MeanMrMustard
Active Member
I think critical burst is a GREAT thing for the game, as well as stuns that you cannot hold/slow escape out of such as sit down stuns and lift stuns. This adds much depth to the game, requiring the attacker to know his character well and all of his options that lead to guaranteed damage, as well as requiring the person getting hit to also know his opponent's options in these situations. There is also a visual representation on the life bar for when these attacks will cause a critical burst, which is a nice, subtle touch that I like.
To me it creates a situation that has never been in DOA before but that would still feel very much like DOA. Will you go for that 3k that will give you the sit down stun into a CB! (I like that one because it reminds me of how the screen shakes!) into a launcher for guaranteed damage, or will my opponent know I want that 3k so they hold mid kick so I go straight for a launcher or a mid punch instead to be a bit more greedy and edge out some more damage (sorta like resets in 2D games).
I also think it is very important that these kinds of stuns are not slow escape-able. They would become useless in high level play as every high level player would successfully escape, and the game would once again devolve into what DOA4 was with no guaranteed situations and excess guessing.
To me it creates a situation that has never been in DOA before but that would still feel very much like DOA. Will you go for that 3k that will give you the sit down stun into a CB! (I like that one because it reminds me of how the screen shakes!) into a launcher for guaranteed damage, or will my opponent know I want that 3k so they hold mid kick so I go straight for a launcher or a mid punch instead to be a bit more greedy and edge out some more damage (sorta like resets in 2D games).
I also think it is very important that these kinds of stuns are not slow escape-able. They would become useless in high level play as every high level player would successfully escape, and the game would once again devolve into what DOA4 was with no guaranteed situations and excess guessing.