Yeah, you shouldn't be able to slow escape out of stuns. Any of them. What's the deal with slow escaping anyway ? What a dumb mechanic, why suddently give players an alternative to defensive holds ? DOA4 was such a crappy game. Shouldn't be able to escape stuns, at all. Oh but then stuns would become overpowered, there are so many of them. Well then, just reduce the number of stun moves. Along with string delay, what's the deal with that ? Dumb mechanic. Let's take that out too.
Oh but then the game becomes VF with counters... but I already have that game on my shelf, I can play it whenever I want to.
Let's just strip down DOA of all that sets it apart so it becomes a pale copy of VF. That'll do some good.
Love all the sarcasm, but let me see if I'm following you correctly.
I mention that "it's not a huge concern" but I'd like to see SE removed from one stun, a stun that already doesn't allow you to counter, and you blow up like this?
Perhaps next time you should ask questions to understand the reasoning behind the statement instead of just blowing up? Might make for better conversation.
Are most cb moves mid? Also lets say you max out the stun threshold and you just go for a launch mixup instead. What launch height do you get? If it followed the Doad stuns it would be a Hi counter blow height.
Some CB attacks are mid, others are high. I have yet to see a low CB. Some are safe, some are not. Some stun on normal hit (not a CB stun, just a normal critical stun), some do not. Kokoro's CB is a sabaki, which actually hurts her a little bit because it's slow, and under normal circumstances it doesn't matter if your CB sabaki's because you're using it when the opponent is stunned.
A max threshold launch would be at a height where you can get just about any juggle you want. Keep in mind, not every character needs a high launch height to get maximum damage.
If everybody only has one cb move the mixup would be between that and your best launcher thats not the same hit type as the cb. On stuns that sitdown or crush highs it limits some options. The other stuns at cb time would be a three way mixup that either guarantees damage or they try and hold your cb but you launch them at hi counter height. I could kinda see how that is too much.
I think you're over-thinking the situation. Based on the E3 build, if you're going to use a CB, it's going to be either the second attack after an initial stun with a CB, or the third attack after a sit down stun. If a CB is used in any other situation, it's no different than using a launcher or any attack that would extend the stun.
If you connect with a sit down stun, you immediately limit your opponent's options. That's EXACTLY what we want out of a competitive DOA5. Once in a sit down stun your options are limited to slow escaping, which leaves you open to a possible throw or "hopefully" a frame trap. The offensive player has forced the defensive player to make a smart play or suffer the consequences. That's a rare situation to see in DOA4.
So the changes in the buffer system make it possible to back dash cancel into a guard without returning to neutral? That is a major buff to movement if so. If they wanted the game to have more space control it would be nice to see getting hit while backdashing not be a hi counter. Being able to cancel into a guard should remedy this though. I wonder if with the new normal hit launchers could be used for wiff punishment........even though they are few and slow.
As long as you don't press Guard and Back at exactly the same time, you won't get a counter (this was not the case in the Alpha demo). For a basic backdash cancel, this isn't a problem. If you want to do more advanced movement, you need to have at least decent execution. I like that.
I don't see NH launchers being used much for whiff punishment at the moment. Most NH launchers are unsafe and not particularly fast. It'd be fairly risky to go for a NH launcher as whiff punishment... or any time for that matter.
That actually brings up a point about what's lacking in DOA. There aren't really different levels of punishment. In just about any other fighter you have minimal punishment (jabs), moderate punishment (more than jabs, but not a launcher), or big punishment (launcher). In high-level DOA, all you have is throw punishment. Some throws do more damage, but that's not the same as the varied levels of punishment in other fighters.
This makes it difficult to gauge risk/reward on some attacks. If I could toss out a NH launcher that was only jab punishable, I'd be more inclined to use it. However, in DOA an attack is either safe or unsafe.
Holds got nerfed for being crazy anyway, the only thing you should really be complaining about them for in the first place is their active duration, now that their damage got smacked around. Being able to hold in stun is a complaint about the stun system, not the hold system.
- Quite a few characters can kill you in 3-4 counterholds in DOA5.
- You can still use counterholds to avoid high attacks, while countering low attacks.
- You can still use counterholds to escape situations that would normally offer guaranteed damage in other fighters.
- You can still play the DOA4 stun/forced guessing game because, while the counterhold recovery is longer, as soon as you get hit mid-stun, the recovery is canceled and you can counter again.
While I agree that the stun system is an issue, it's clear that the counterholds are still a problem.
What REALLY seperates Virtua's counter mechanic from DOA's, is three things.
You forgot the most important thing. VF doesn't have a universal counter system. The counter system in VF is more of a character match-up strategy than anything else.
...DrDogg mentioned backdashes vary per character, I still haven't seen the backdash improvement overall that I'm looking for, and he even mentioned a character implemented from Virtua Fighter to show what he meant by notable backdashes in the game.
I mentioned Akira because he has a really good backdash. That doesn't mean other characters lack a good backdash, he was just the first character that stood out to me. The fact that he's a VF character has nothing to do with it.
I still think not everything Manny said should be discarded. Even if he's completely wrong on his opinions about how DOA5 should work, he's still the best player of the franchise out there and even won the E3 IPL thing easily without using a single CB-into-guaranteed-combo.
It's worth pointing out that no one was playing DOA5 at E3. Pretty much everyone was pulling from DOA4 to do well in that tournament. Even Kayane, who was probably using CB more than anyone else, didn't have a full grasp of the new systems.
Wait until late 2012 or early 2013 when people really understand DOA5, then we can talk about how effective someone can be when playing without using CB.
Manny should pick SCV and VF5FS and play them competitively to understand what makes those games good and why DOA5 needs the stuff we always talk about. But there's no reason to panic, the game is less than three months away so I don't think anything Manny says will change the game drastically to transform it into DOA4.2
Unfortunately, I think VF5 and SC5 will see a big decline in competition after Evo, especially with TTT2 releasing.
Also, remember how drastically DOA4 changed in the last 2 months of development? I'm not saying that will happen here, and I think it's unlikely to happen, but it's certainly not out of the question.