Brad Wong has been going under the rader in turns for years now. Want proof, well he has had issues going on with him since DOA4.... That's 8 years of the same issue/s which shouldn't be there at all and with the recent development of him things are clearly not being addressed (and new issues have introduced), so let's get it organized for him to make it easy for Team Ninja to see the issues.
This is not a suggestion page for him, I made another thread just for that.
This is not a suggestion page for him, I made another thread just for that.
- DHO k+f k2- You can be Low OHed at during the second kick
- HS/BTHS 44/66 - Initiating the 44/66 puts you in counter hit stun status despite being hit while in HS (attacking or just sanding about on your hands) and towards the end of the 44/66 just knocks you back to the ground.
- 4p+h/LHT 6. p+f - New with the patch, directional input is reversed. For the moment
- 66p+k and 6p+k input confusion issue - 6p+k is almost completely unusable because of the handstand entry input. Prior to DOA5 you could dash in and 6p+k making it a good tool. 6p+k is a good move but now you can't use it at all if touch the forward direction (mainly for spacing purposes) prior. You have to be standing pretty much completely still to use 6p+k. Suggestion: change HS entry input to 9p+k and/or 8p+k.
- 9pp misses - About 80% on Bass even when they are at closest and Bass is doing absolutely nothing.
- 9p, 8k. - Fix and tighten crushing/jumping moves evasiveness.
- 2p - Since 1.03 patch, recovery in standing status instead of crouching confirmed in move info panel, so is not possible to pull off 33p using 2p*3p like in previous version. Yet pressing K during recovery preforms while standing K.
- BT moves come out backwards if the opponent tech rolls as you initiate the attack.
- Getting stuck in HS when the opponent freesteps or sidesteps or tech rolls while you're entering it.