<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[JCR Comic Arts]]></provider_name><provider_url><![CDATA[https://jcrcomicarts.wordpress.com]]></provider_url><author_name><![CDATA[JCR Comic Arts]]></author_name><author_url><![CDATA[https://jcrcomicarts.wordpress.com/author/jcrcomicarts/]]></author_url><title><![CDATA[Doa 5 says hold at your own&nbsp;risk]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>A new reveals a new balancing to the ninja fight dead or alive 5. If you hold at the wrong time you will pay for it because the recovering time for a hold is longer. For those who don&#8217;t know one of  the things that doa(dead or alive) is known for is its countering system. I say this because unlike most fighting games when a few characters have counter moves but in doa every one has a few counters moves from silliest character to the almighty boss. And for those who play fighting games every edition to whatever series you love there is always a balancing issue. For this game trying to balance out the holds for the counters was always a problem but this time team ninja hopes they have figure out. We will see if they do. Here is the link. <a href="http://www.crunchyroll.com/anime-news/2012/05/30/dead-or-alive-5-makes-changes-to-controversial-hold-system">http://www.crunchyroll.com/anime-news/2012/05/30/dead-or-alive-5-makes-changes-to-controversial-hold-system</a></p>
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