ScattereDreams
Well-Known Member
I've been curious to get opinions from other players about throw punishing in Dead or Alive. Dead or Alive is the "only" fighting game I know of that utilizes throw punishing, it's what makes D.o.A partially different from other fighting games and perhaps more confusing for players from other FG communities that're trying to get into it.
Do you guys feel like throw punishing in Dead or Alive ruins pace of the game play, or ruins the momentum of a player(s) offense?
I ask this because I know no one likes dealing with wake up kicks, even after 1.03a I still prefer to walk away after a throw to see what my opponent does and react with a whiff punish if they attempt a wake up kick. Sure, you can try to beat out your opponents wake up kick with a stronger attack, but the window is tight and the fact that you can delay a wake up kick makes it random and risky (unless you have a set up where you can force your opponent into that scenario). There are very few situations where after a throw a player can retain their momentum; some characters have force techs and pseudo's after throws, or if your opponent is down to the last of their health and they have to tech back to avoid a down attack.
Point I'm trying to get at is, IMO attack punishing would be more sufficient for the DOA series; more natural combo's, true throw escapes (except on counter throw, and high counter throw), and attacks that give advantage on hit. This way it'll be less random, players are able to play more with frames, and players can retain their momentum. Before when I thought about it, I thought perhaps with attack punishing it'll feel more like VF, but as long as it keeps the triangle system in tact it'll still be "DOA"
Do you guys feel like throw punishing in Dead or Alive ruins pace of the game play, or ruins the momentum of a player(s) offense?
I ask this because I know no one likes dealing with wake up kicks, even after 1.03a I still prefer to walk away after a throw to see what my opponent does and react with a whiff punish if they attempt a wake up kick. Sure, you can try to beat out your opponents wake up kick with a stronger attack, but the window is tight and the fact that you can delay a wake up kick makes it random and risky (unless you have a set up where you can force your opponent into that scenario). There are very few situations where after a throw a player can retain their momentum; some characters have force techs and pseudo's after throws, or if your opponent is down to the last of their health and they have to tech back to avoid a down attack.
Point I'm trying to get at is, IMO attack punishing would be more sufficient for the DOA series; more natural combo's, true throw escapes (except on counter throw, and high counter throw), and attacks that give advantage on hit. This way it'll be less random, players are able to play more with frames, and players can retain their momentum. Before when I thought about it, I thought perhaps with attack punishing it'll feel more like VF, but as long as it keeps the triangle system in tact it'll still be "DOA"