I have a few moments to discuss some of the things in my article.
Critical burst I said feels like an unnecessary addition to DOA5 but here is the reason that keeps coming back to my head(It was mentioned in the original article as well). Too much risk to achieve it. I personally dont mind CB's much because you are getting rewarded for THAT risk, however i feel like Team Ninja took a step backwards here. If DOA5 implemented DOAD's Hit statuses and the attributes that come with them (Better launches, Better stuns that prevent holding or shaking like DOA5, etc.) then Critical burst to a lot of you would not make much sense either.
Now i do understand that a lot of you never owned, never played and never broke down
DOADimensions. So I am starting to understand why some of you don't meet eye to eye with me on things dealing with CB's for DOA5. Some of you may say that DOAD is 'exactly' like DOA4 or 4.2 or whatnot but it really isn't and thats not the point im trying to get across here. The point I'm trying to get to is that you were rewarded a heck of a lot more for stunning someone on
counter hit and especially
high counter hit. Not to mention that the frames for attempting to hold were the same length as DOA5, 35F. The reward you got for launching someone on Counter Hit was high and Hi-Counter hit was like DOA2. Which we all know was a very high launch. Here is the main point though, in DOAD if you CH or HCH someone with something like 6P/6K and launched afterwards then your opponent only had
1 chance to stop the damaging combo that was about to take place because of the hit status properties implemented. With CB's they may have 3 to 4 chances depending on the character.
If Team Ninja does not implement DOAD's Hit statuses and the attributes that come with them then i can see CB's worth having. However, if i could, i would probably add more CB moves because using the same move just seems risky and repetitive. Especially for the amount of risk you're taking. Again i personally would like to see DOAD's mechanics come back for DOA5 on top of most if not all the things that DOA5 has now. It felt more like the older DOA's where juggles and airthrows were easier to come by with a lot less risk and felt really rewarding for making custom combos or whatnot. I believe we all agree that this is what we want but with DOA staying true to itself. (Trust me when i tell you that this is WAY better than CB's when comes to things like good set ups or guaranteed damage)
So the question would be, what are the chances of Team Ninja implementing such mechanic? Time is short and there isn't many things we can change anymore right? Well the chances are actually quite high. From speaking with them they were already planning to add that mechanic for E3 but held back for whatever reason. I told them that they should bring it back because DOA5's stun system is still somewhat similar to DOA4's when it comes to the amount of risk you have to take for a high launch, good juggle and/or CB. Like I said, it felt like a step backwards after coming from DOAD.
Again this mechanic was already going to be in the E3 build but they held back and the vibe i got from them felt like it would only take a flip of a switch to apply that mechanic. I can see why it wouldn't take much effort.
It was already in the game and the attributes are already there.
This is something I would fight for because it makes sense and it doesn't take away from DOA at all while at the same time catering to folks that want to take less risk. It definitely caters to smarter play. Not to mention that it's still possible to get in the final product. If for some reason this does NOT make it into the final build then keeping CB's without the potential of being done twice but with more moves at different hit levels (high,mid-P,mid-K..) would make sense to me. (If you didn't play DOAD thoroughly, it will be hard to understand where im coming from but i believe i explained it the best i could)
Now let me explain my comments dealing with stuns giving advantage and adding a few more. I want to make it clear that this applies to all character but also that i personally wouldn't want to add a bunch of them either. just a few that aren't low sweeps (like 1 or 2 depending on the character). Some people have the issue that hitting someone on normal hit either leaves you recovering (meaning negative frames) or maybe puts you at about +1 or +2 which to some folks isn't much. I would prefer to
hit and stun someone on normal hit and get +8/9F given from the stun because two key things happen here.
One the opponent feels vulnerable because they cannot attack and have the sense of not being able to block for those frames. The
Second thing is that when they hold there hold damage is lowered and their recovery is increased by several frames. That to me is real advantage in DOA since there is a higher risk now in play for attempting to hold the following move/attack.
If someone is +2 on normal hit with NO stun or even +8 with no stun, their hold damage can still take the full amount and they recover faster. This is why having a few moves that stun on normal hit that are
not low and hit mid is a better alternative. If you think about it carefully this is much better for when you hit someone on normal hit with that particular move. Where as if you leave it how it is now you are either recovering or have mild advantage. Again not every move needs to stun but i personally don't understand why certain stuns LIKE the ones im talking about were taken out. A perfect example is Hayates 3K. That made no sense to me since it didnt grant anything and it was only PLUS frames with a higher risk for the person that held. Now add the Hit statuses from DOAD to this equation and the attacker has even more options if the defender was foolish enough to try to attack. The argument can still be made that the attacker can hold and this is still true but in situations like these there is an added risk for holding that most people overlook.
I'm starting to run out of time but i will comment more later.
MASTER
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