I guess I'm jumping into this current convo late, but I'm bored waiting for these windows server updates to finish lol.
Like it or not, the core mechanics of DoA does hold the game back. If DoA is to ever take off and be a respected fighting game the core mechanics need to be overhauled from the ground up.
DoA's ground game even in the "good" versions wasn't very good unless you played a handful of characters that had real ground game setups.
DoA's holds, regardless if you like the concept, are a problem. Don't have to get rid of them, but to remove some of the randomness they really should be heavily limited, but that would have to coincide with a stun game overhaul reducing the amount of things that stun. Making it something like holds can work in neutral, but the recovery time would need to be significantly longer than what is now and make it so when you do win the neutral game and get a stun, the followup is guaranteed.
That or leave the hold system as it is with being able to hold out of stuns but significantly increase the amount of stun types you can't hold out of. Bring back feint stuns and make make lift stuns, spin stuns and sitdown stuns all unholdable. The risk/reward in doa is always skewed, especially in doa6 with the stupid break hold mechanic. Simply put, holds are one of the biggest problems holding back doa and the one thing that keeps a lot of competitive people away. Don't need to remove the mechanic, but its overall design does need to change.
Throw breaks.....Good Lord does this game need throw breaks. I used to be against the idea, but outside of throw punishment from unsafe strings and punishing holds any throw done in neutral needs to be breakable. The throw system in doa has heavily favored faster characters because of the lack of throw breaks. Speedy characters are essentially better grapplers than grapplers.
Free step still sucks in terms of evading linear attacks, and the current version of side stepping is a sloppy way to implement side steps, especially with it being tied to meter. I'll take it over DoA5's heavily situational SS, but we neerd something that actually steps and punishes things and not like how the baseline SS in 5 and 6 work where you step and then get bitch slapped from a string retracking.
DoA can still be DoA while also evolving to be a better competitive game.