Because the timing for holds is stricter in this game (and in the 5 series in general). Any sort of lag makes counters riskier than normal. Combine that with the fact that not every move puts you in critical state and most people are finding combos that avoid critical state.
Missing the point. The stricter window means that the timing is more easily affected by latency online.For me, it seems the stricter the timing, the easier it is to counter because it makes the animation flows better in the fight.
Does the mid hold for both kicks and punches used to only be 4H (or 6H when on the other side) back then?
Back when? The 3-point hold system was last used in DOAD I think.
I think DOA1 used to have it too since mid holds for both mid kicks and mid punches weren't separated unlike in 5/5U. Not so sure about 2, 3 and 4.
Don't know about 2 or 3 but DOA 4 had a 4-point hold for sure. It's better that way as it prevents the counter spammers and it lets moves like Eliot's new 4K shine.![]()
Feel free to correct me.
DOA1/DOAU/DOA++ - 3-point hold
DOA2 - 3-point hold
DOA2U - 4-point hold
DOA3 - 3-point hold
DOA4 - 4-point hold
DOAD - 3-point hold
DOA5/DOA5U - 4-point hold
Mostly correct, but DoA++ actually had a 6-point hold system. Each strike (high, mid, and low punches and high, mid, and low kicks) had separate counter inputs as grap3 explains here... http://www.gamefaqs.com/boards/567677-dead-or-alive/65414310