grap3fruitman
Banned
You follow DOA quite a bit so I'm kind of shocked that you don't understand that video. The point isn't that the same combos don't work (it is but it isn't). The point is how skewed risk-vs-reward has become.Wow the same combos don't work, great arguement.
For those who don't know, DOA++ (basically DOA1.5) came out in '98 and introduced something called the "critical state." The "critical state" is a stunned state where you can use a defensive hold (counter hold) to escape.
The reason it's a critical state is because the attacker takes damage and loses his momentum if the stunned opponent holds correctly but if the stunned opponent guesses wrong and gets launched then the attacker is rewarded with maximum launch height and that means the opportunity for a damaging juggle. DOA2 and DOA3 played like this as well.
Keep in mind that this is already infinitely more forgiving than any other fighter out there and was one of the big reasons DOA was so poorly received in the overall fighting game community.
In '05, DOA4 introduced the notion that you should have to stun your opponent successfully 4 or 5 times before getting a launcher for max height. Meanwhile, your opponent still only has to guess correctly with a defensive hold once to knock you down. So, now I have to guess correctly 4 or 5 times to get the same damage I used to while my opponent has 4 or 5 opportunities to guess correctly once to get the damage they're used to.
DOA4 did even more things to skew risk/reward in the defender's favor but this is easily DOA4's single biggest flaw and it carried over into DOA Dimensions and DOA5 despite much outcry.
For the record, I'm not ranting here, just explaining the linked video. Like I said, I really don't want to gum up this thread like I did the other one so I am trying to keep my posts to a minimum.