Aside from holding in stun and the lack of unholdable strikes/strings (cuz that's all i can think of), what issues are you referring to?
The overall flow of a match, the general lack of deep strategy, and the skewed risk/reward ratio.
- The offensive player is rarely in control.
- Spacing doesn't mean much because even if you make an opponent whiff, they have a 0-frame counter to take care of any whiff punishment you attempt.
- The new sidestep is nice, but if you only get canned attacks from it, that drastically limits the potential.
- Punishment still seems to be throws (primarily), since they are the fastest attacks and unbreakable for the most part. Unless you have a throw that launch (in previous games, most characters don't), you get minimal damage, which means it's not that bad to use unsafe attacks (compared to other fighters).
- When you work hard to open up the opponent, it still seems as though they can counter as soon as you put them in stun. However, there are reports of oddities in this, so we'll have to see how far those oddities goes.
- General lack of movement. Look at pretty much every other 3D fighter and there's a good reason for constant movement of some sort. DOA has no need for this, other than to position yourself better within the stage. There's no advanced movement and due to a lack of spacing, no real need for it.
- Decently fast lows that stun on normal hit. Other 3D fighters have them here and there, but overall most lows that lead to damage are either slow or need to be CH to get the damage. Soul Calibur takes this one step farther by making almost all fast lows negative on hit.
I will say again that this is just the demo, and I still believe there's plenty of time to make this game great (if it isn't already). I'm merely pointing out the flaws that still exist as of the demo, which is at least 3-4 months old (in terms of code).
Well if "competitive" players from other games want DOA to play like other franchises they should just stay playing those. DOA has its own style and the demo is progressing a lot from the DOA4 stuff.
I can understand where you're coming from, and from a casual standpoint I agree. However, I know there are more than a few people who would like DOA5 to make an impact on the competitive scene. Unfortunately, the current size of the competitive DOA community is not large enough to do this alone. Not to mention, most of the competitive DOA players want an improved game comparable to other competitive fighters.