Mine's half-baked, honestly. I love the DoA series as a casual fan and always had a lot of fun endlessly Izuna Dropping fools who dare approach my Hayabusa, but in a MvC or GG style game, an auto-counter ability would be beyond useless: Zoning and keepaway would render it completely pointless until it wore off. That's why I included the bit about chip damage; If someone's going to counter the counter, I wanted a way to try to counter the counter's counter. Counter!
My favorite thing about counter-based characters is that it relies on you having a LOT of knowledge about where things hit and how characters work. It's like playing a Shadow Tag Wobbuffet: It's not enough to have your opponent locked down and forced to fight, you've got to then know what they're going to do. I didn't delve into it but I imagined his moves were very zone-based: Counter only high, counter only low, etc. All-purpose "Time against incoming attack" is dumb.
...I'd definitely steal the SF3:TS parry mechanic to fuel his limit, though.
My favorite thing about counter-based characters is that it relies on you having a LOT of knowledge about where things hit and how characters work. It's like playing a Shadow Tag Wobbuffet: It's not enough to have your opponent locked down and forced to fight, you've got to then know what they're going to do. I didn't delve into it but I imagined his moves were very zone-based: Counter only high, counter only low, etc. All-purpose "Time against incoming attack" is dumb.
...I'd definitely steal the SF3:TS parry mechanic to fuel his limit, though.