This has likely been mentioned somewhere else, but one issue I've had with DOA, such as in DOA5U are the angled wall hits.
I fucking hate them.
- They mess up combos
- Knock the opponent away, usually to a safer spot away from the wall
- End up doing less damage then front-walled hits at 5 dmg instead of 10 dmg + wall splat
- Tend to have picky hit-detection
- Allow for no follow-up capability or pressure
I'm also not a fan of floor breaks due to them also messing up combos, though some characters do have applications for them (such as Rachel's Yurlungur stomp). However, they're not exactly like TTT2's floor breaks that have guaranteed combo follow-ups (though Tekken is more focused on having as many juggle opportunities as possible).
What's your take on angled wall hits? I personally would like them to be like SCV's wall hits where they still allow for follow-up capability even when the opponent hits the wall at an angle.
I fucking hate them.
- They mess up combos
- Knock the opponent away, usually to a safer spot away from the wall
- End up doing less damage then front-walled hits at 5 dmg instead of 10 dmg + wall splat
- Tend to have picky hit-detection
- Allow for no follow-up capability or pressure
I'm also not a fan of floor breaks due to them also messing up combos, though some characters do have applications for them (such as Rachel's Yurlungur stomp). However, they're not exactly like TTT2's floor breaks that have guaranteed combo follow-ups (though Tekken is more focused on having as many juggle opportunities as possible).
What's your take on angled wall hits? I personally would like them to be like SCV's wall hits where they still allow for follow-up capability even when the opponent hits the wall at an angle.