Well, I'm really late to the party, but I'll post my own personal list of buffs and changes I think Hayate should get to become a solid tourney worthy fighter.
Strikes (Frame Changes):
- All of Hayate's charge attacks and strings with chargeable finishers should be +10 on block,
not +1
. There is literally no reward for throwing out a 30+ frame mid punch charge attack as they are now.
Good Idea but I think +10 might be a bit much, though I won't throw it off. He DOES need significant advantage off of those, that being said (the +7 guard break from the wind dash), should guaranteed some stun game..., and I could see the +7 coming to all his other guard breaks and giving that one... like idk +15 or above. Regardless, great idea.
-
Needs to go back to DOA3.1 status. +2 on block. Hayate has 0 frame traps and this move starts off with a high which can be crushed. Also only the 2nd hit should cause a wall splat.
I thought It did wall splat but if not, I agree. I see neutral or maybe -1 from this though, since it's already a 2 in 1 if the first hit lands, plus the second punch is out pretty quick.
-
is -7, punishable on normal hit without a followup. This is bad, it's a bit fast to give advantage but it should be buffed up to around -3 on NH. Being punished for landing a hit is ludicrous in any situation.
I'll reopen my other idea to tag onto this. should be able to be charged into a guard break, maybe for +3 or +5 so that the whole string is more threatening period.
-
I recall being safer in DOA3 as well, I think it should be buffed up to around -5 on block, the followup however should remain unsafe.
Was it -5? Interesting. I'm willing to see it through but, maybe a lil less safe than -5 unless all the other characters followed suit behind this trend. I want Hayate to be strong but I don't want him too strong so that it's a repeat of Busa in DOA4.
-
/
Needs to go back to Alpha build status. More evasiveness, unholdable back turn stun or sit-down stun if he doesn't get to the opponent's back. This move was needlessly nerfed.
Yes.
-
and
(With Hayate at BT) should guarantee a CB if the opponent is in critical stun after the 2nd hit.
YES!
-
should be +1 or +2 on block.
FFS YES!
-
Needs to be unholdable again, why it isn't is beyond me. Amazingly slow mid kick launcher which is easily slow escaped.
In DOA4.1 it was a high... for whatever dumb reason... once they made it mid, they made it holdable. That's their reasoning I suppose but yea I'd like to see it as unholdable.
-
should be +1 on block.
I don't mind this.
-
Should be safe, -4 instead of -10 and it should have the properties of a low attack. (IE beating out OHs)
Honestly, I want this moved to 1H+K and it has to be mid. He needs it as is, I can explain why if you'd like.
-
should continue to stagger the opponent, but cause a trip stun if landed at close range.
-
should return to DOA4 status, delayable followups.
Eh... yea I can see it.
-
Needs to be a guard break and +5 on block instead of -5.
PL said this awhile ago, and said he talked to Shimbori about it. If it doesn't show up eventually, I'm gunna be pissed.
-
Needs to be a guard break and +15 on block instead of +2, and should cause a ground bounce on both NH and CH with potential followups.
This I can DEF agree with. Reason being that it's easily interrupted and +2 is dumb. If you land this on block you DESERVE something.
Strikes (Other Changes):
-
should cause a deeper unholdable trip-stun on both CH and in stun, and should regain it's followup from DOA4.
-
needs to come back, needs to be safe and needs to track. As does it's wind dash variant, but it can remain unsafe if done from the wind dash.
Speaking of this... should return as well. It's nice to use as a trip up when people know you want to 3H+K over their low kicks. Double High 2 in 1, and most of all, safe in 4. I love this move, and the vocals they used for that.
-
(I think that's the motion, the uppercut from the dash) needs to be a guard break and give around +3 frame advantage.
I'd love for it to be as it was in 4, a beautiful charge move... but I can dig this. I really don't like this move as it is now.
-
should be a 2-in-1 launcher, and faster.
Throw Changes:
-
should be +11 instead of +9 and guarantee a 100+ damage BT combo.
Frankly... I don't like guaranteed back combos period. Leifangs is dumb and this trend that's been started from it is annoying as well. I'd like more if the guaranteed back combos were taken away and guaranteed LAUNCHERS were given... but whatever, good idea in the system of the game being as is.
#Support
-
should be an OH.
As long as they switch this grab animation with 33H+P, Idc. I find it useful, but it'd be nice to have an OH for
Other Changes:
should have a teleport followup to get to the opponent's back, has Hayate's old wind dash had in DOA4.
This would work best if they brought back his old wind dash. 4P+K6 could be his transition into his new one and 7P+K could transition into his old one. If that happened, it'd be simple to get the wind dash out.
/
should have a
followup, a low kick that causes a trip stun on CH and crushes high attacks.
The Kick I see for this is Kasumi's second kick from . Check out the kick and tell me what you think.
And lastly probably the most controversial request of them all.
-
Bring the DOA3.1 Cartwheel back. Give it the
/
motion and give it the same insane sidestepping properties it had in DOA3.1. However, make it throwable and only snuffed by the most circular of tracking moves.
In my honest opinion... I don't think this move has place in this game with his already good sidestep. If they rebuff it, then he'll be fine. I'd like to see DOA4's 88K though. I like that move but... whatever.
That's all I got.
Overall, me and you share some views and you seem to have a better understanding of where frame traps should land than me. I wouldn't know where to start, but like I always tell people I want balance. I want my character to be good. I also want your character to be good, as well as that guys, and his girlfriends character. Anyway, we should talk more about this stuff. Hmu.