I figure it's in because most strings go mid.
I'd guess this too. Mids lead to more damage too, because most pop-up for floats start mid.
Low Holds are also countered by low throws still, I'd assume, which I always found great. Barely have any reason to land a low throw in TTT2, since low-parry and hop attacks are so strong, I don't find people ducking often.
I normally feel I get more out of my DOA movelist, than I have out of Tekken. About equal to Soul Calibur. Though I feel VF gives more freedom for originality (but that might be because I play Vanessa, who plays like 2 different characters in 1...)
They're extremely different. The SF4 reversal catches 100% of screw ups but has a 0% chance of coming out. The defender literally has no response.
In DOA you'll get your opportunity to respond to every hit until the juggle/critical burst. An opportunity that does not exist in SF, VF, etc.
They've done a lot to tilt the guessing game toward attacker (compared to previous iterations of DOA) but it is still there and that is the fundamental difference.
The difference when comparing the 2 is extremly different, but when you take the situations over the course of an entire match?
Fighting games are always about mind games, DOA just shifts the place where you play those games, often into mid combo, rather than at the end of a safe string.
I like the fact that it's a universal things in DOA also, rather than character specific. I always thought it felt like a moment in a Jackie Chan movie; even when he's getting beat up, he's constantly searching for a way to turn the tide. If he gets that chance, then things shift very quickly.
I'm happy with the overall shift to attacker, though. WHen counters are too strong, and you end up doing more with it, than the combo-starter could have done, it is pretty silly. But with Power blows, and increase damage on the counter-initiator, I think it has a nice balance now. And I hope it meets those expectations once I actually get to play the game!