5. DOA's Hold/Counter System
Another
DOA hallmark is the hold/counter system it applies.
DOA's basic fighting mechanic boils down to a rock-paper-scissors style of actions. Strikes/attacks and throws are normal in fighting games. The notable extra option is holds/counters. Holds/counters beat strikes but lose to throws.
DOA isn't the only fighting game to include counters, but it affects the basic gameplay tremendously. The main reason for this is the ability to hold/counter while stunned after a successful strike. In
DOA 4, this was a major problem as the game wasn't balanced well, allowing players to constantly hold/counter when hit with a combo. It gave the defending player too much power over the attacking player, as practically every hit in a combo string could be countered.
Team NINJA have learned from this complaint. They are still including the hold/counter system, but they are essentially nerfing it and providing extra ways for the attacking player to be rewarded for their playstyle. There are a variety of stun states in the game, some of which don't allow the opponent to hold/counter. Working this into your own playstyle will be a must to succeed. I personally like the hold/counter system. I feel that it is a core part of the
DOA series and removing it would make
DOA too similar to other 3D fighting games. I understand that it needs very strict balancing to get the most fun out of the game, but I do believe that
Team NINJA is actively trying to get that balance right. From those conventions I mentioned earlier, many professional players are encouraged by how much better the system in
DOA 5 is compared to in
DOA 4. As I have not had a chance to try out the game myself, I can't personally comment on the balance, but from the looks of various videos released, it does seem like
Team NINJA have struck a good balance. This is a great mechanic that when done well, can provide an engrossing and fun experience. An experience you won't get in any other fighting game.