I think i compared streak to a MAX-ACT streak and not a EX-streak. But still the basic input to a EX-Streak or a Max act streak is still the streak itself which was my point. If you are considering a ex streak as same as max act streak, We can all agree that a hold is same as buster(though technically not but still a cancel to throw in buster animation).
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My point was that hold was an extension of buster jus as max-act streak is an amplification(kinda extension) of streak. I also said that it is used to guard nero which is its ability. But royal-guard ability is to block enemies but still we use it in cancels. I think of hold as the same way(as a cancel to the throw or subsequent animation of buster).Hold is not an entirely different move from buster but is an extension of buster(which is my point).Its significance is to cancel throw of buster. In real time scenarios , using hold as a guard would not fetch style points nor is considered stylish move however cancelling throw of buster with red queen calibur is stylish.
That's because DMC4 generalizes Ex moves. Any move that has any level of the Exceed meter is considered to be an Ex move. Each level that is added to special attacks only makes the attack stronger and adds additional hits.
It's like UMVC3 not giving names to give Ryu's Light, Medium, and Heavy version of the Hadouken
, Shoryuken, and Tatsumaki Senpuu Kyaku.
It even has
different inputs with different properties (speed wise and strength wise). Yet it's considered to be the same move: A Hadouken, a Shoryuken, and a Tatsumaki Senpuu Kyaku. I could go on with other fighting games and characters as well but I won't because that would take too long.
But DMC4 labels Hold as a separate move because it has a completely different mechanic.
With Buster, you grab the enemy and you throw them.
With Buster -> Hold, you grab the enemy with Buster then Hold.
Comparing that to the EX gauge system is not a good comparison. It's an extension, yes. But it's considered to be a different move as well as an extension.
And with Royal Guarding, you are cancelling attack animations
during their attacks. So you're cancelling recovery animations, as well as some attack hitboxes, in order to do something else that you wouldn't be able to do normally.
I don't know how many times I have to say that to get that across.
Can't agree. Throw is the significant part of buster move and hold is clearly for cancellation of throw in buster animation.In fact, throw does the actual damage and so it is significant.
Well if
you can't agree with the game itself, then it's not my problem.
The game itself lists Buster as the grab portion, so I really don't know what to say if you can't agree with it.
If
"After completing a Buster, continue to hold O." doesn't do it for you when it's listed by the game itself, then I don't know what will. You can continue to think that the Buster uppercut and the throw are one single sequence, but it's not because the DMC4 labels it separately.
I think of hold as the same way(as a cancel to the throw or subsequent animation of buster).
That's your
opinion. You
think Hold of being the same as cancelling Buster. But Buster is considered to be the grab portion,
based off from the game. That's
your opinion if you think this way.
And with that, I'm taking my leave from this argument.
Respond if you want but I'm tired of arguing about this subject.
I think what he meant was that a lot of animations end in a state that is roughly similar to the start of the animation of a lot of other moves, preventing a jarring switch between the two. As far as I can recall, the moves in the game did not have a transition animation for each combination of attacks.
If you're talking about DMC4, I easily can prove this to you that there are animations that transition to other attacks rather than starting to the beginning of another animation. It's not apparent to all moves, but I assure you it's there with most moves.