doa needs more holds?

donnydutchmen

New Member
in my opinion, doa needs more holds!
if a middle kick hold must be inserted H>. then the other kick holds must be changed also.
or else just leave it with the old based 3 holds from doa3. that was much better.
also, doa needs to introduce backward holds. so when your back is towards the opponent you are not completely defendless. then my last idea is to introduce a special hold for people that constantly hit you when you are floored. and a special one for when a opponent jumps on you.
 

Saber

Well-Known Member
Why? The only reason why mid-holds are separated into punch and kick are the advantages mids have over high and low attacks.
- They can't be crushed unless there is a low attack who ducks under mids (e.g. Helena's BKH)
- You can't block them while crouching.
- Majority of attacks are mids, while highs come as a near second, and few attacks are lows.

Holds from BT stance ruin the point of being BT in the first place - you're supposed to be defenseless vulnerable to attacks. Having holds from back-turned is flat-out more ridiculous than holds in stun, but you can still at least cancel back-turned stance into a block when neutral.

And there IS a hold for jumping attacks - check your movelist.
 

dawnbringer

Active Member
Having holds from back-turned is flat-out more ridiculous than holds in stun, but you can still at least cancel back-turned stance into a block when neutral.

Some characters already have back turned parries (e.g. Leifang and Bayman). They are slower than regular holds having 3 frame startup.
 

Sam Sultan

Active Member
I totally disagree with you on "They should introduce holds for when your down or your back is turned" DOA allows you to escape almost all situation trough a hold we don't need holds for when your back is turned or when your down lol. This makes holding even easier than it is now which would make the game really fucked up. If anything then they should introduce a 6 point holding system where kicks are countered by pressing forward+guard and punches are countered by pressing backwards+guard. This will reduce the guessing game to a very descent level and make DOA as a game more solid also they should make hold recovery for low holds larger when the hold is missed.

Edit: to avoid confusion:
High kick: 9G
High punch: 7G
Mid kick:6G
Mid punch: 4G
Low kick: 3G
Low punch: 1G
 

qoodname

Active Member
Sometimes i just pretend that i didnt read some posts so i dont have to cry. I seriously thought i registered on a forum for competitive gaming...
 
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ScattereDreams

Well-Known Member
in my opinion, doa needs more holds!
if a middle kick hold must be inserted H>. then the other kick holds must be changed also.
or else just leave it with the old based 3 holds from doa3. that was much better.
also, doa needs to introduce backward holds. so when your back is towards the opponent you are not completely defendless. then my last idea is to introduce a special hold for people that constantly hit you when you are floored. and a special one for when a opponent jumps on you.


tumblr_lm8m7jqb7s1qza6y2.gif





You forgot about holding while you're being juggled.

Lets not forget being able to hold out of chain throws, because breaking them is just too damn complicated :lisa:
 

virtuaPAI

I must say Thank You all!!!
Staff member
Administrator
in my opinion, doa needs more holds!
if a middle kick hold must be inserted H>. then the other kick holds must be changed also.
or else just leave it with the old based 3 holds from doa3. that was much better.
also, doa needs to introduce backward holds. so when your back is towards the opponent you are not completely defendless. then my last idea is to introduce a special hold for people that constantly hit you when you are floored. and a special one for when a opponent jumps on you.
-I have to give this a firm no. Creating such an option would only deteriorate the combat system. There needs to be a proper balance for risk and reward. It is paramount that players learn how to take advantage of the defensive tools that are already given to them, instead of trying to create others as handicaps. As the game is now, there are far more than enough defensive techs to change the tide of battle.
 

d3v

Well-Known Member
What kind of backwards thinking is this?

DOA needs holds taken out, not added.
 

UncleKitchener

Well-Known Member
Standard Donor
Hey, man. I want counters against counters and counters against hi-counters. Basically, I want the Bloody Roar burst system except in infinite supply.
 

grap3fruitman

Well-Known Member
Standard Donor
If this is a troll, good job. If you're being completely serious, then that's a very scary thought. What's the point of a fighting game? To beat the other opponent, right? How am I supposed to do that if you can break every single one of my attacks, like you're suggesting? It's too prevalent in DOA as it is and you're suggesting that it become even more so.
 

Optimusprime169

New Member
Since some good points were already made:


This is an awesome answer Awesmic (No pun intend).

If anything, certain strike moves should not be counterable. At most one UNSAFE strike move per character. And even this is a far cry to potentially break the game's balance, but if successful would force players to rely more on reactive defenses, like guarding and countering on reaction. But, what your saying is insane.
 
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