Codemaster92163
Well-Known Member
So our favorite winged demon has been out for a while now, and while she's a great addition to the roster, I know that many people (myself included) have a few issues with some of her moves and their properties. Just post what properties you think should be changed/why or what moves you want added/removed and why.
- It looks like it has such great potential, but the lack of options from the forced Hiten transition, the petty +2 that she's granted, and the fact that it always bounds on all but NH (which almost never happens) and leaves shitty followups in or makes it pretty terrible. It looks cool, and if the frames were increased as well as the auto-bound property removed - maybe if it were replaced with a SDS on crouching opponents and a normal belly stun on CH and above, it would be pretty cool.
- The first kick itself isn't really that bad. It's a decent mid stun with a followup. The issue is that the followup really doesn't leave Tengu with many options to follow it. Unless used near the end of a combo, you actually can't follow it up with anything really, and even when you get a high launch from it, your only decent options are and her air throw, neither of which can compete with choosing the launch instead. Not only that, but the final followup kick was removed as well, which while not detrimental, is a bit saddening.
Return of the old - It's certainly something I could live without, but I miss being able to do two low sweeps then hop into several mids. Back in DOA4, you could do two low kicks, two mid kicks, then end it with a mid punch. This made people try to guess when and where you were going to end your string, sort of like Zack's / strings. It's something I can do without as I said, especially considering how good it might be in this game, but this is a -wishlist- after all.
Longer unholdable frames after - This one's not a huge issue, but it's now a move where if the opponent spams counter instantly, they can always evade several options that follow it. They don't need to add a ton of unholdable frames (just 1 or 2 would do) to make it so people can't just instantly counter and avoid most all guessing, so I don't think this one is asking for too much.
Like everyone one else has said past this, the removal of the wall splat from her string would be great.
Improved frames on Hiten . Now, this isn't a bad move really, but considering it's one of only two mids from Hiten (the other being which just pushes the opponent away) and the only that continues the stun, they could have at least made it so we have some followup to it. As it stands, anyone who can SE well will evade all potential followups to this move, making it pretty damn sad as people can just low counter spam when she enters Hiten and not really fear anything except for . This move has potential, and if the duration of the stun were increased, it could be great to use mid-combo. Also, maybe make it neutral on block? Just a thought.
Maybe an additional way to enter Hiten off of a blocked hit. So far, is the only way to do it, and I've already said why it's a bad move, along with the third hit in her string, which isn't quite practical as it's a third hit in a string of highs. Maybe allow her to enter it from blocked s?
- It looks like it has such great potential, but the lack of options from the forced Hiten transition, the petty +2 that she's granted, and the fact that it always bounds on all but NH (which almost never happens) and leaves shitty followups in or makes it pretty terrible. It looks cool, and if the frames were increased as well as the auto-bound property removed - maybe if it were replaced with a SDS on crouching opponents and a normal belly stun on CH and above, it would be pretty cool.
- The first kick itself isn't really that bad. It's a decent mid stun with a followup. The issue is that the followup really doesn't leave Tengu with many options to follow it. Unless used near the end of a combo, you actually can't follow it up with anything really, and even when you get a high launch from it, your only decent options are and her air throw, neither of which can compete with choosing the launch instead. Not only that, but the final followup kick was removed as well, which while not detrimental, is a bit saddening.
Return of the old - It's certainly something I could live without, but I miss being able to do two low sweeps then hop into several mids. Back in DOA4, you could do two low kicks, two mid kicks, then end it with a mid punch. This made people try to guess when and where you were going to end your string, sort of like Zack's / strings. It's something I can do without as I said, especially considering how good it might be in this game, but this is a -wishlist- after all.
Longer unholdable frames after - This one's not a huge issue, but it's now a move where if the opponent spams counter instantly, they can always evade several options that follow it. They don't need to add a ton of unholdable frames (just 1 or 2 would do) to make it so people can't just instantly counter and avoid most all guessing, so I don't think this one is asking for too much.
Like everyone one else has said past this, the removal of the wall splat from her string would be great.
Improved frames on Hiten . Now, this isn't a bad move really, but considering it's one of only two mids from Hiten (the other being which just pushes the opponent away) and the only that continues the stun, they could have at least made it so we have some followup to it. As it stands, anyone who can SE well will evade all potential followups to this move, making it pretty damn sad as people can just low counter spam when she enters Hiten and not really fear anything except for . This move has potential, and if the duration of the stun were increased, it could be great to use mid-combo. Also, maybe make it neutral on block? Just a thought.
Maybe an additional way to enter Hiten off of a blocked hit. So far, is the only way to do it, and I've already said why it's a bad move, along with the third hit in her string, which isn't quite practical as it's a third hit in a string of highs. Maybe allow her to enter it from blocked s?
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