|so yeah, like I said, freestepping is pretty useless for evading attacks.
Strictly for evading purposes it is useful for certain
attacks, but not meant for attacks in general. A great case in point is Haybusa's Ninpo attacks (dissapearing). If someone is abusing the Ninpo against you then freestep evasion will allow you to avoid and position yourself for advantage against most of the Ninpo attacks, because they are airborne attacks.
|well if you read my post you would see that I'm not advocating randomly using a hold counter against scrubs. my beef is the relative ease that an attacker can stun a defender. I mean I understand you can break through defenses, but it shouldnt be so easy...and the defender is at such a huge disadvantage when he does get stunned.
The idea is that DoA provides all the blocking options (actually a bit more) that other 3D fighter do but it also provides the counter hold / reversal system for all characters. Thus defensive oriented options are stronger than normal and could make the game overly defensive.
Because of the stun system the game's shifts back to a more offensive posture, allowing you to pressure an opponent that is trying to sit back and wait for you to initiate everything..
The SS moves (up,up or down, down) and the rolls, weaves, ducks etc. are meant for the purposes you're stating. This is not a Namco style design so you have to learn more of the characters individual move properties to do some things like evade attacks.