Raansu
Well-Known Member
Dam AngryWorm straight up owned you lol.
Ya AW is a monster with Hitomi. I'd say his Hitomi is much better than mine.
Dam AngryWorm straight up owned you lol.
DrDogg: You make good points but I think you should play the demo as it will add to your thought process.
Ya AW is a monster with Hitomi. I'd say his Hitomi is much better than mine.
I know exactly what your issues are, it's just that your issues are incorrect due to the fact that you have no experience with doa3.1 and only know of the garbage from doa4. The 0 frame holds only skew the system in doa4 because of the frequency of the holds. Every situation in doa3.1 that prevented your opponent from holding was changed in doa4.
True combos were removed
guard breaks were considered a critical state in doa4 allowing the hold out of them
frame advantage removed
you could hold off the wall in 4 but not in 3
limbo stuns removed
being able to turn around in 2 frames in doa4 ruined characters with back turn setups.
The list goes on and on. Would I like to see tighter restrictions to defensive holds? Yes I would, but as it stands 0i holds were not the true issue with doa4. It was the lack of tools to prevent them in doa4 that was the true issue. Also, I do not see what you find so difficult about whiff punishment in doa4... Especially given that you played Helena who could whiff punish very easily.
A hold in Doa never executes in 0 frames, it is 1 frame.
You guys always say that but I don't believe it. You claim that there's a one-frame animation before the active frames but I'm pretty sure that the hold is active during said animation. Going by your logic, wouldn't every single move in the game have another frame of initial animation?Just felt that should be repeated as many people forget it.
You guys always say that but I don't believe it. You claim that there's a one-frame animation before the active frames but I'm pretty sure that the hold is active during said animation. Going by your logic, wouldn't every single move in the game have another frame of initial animation?
So then referring to holds as being "one frame" seems fairly redundant since everything has this extra frame.
I'm not against it at all. I would like to see a 5i on the holds. I don't see it happening though, and with the return of limbo stuns, unholdable BT stuns and the wall game, I have even less issue with the current holds as long as they continue to go that route and allow for tools to move around the defensive holds.
-The mixup between midSo I feel like the hold game is really going in the right direction. The only thing I'm not sure about, is this nagging feeling that 3 direction holds is still not enough. I think it will still be a good system, but I'd like to have a discussion on whether people would find 4-direction to be better. (I think with a bit more tightening of the input, so you don't walk forward/hold)
I know for sure that there are punch/kick mixups at mid height I could be doing, but have gotten held. I feel like this will not overcomplicate the system and provide a more complete sense of balance to attacker vs defender options in relation to holds.
Opinions?