Tina balance patch notes | Making DOA better #11 Logical Game Design for Team Ninja & Koei Tecmo

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From overpowered tier to A tier. Tina's still viable, but not broken.
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What I'd consider doing if I owned DOA. Personal patch notes.
**WHY ARE THESE CHANGES NECESSARY?**
1) To make the DOA6 experience fun even if you lose. Winning/Losing in this game is illegitimate because of constant near fatal 50/50 situations, cheap moves, and stage hazards. We're not mind readers.

2) A body slam is neither a punch nor a kick. So it only makes sense to let it be countered by both mid holds.

3) It's not fair to only deal 16% throw damage to an opponent who left themselves vulnerable with an unsafe move. We deserve more for exemplary defense. If not hi-counter damage (x1.5), at least give us counter throw damage (x1.25).

4) It's cheeky (risky) to hold presumptuously in neutral. People should be able to be punished for doing what they ought not to do, not penalized for holding when it's appropriate (while stunned).
If people are worried about hold spam in 4-way hold, they need better combos. Theoretically, it's easy to abuse someone when they have a 1-in-3 chance to guess the correct launcher. And that's not even taking into account delayed actions and throws.
If need be, universally weaken hold damage a bit for all characters.

IDEA CRITICISMS:
"This is part of matchup knowledge though. You shouldn't be spamming holds against Tina, otherwise you are gonna get heavily punished for it. I think she should have that much damage as a grappler"
I agree that Tina should have high throw damage. The issue is that it's TOO high on counter hit. Tina's normal throw damage is high enough to adequately punish hold spammers. Also, Tina as a grappler and Kasumi as a striker both have equal combo damage potential. There is no downside to Tina's offense. Because of this, we can't play smart and pick the lesser poison. Every wrong choice leads to massive damage that requires little effort to execute. Not fun gameplay.

"The other problem I have with you lessening the damage when doing a Hold is that it would encourage you to spam it. There would be little risk involved.
It would get really annoying fast as an attacker trying to guess around you holding all the time if I can't punish you for it"
I already said we can decrease the damage of holds if need be. I also said that you need better combos if you are getting held in 4-way hold.
Another option is that if you throw someone who holds, even though it will not deal hi counter damage, it will drain one bar of meter from them as a more appropriate punishment.

"So Bass with tier 1 throws needs 2 throws to win because he's a grappler"
I do agree that Bass should have the strongest throws. But as the game is now, it is not fun to be scared to defend yourself after he stuns you.
Bass will still have the strongest throws even if the hi-counter system is taken away/modified.
When Kasumi uses an unsafe move on him, he will throw punish her for big damage. That is skill. It is not skill when you stun and have 2 options to do massive damage (juggle or throw).

"Kasumi and Christie have tier 5 throws for example. All their damage comes from combos"
This is an illusion. While it is true that they have less throw damage than grapplers, it still hurts a lot when they hi-counter throw you after stunning you. Since their combos are so strong, I will want to hold so they don't launch me. But I will not want to hold because their throws are strong as well. Throw damage increasing via hi-counter when used on critical holds should not exist.
Kasumi's strongest throw does 102. Christie's does 87. Fast strikers should not be dealing that much throw damage on people who use critical holds. Hi-counter needs to be for punishment of unsafe moves.

VIDEO TEXTS:
How to balance Tina

This is too much damage for trying to
defend yourself in 4-way hold

Throwing a critical hold should
deal normal damage
not hi-counter damage

Body strikes should be
affected by BOTH the
mid-punch and mid-kick hold

Hi-counter throw damage should
apply when punishing
unsafe moves and players who hold when they
aren't supposed to (in neutral)

With these changes, Tina will be balanced, fair
and fun to fight against
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Inspiration for this idea: Commonsense

Read my pinned comment.
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-The Ugly Problems with DOA6: https://youtu.be/ERLaNX8sugg
-GMV Playlist: https://www.youtube.com/playlist?list=PLJ4KscFO109ym0r0BN8mmGtM-C3YlouLF
-Featured Video of Mine: https://youtu.be/pXY0DFQwD34 (Me vs MASTER)
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