TakedaZX
Well-Known Member
- I'd love to see the return of 3K's sitdown stun properties, but I think that's very unlikely.
There's no reason for them not to give Hayate a 3K SD stun. If they decreased the stun quality of it, they could give him the possibility of an 8p after it, sort of like with P+K now. Early in stun that's a PPP, 33KK or BT Cancel 4P6P+K~K BT 7K on lights. Bayman has the same deal with his 3K SD stun.
- I'd like for PPK/H+K/Sidestep K to not be useless. Ideally either return the knockback from DOA3, or the turnaround stun from DOA4.
Agreed.
On another note, I'm finding 3P to be an issue. If you don't know already, if you happen to hit someone with a mid while they're crouching, it will give you a stun on NH even if the move doesn't initially stun on NH. This becomes and issue because 3P is one of Hayate's more common pokes, this creates a major issue because I've hit people a multitude of times with this when I know they're going to try and duck out and less and less have I been able to work with it because it does not stun a crouching opponent.
This wouldn't be the first move that I've seen to do this (8K from Hitomi), but at the same time it's kind of an issue that bugs me. Hitomi's 8K even in strings usually ends up coming to +1 on NH anyway but Hayate's at -5. I'd rather have the advantage for catching someone slipping up.
Also I'm still missing the old wind dash. It just seems like i'd be helpful to have for getting in while the other wind dash could stay as way to whiff punish and also more so a means to an end when it comes to the cancels...
But lets be honest for a second... Hayate has a million launchers for any height at any time and for a multitude of speeds.
High - 6k, 4k6k
Mid P - 8p, 6p+kp+k, h3p, h3pp
Mid K - 33K, 9K, 8K, 66K (technically), 6P+K~K (was a launcher)
Someone like JL only has 7K (H), 9K (Mid K), and 33P (Mid P) and other than that a few threshold break launchers, but so does Hayate if we count those as well.
So I was thinking why not scrap 8K (or keep it since it doesn't really matter anyway) and if the old wind dash is put in change 236F~K to the 8K animation and give it really good tracking so that it'll keep SS in check when coming in. It'll still be unsafe but it'll make people think twice about trying to sidestep while also giving the chance at a low crush. The launch will be DOA4 style like the Power Launcher does but to a lesser degree. The opponent will flip a few times then will bounce on the ground. By the time of the bounce, Hayate will have recovered and can possibily follow up with 8p, BT 7K or perhaps wind dash K, pp6pk.
There's a lot to work out on that idea but I still think it'd be great if they gave Hayate both of his stances to work with. No one can complain about the problem of him having too many stances and that it requires more guessing because someone like Ryu has more options out of his stance than both of Hayate's combined and actual safe ways into his stance. Christie holds two stances and JAK holds more options than both of Hayate's stances as well. I mean maybe we'd have to wait til DOA6 for them to work something like this out but I don't think we'd have to worry about it being a major integration. DOA4's wind dash would just be for coming in hot. DOA5's wind dash would be the mix-up with attacks for getting that launch or putting the pressure on for people that are patient
If they did act on this idea, in DOA6 (if it comes), they would work out cancels into the DOA4 dash and cancels from that dash into the DOA5 wind dash.
At that point it could be something like... ( = DOA4 WD, = DOA5 WD)
So 3K would hit and Hayate would continue his momentum into a twist going into the DOA4 wind dash and follows up with the elbow and he'd turn again into the DOA5 wind dash following up with the wind dash kick launcher (assuming it goes back to DOA5.01/.02 properties) meaning he'll get the highest launch from the kick so that he can follow up with ppp, 33kk.
This just seems like the direct they should of considered.
TLR - If Hayate has both of his wind dashes in DOA5U, I think he'd have a better time. I'm willing to wait for DOA6 for a major intergration of using both in combos or something like that but i'd definitely love to see him at least have access to both in DOA5U.
Also they should add 236F~F+K and make the kick a mobile version of his 8K so that he'll have tracking and the hit effect can be the DOA4 launch, flipping into a ground bounce where after he can follow up.