well ... heres a thought ...
I had a good chat with Master on xbl .. and he brought up the DOA
system ...
how about implementing the DOA
system of stuns ?
where if you get the firststun and launch you get the height you're getting now ...
if you extend it with as much as a jab .. you get it higher ...
if you catch someone with a counter HIT/strike .. etc .. and go for a launch you get mid height straight away ..
if you catch someone with a HI counter HIT/strike you get max lauch (same as stun threshold) meaning theres no need to incease stun ..
the other thing is that the stun threshold in DOA
gives you a unique stun state ( like the sitdown ) where you pretty mugh get a garanteed setup after that ...
I think this balances out the triangle system very well and puts more emphasis on the stikes ...
i still believe removing holds from stuns is the worst idea ever and will pretty much destroy this game and everything it stands for ... you might disagree and not see it that way ... but its the way i do ...
I dont appreciate the mentality of ... if you dont like the changes then dont play it ... we arent dealing with a george W bush situation here where you're either with us or against us ...
guessing is a core part of this game ... like it or not its there ...
and this is what makes the game unique from every other fighter out there... where you cannot repeat the same gimmick or setup twice .. even as a high level player .. it keeps you constantly thinking of how to change it up .. how to confuse the opponent ... and how to put them in situations they are severely limited ... the fighting stays fresh ... and does NOT get repetitive as you may claim ...
you guys keep talking about holding out of stun is bad ... but you fail to realize that the TIMING by which you are allowed to hold is severely varried ... here are a few examples ...
you have a quick hold window from a regular stun ...
you have a longer one from a stun like hitomis
(hence giving you the natural combo
)
you have it even longer with a sitdown stun like hayate
or
on counter hit or after an initial stun ..
what many dont realize is that because these stuns have longer initial frames before allowing you to hold .. it is easier to read a hold done out of frustration and therefore it is alot easier to "high counter throw" them ...
then you have situations that you cannot hold at all !!
one being limbo stun .. (hayabusa has one and ayane has one )
the other being a turn around stun like hitomi's
or the kick portion of
although you cannot hold in those states .. you can argue all the previous examples can be slow escaped ...
now heres something that alot of you might not even know ..
there are stuns that you CANNOT slow escape ...
hayates
or any of the following on counter hit or after an initial stun:
hayate's
hayabusa's
hitomi's
now even though you cannot slow escape these .. you can infact hold after ...
so again ... the complete opposite senario of the first list of stuns i mentioned ...
so again it is NOT that simple .. and you ARE at a disadvantage as a holder ...
the more note worthy things are that ..
holds have more recovery now .. meaning .. they are alot eaier to punish ..
but this also means that if you hold during stun you are significantly
prolonging your stun window allowing for a worse stun follow up ...
the other thing is that stuns dont hurt as bad as they used to ... and thats a good step forward ...
another thing you may or may not have heard of (i personally found this out from master today) .. is that you CANNOT slow escape guard breaks ! .. that is a big deal .. because you're pretty much opened up for a followup .. again .. granted you can hold .. but again ... there are initial frames before you can .. making it easy to stuff that hold ...
holding mid stun can seem like its random .. or more of a gamble .. or even cheap for the person thats not used to the different types and doesnt apply these things to his game plan .. but that is NOT the case ..
and then theres the situations of more or less garanteed damage which I have covered before but I'll add a few things ...
- you have 2in1s (hitomi's
or
or
)
- you have instant launchers not requiring stun ... many of which are high and others which are mid
(hayabusa's
is high and hayates
is mid .. just to name a few .. i listed alot more in a previous thread)
- you have the wall .. where now a wall slam garantees you free damage ...
- then you have damgerzones .. which can easily lead to garanteed 50% + life loss ... the reason for this is that unlike walls ... dangerzones get activated even after slamming the opponent into them from an air juggle ...
so picture this:
launcher (with or without primary stun) , air juggle, danger zone , garanteed followup after ... ALL UNHOLDABLE apart from the primary launch ... Im sorry but if a guy wants to hit me with an extended stun chain before launching me to that insane hell as well as well ...THEN I SURE AS HELL WANT TO BE ABLE TO HOLD HIM ! ..
theres alot more to holds during stun than what you guys say ... "if im attacking i should be rewarded ...etc" .. its just not that simple ...
you guys want a game that turns into nothing but muscle memory combos that get activated from a simple stupid stun ? you want to repeat your same max damage combo over and over and over and OVER again ? you want it repetitive and boring ? what you dont realize is that by doing that you automaticly raped the tier list as well .. because now .. the characters wouldnt be looked at in an all round sense but in .. who has the fastest good stun ? and who has the more stun options (high mid or low) .. automaticly you would butcher the game ...
looking at the 4 characters now .. with your logic .. ayane is automaticly shit tier .. because she has least stuns .. and her good ones are all mid... but the hold mid stun keeps everything at a balance which you are all overlooking....
what you guys want is not DOA ...
and i DO NOT UNDERSTAND .. how the hell having holds in stuns will automaticly dictate the tournament scene of this game ... and will dictate weather a 100 or 12 people show up .. who the hell knows the future here ? no1!!
look at kof13 .. arguably one of the best and deepest fighters currently out there ... does it have a tournament scene ? yes.. how good is it .. its a pitifully low turn up ... and soul calibur 5 which you guys seem to speak highly of is getting less and less people showing up every damn week!
what if you remove holds from stun and you still get your 10-12 player turn up ... then what ? whos fault is it ? did team ninja fuck up again? they did exactly what you wanted ? what then ?!
honestly id much rather have the game stay the way it is in the alpha demo with a few tweaks here and there .. like implementing the DOA
stun/counter launch reward system. or for example removing "counter hold" and "high counter hold" during stun .... but removing holds from stun COMPLETELY? no thank you ... I want to play DEAD OR ALIVE .. not DEAD OR DEAD .. because thats what would happen if you get stunned pretty much with your logic...