Board Thread:General Discussion/@comment-35317610-20180515022503

Instead of releasing a new insane percentage lead, I think Dokkan could use a few more variables and abilities for characters to take advantage of. I'm sure this has crossed all of our minds, but countering supers is one of my ideas.

And man, do I love it when the wiki doesn't let me upload gifs

https://i.imgur.com/4R7yUbl.gifv

https://i.imgur.com/6NxlbhC.gifv

Point is, it's pretty reoccuring. Now yes, I know that evading and countering supers exists, but hear me out.

The way how I would like it to work is quite different.

First off, you'd have to have a good amount of Ki. I'm debating whether you should have the minimum 10 ki or just 12 ki for consistency, but the point is, you have to have a good amount of ki collected for the round.

The chance of countering the super is greater than evading and then countering. Whether or not it should be a 100% chance is debatable, because if that's the case, then it'd be pretty broken imo if you could just not get supered effectively on one character slot for a turn, especially nowadays where it's not unrealistic for a boss to super attack the same character two times the same turn.

Anyways, let's say you do counter. Luckily dokkan already has normal counters, so we could use those counter multipliers or new and higher ones since this is a super attack. When countering the Super attack, you'd take about 10% of the damage you'd normally take (think about Goku struggling to bench press cooler's death ball), and then you'd obviously push back the super attack and dish out some satisfying damage.

With this version of countering, it's a bit more reliable than the evade + counter, but it does have it's cons as well.

Anyways thats all. I personally think it'd be interesting for Bandai to release some cards featuring this mechanic, but that's just me. Also I'm not sure if there's a pre-existing thread for this, so apologies if this is redunant. 