why doesnt anyone counter?

Argentus

Well-Known Member
I go into lobbies and it seems like I'm the only one who does. Seems like they forget they can, or are too hesitant to use it.
 

d3v

Well-Known Member
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.
 

Argentus

Well-Known Member
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.

For me, it seems the stricter the timing, the easier it is to counter because it makes the animation flows better in the fight.
 

Drake Aldan

Well-Known Member
Holding is risky.

You have to know what your opponent's going to do (know for sure!) and you have to have the right timing. Without reaching this state first, you're just gambling, and the odds favor the house.

Recklessly holding is a good way to extend your opponent's advantage and provide further stun opportunities where there normally would be none (or Hi-C throws. 100% salt.)


That's the conservative explanation anyway. In reality, they're not holding probably because they're busy mashing.
 

Cat Girl

New Member
Lol I noticed that too.. =P I have a really good connection with most people so countering people's moves is pretty easy... it's just when people mix-up their attack combos that I get screwed and take massive damage from getting stunned... xD One of those moments I wished I would have just held block and tried to punish with a low or something!
 

David Gregg

Well-Known Member
Against a good player, countering is much more difficult. When in doubt, block and then wait for an opportune window to attack.
 
Last edited:

KingGhidorah

Well-Known Member
You can't always know what an opponent plans on doing, so blocking is your go to option.

Now if you desire to eat high damaging throws or end up stunned for combo hell, counters are what you wanna mindlessly toss about.
 

MasterHavik

Well-Known Member
You kinda have a point since i have fought people who get blown up by the same shit over and over not wising up to it. But holding is a risk and you need to make a read in less you have an oh...and well you can throw that out if you see a high/mid or low coming your way.
 

David Gregg

Well-Known Member
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. :D
 

Rawbietussin

Well-Known Member
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. :D

I guess that's what makes it different from 1 and Dimensions (despite how it follows 4's gameplay) since it's literally mid hold spam city with the 3-point hold.
 

XZero264

FSD | Nichol
Premium Donor
That discussion exists elsewhere (no freaking clue where) but I think 2H has an option for 4 point holds.
Also remember these two words: "Core Fighter." You can bet I didn't use Roman Cancels in Guilty Gear games the first week or two I played them. Half of the new people I've been helping out in 5U so far haven't even done the Tutorial or Command Training.
 
Last edited:

Dutch Samurai

Active Member

Rawbietussin

Well-Known Member
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top