Game Over
Well-Known Member
As I mentioned in another thread, I think what could work is for all "normal" holds to be parries, and "expert" holds to be actual d.holds.
And to add to that, thinking of Jann Lee's Dragon Kick for instance, I think certain moves in the game with strong knockback properties (sending you flying into a wall on hit) should also be invulnerable to d.holds in the sense that a successful d.hold just goes into a parry animation rather than the actual hold. Or even just have the defending character sorta "evade" the attack, gaining either a small frame advantage or a return to neutral depending on the recovery of the attack.
This is an idea, I think, that could help change the pace of various matchups according to characters chosen, rather than universally having d.holds over-power the pace of every matchup
Also, characters like Bayman and Lei Fang, for instance, with character-specific adv. counters, would retain normal properties of their adv. counters against these moves.
And to add to that, thinking of Jann Lee's Dragon Kick for instance, I think certain moves in the game with strong knockback properties (sending you flying into a wall on hit) should also be invulnerable to d.holds in the sense that a successful d.hold just goes into a parry animation rather than the actual hold. Or even just have the defending character sorta "evade" the attack, gaining either a small frame advantage or a return to neutral depending on the recovery of the attack.
This is an idea, I think, that could help change the pace of various matchups according to characters chosen, rather than universally having d.holds over-power the pace of every matchup
Also, characters like Bayman and Lei Fang, for instance, with character-specific adv. counters, would retain normal properties of their adv. counters against these moves.