Keylay
Well-Known Member
The whole point of the counter system is that if you know what move you're opponent is going to do, you should be able to counter them. If that's the case, then it should be a 6-point counter system. I don't think the same hold should be able to a counter a kick and punch. I know shimbori wants to satisfy groups that want a 3-point and 4-point hold system but I think it would only work if they had a 3-point parry system that left both opponents at neutral and a 6-point advanced hold system. Or 3-point breakable holds and 6-point unbreakable holds.
Holding in critical stuns works fine, it just needs to be adjusted a little bit (more recovery for holds in critical stun and a 6-point system would help but I'll settle for 4-point). Critical stuns only exist because you can do holds during them. No other fighting game I know has any many stuns as DOA. If you put the DOA characters in Virtua Fighter, moves that cause stun would probably just leave you at a frame advantage. We shouldn't think of critical stuns as a way to get guaranteed damage but more of a riskier way to get damage. The problem with DOA is that you have to rely on critical stuns to get damage and that just puts both players at a 50/50. They need to change that. I like that they have moves that launch on normal hit but I think characters should have at least 1-2 moves that can launch, limbo stun, or cause that stun Ryu does where they can't hold for the first few frames.
Holding in critical stuns works fine, it just needs to be adjusted a little bit (more recovery for holds in critical stun and a 6-point system would help but I'll settle for 4-point). Critical stuns only exist because you can do holds during them. No other fighting game I know has any many stuns as DOA. If you put the DOA characters in Virtua Fighter, moves that cause stun would probably just leave you at a frame advantage. We shouldn't think of critical stuns as a way to get guaranteed damage but more of a riskier way to get damage. The problem with DOA is that you have to rely on critical stuns to get damage and that just puts both players at a 50/50. They need to change that. I like that they have moves that launch on normal hit but I think characters should have at least 1-2 moves that can launch, limbo stun, or cause that stun Ryu does where they can't hold for the first few frames.