236::P: into juggle of choice depending on situation.
Generally the first stun you're put into you're not going to be reacting to in time and hitting full speed. Make it a goal to get there by the next attack.
Ideally the stagger is going to be used to defend against slower attacks like CB's or sit down stuns which come towards the end of the...