KING JAIMY
Well-Known Member
Okay lol I've never seen that one. Could you post a video please?Zack had another string that was on the trailer but wasn't in the game. TN and their fucking lies to create hype.
Okay lol I've never seen that one. Could you post a video please?Zack had another string that was on the trailer but wasn't in the game. TN and their fucking lies to create hype.
Answering your question.Okay lol I've never seen that one. Could you post a video please?
That looks freakin' awesome. That 236PP gives a feint stun (so no slow escaping), opponent has to guess with a hold or risk taking a CB because it looks like going to stun level 3. And that 9KPPPPP looks like a ridiculously good finisher as well.
I think that this is the one.
Answering your question.
It might be OP, in terms of dealing too much damage. Zack players might exclusively use that finish which brings down the variety in combos. Also, the animation from 9K to the punches looks a bit clunky as well. Still a good movestring imo, regardless.Why did they cut it ? oO
*cough* Hayabusa's blue Ninpo ball *cough*some of those returning moves could be super cheap.
Same goes for 6H+KP. They removed the P from DOA4 to DOA5.I don't see the point of removing a move. This move especially, she's always had it. Doesn't make sense..
He does not have a 214K but he also doesn't have a 236K, so might as well keep the input as it used to be. While we're at it, make this move tracking and then just remove the current WR H+K.was a push-back attack which looked really cool. Does Hayabusa have a? If not, can we have that as the new input please?
No way. His whiff punish capacity is already absurdly good and there's hardly any delay with his current 7P into 6P+K.. Nuff said. Have it with inputs of .
The last thing Hayabusa needs is more dumb gimmicks that delude TN into thinking he has legitimate tools unavailable to the rest of the roster. The less of this nonsense, the better.Hayabusa:
4P+K full charge should get the fireball again. It's near useless in high level play but a lot of fun.
Wouldn't be hugely opposed to it but I honestly see no need or practical use for this. It provides no legitimate mix-up on block and the in-stun capacity is already matched with current free-cancels.Hayabusa's PP6KP/PP6KK ender was fun to use in previous DOA's. So I hope that one returns.
Yes, yes, yes, yes, yessssRyu Hayabusa
- Revert to DOA5 vanilla PP4PK & 4PK with +4 on block (used to be more but +4 is plenty enough).
- Revert KK to DOA5 vanilla at +0 guard break.
- Revert 66T to DOA4 at i17 OH.
- Revert 1T to DOA4 3T at i10 low OH.
- Return to making 7P no longer force ongyoin transition (optional transition with hold 4).
As already suggested by others:
- Give back DOA4 236K with tracking.
- Give back 2H+KK strings.
- Give back optional ongyoin transition on 6K(4)
Its not exactly needed, but PP6KP puts Ryu in a pretty good position as a combo ender and would be faster than PP4PK so it could combo at lower launch levels. Also a nice fast string option for the jab that could end in a guard break/ground bounce or a launcher into air throw. (I do realize that you could just free-cancel PP and then do 6KP/6KK afterwards, but there's a lot less delay and hassle with the jab string.)Wouldn't be hugely opposed to it but I honestly see no need or practical use for this. It provides no legitimate mix-up on block and the in-stun capacity is already matched with current free-cancels.
I don't know. It looks great. Too long of a string maybe?Why did they cut it ? oO
PP4PK is rarely an ideal juggle anyhow, since you don't get the pushback or great wall combo follow-ups. I see nothing wrong with his current juggle combos, and his current PKK ender is more likely to work and exceed the damage of PP6KP from various launch heights (using 8P lead-ins, etc.)Its not exactly needed, but PP6KP puts Ryu in a pretty good position as a combo ender and would be faster than PP4PK so it could combo at lower launch levels.
It's not a valid block mix-up because offline the standalone 6KP is held on-reaction every single time. From PP it would only become more obvious, and would be just as useless as 6KP is now, except slightly moreso since you wouldn't be using it as an awkward spacing tool or oki strategy. I'd rather them somehow make 6KP a useful move in some capacity rather than give the currently useless string to his jabs.Also a nice fast string option for the jab that could end in a guard break/ground bounce or a launcher into air throw. (I do realize that you could just free-cancel PP and then do 6KP/6KK afterwards, but there's a lot less delay and hassle with the jab string.)
Same here, but w/ Zack's stuff.What Brute said about Busa + Hele's PP2KP + Tina's stuff I've been complaining about for a year.
I caught it in 5U. We cannot use the move, however. Sucks.... I want to use it in LR!That looks freakin' awesome. That 236PP gives a feint stun (so no slow escaping), opponent has to guess with a hold or risk taking a CB because it looks like going to stun level 3. And that 9KPPPPP looks like a ridiculously good finisher as well.
I DOUBLE POSTED!!!!! NOOO!