We didn't choose The Izuna Life.
The Izuna Life chose us.
True dat !
My mind is like a never ending pit of questions, I feel like I'm harassing you guys hahaha SORRY !
1. First about the high crushs.
At what frame they start evading?
The fastest I found was 1P for highs and 9K for lows. I was wondering if someone knows a list, from fastest to slowest. I'm not talking about start up frames, just which is the fastest to evade. 214K seems pretty fast too.
So I can try and destroy all those strings people just mash on my guard.
2. Is it normal every character has a lot of move you can't do **** about?
To be more precise, they start a string mid screen, whiffing every move. I go and try to whiff punish and I get stuffed by the follow ups EVERY TIME. Like 100%. Is whiff punish even possible in this game? If he starts mashing a string so it ends up on block what can I do? It's EXTREMELY annoying. Even more annoying are the moves used as gap closer like Tina throwing her ass at you (66P+K iirc) or Momiji spamming a 66P,P. The later I punish accordingly (I think I can 214T but never remember it, so I 6T), but when I try to move I get stuffed 100%.
And when I try to do the same? I get hit every time. 214P or 9K (even 3K+H of Mila) get ch every time. It's like the hit box only appears at i500 and active frames are 1. Only move I can think of who got this " magic attribute " is the torpedo (Ongyoin 6P+K) since it got like 10 active frame or some crazy amount. (note to self : Gotta try the kick tho, since it's safe at max range.) Anyway I was wondering if there's something I don't know or do wrong, because it's killing my patience and Hayabusa needs that **** to work well.
3. How can you do wr4K consistently? Is there a trick? This move is a bitch to pull out !
When I do 214K it, somehow, works well but never in combo or when I really need it. I feel like I really NEED that move in my ninja arsenal. When I do 1K instead I want to throw my arcade stick at someone.
In the same way, is the OH wr4T really usefull? Does it eat strikes really well? I'll try 1P on normal hit (-4?) and see if I can OH the cpu's move after but in the meantime I'd love to know if it's really useful or just another lame move.
4. 46T seems like a good opener, especially in ch when it gives +17 !!
I tried 3P and the cpu got that weird back turned stun kinda like Lei Fang stuff after a parry. Is there any really interesting options? Or should I stick to my 120 damage Izuna Otoshi and not reset the in stun?
I do use it on " normal hit " on people who guard a lot, but is 6P really free after? Tried on practice and seems so, but I'd rather be sure. If so that's a precious technique, Hayabusa doesn't have many in stun without ch.
5. Is K+H,K,K_P any good?
It covers some distance and tracks so I wondered. It seems to have some sort of blockstun + but Hayabusa fall on his ass just after. So it's just safe?
6. What use are jabs?
I've been forced to use them since people are mashing like a final stage Parkinson monkeys these days. I've had some success with P,K,K tho unsafe (nobody ever punish) it's a good " stfu and respect my ninjaness " move.
But other than that risky thing that good player will kill me for, does he have good jab strings? P,P,4P~follow up??
That's all I can find at the top of my head. And btw thank you SO MUCH for all those great answers. I don't want you to feel ignored because I spam questions like an annoying kid, those advices made my Ryu stronger and more patient. I really got a good feel of the mindset of a super ninja because of you guys. That new way of thinking made my dragon blade sharper ! So yeah ... thanks