Tenryuga
Well-Known Member
H+K is a tracking mid... just to damn slow. If you meant RELIABLE tracking mid (most likely you did) then yeah... he has none lolol
I was thinkin mid punch lol
H+K is a tracking mid... just to damn slow. If you meant RELIABLE tracking mid (most likely you did) then yeah... he has none lolol
I was thinkin mid punch lol
H+K isn't that bad on speed but for the range it is, 15i is incredibly overkill. Like come on guys, that's crazy.
Anyway Ten... I'm definitly feeling all of those. You left out 3K though. I really think it should get the NH stun to make him a bit more deadly on NH and a deeper stun on CH+ with him to cause a 2 in 1 for 3KK. Considering the juggles possible off of it (CH or Stun to launch = PP6PK, HCH/Max Threshold = 3P, 6KK), it won't be the greatest thing to hit the earth as a 2 in 1. This will work out and with the deeper stun, he'll be able to link up his better launchers at the cost of the guaranteed damage. Textbook risk vs reward. Obviously, 3K2K is something I'd want as well to track someone down.
P+K will need a more obvious animation so that people can see it coming as easily as 6P+K.
6P should 6PP like Hayate could in DOA5. Something else I can see is hard cancels for his guard breaks (PP[P]H, 6P[P]H, P+K[P]H, 4[P+K]H). The hard cancel would simply set him back to neutral so that he doesn't have to worry about getting held out all of the time. This would balance him with Hayate in the respects that he gets better advantage off of his but he remains in front of his opponent. Also the guard breaks could remain as slow as they are because there's barely commitment.
The deal 2H+K needs to come across to multiple characters... Hayate, Hayabusa (so long as he gets his 2H+KK series back), Hitomi is fine but... I wouldn't mind seeing the pressure of the trip stun, Jann Lee, Even Kasumi. Pressure.
Last but not least, PP4P. Something I've been messing around with in my head. Safe tracking hook that stuns lightly on NH and on CH+ it'll be a stun deep enough for 3P/4K/4H+K (i.e. +16).
I still think 16i is a bit much. Somethinig like Hayate's 4P deserves 16. H+K is superior to that in safety, range, and recovery (because it doesn't leave him BT like Hayate). It matches Hayate's 4P in speed and anti-crushability.There are definitely crazier tracking moves with retarded followups. But we already talked about this. It's not the range that would make the move deadly at that speed. i14 6P+K was essentially the same range in DOA4 and is still the same range in 5U. It's the tracking, safety and potential followups that make the move superior. And even then i15 may be a bit much but I think i16 would be fair. If Ein was improved in areas already addressed however, he wouldn't particularly need this change.
Pretty much agree with this as said before. Not a deep stun but a good enough stun on NH and 2-in-1 status It should have had from the get go. 3K2K would be a nice way to catch steppers and it would be a good way to get people to fuzzy and clip them with the launch followup as well. I approve.
Lets be honest. 9PP for Hayate isn't some special mugen tenshin ninja punch technique... it is a straight punch. I've told you a few times before about my "hand me down" mindset between Ein and Hayate and this is the best way for Hayate to pass the torch, plus Ein's 6P has the properties Hayate players want (6P doesn't wall splat and retains all of the properties of safety). At that point he's got a 2 in 1 wall splat that Hayate only gets when slightly away from the wall. This also gives Ein a nice push out 2 in 1 to play around with. The guard break hard cancel would only help it and since it'd be like +8 or +5 on guard like the others, it'd be a tough move to run against.Going to pass on 6PP, Hayate's followups with the exception of 1K2K should remain his own in that vein. It would be inferior regardless without the charge and with the charge it would just make him another Hayate. Even if he's a better character Ein's variants should have their own properties and unique roles in his gameplan. I'd vote 6P just be given frame trap status. +1 on block. +2 would be a bit too overkill for a 14 frame move even if it's a high. So +1.
As for the guard break cancels? I'm all for it.
Agreed, though Kasumi's 1K opens up on NH anyway. Even in DOA4 though, I don't remember her 4P2K, 6P2K, or 3P2K being a strong enough stun to land even 6P on... (without SE), but maybe that's just me, I'll check soon. Helena's is a special case. It's linear so it deserves to force you to hold to stop BKO 6P. It just so happens that the sidestep in DOA is so bad that a mistimed SS = being clipped and caught in the mix-up.Might have to pass on 2H+K if it would be implemented across the board. If characters like Kasumi, Lei-Fang, Christie etc got those trip stuns back with their speed and options things would get a bit too ridiculous. One of the biggest complaints about Helena in this game is how easily she opens up her opponents with her large stun NH lows. Adding something like that across the board would be too overkill and hurt balance more than it helps it.
Ein is one of the slightly slower characters and doesn't excel at close range.
I would apply the trip stun to either a select few characters, just Ein, or not at all. Because let's face it, Hayate doesn't exactly need that stun as much as Ein does.
The hook is mid. I told you this last night.Eeehh, gonna pass on this one as well. While a tracking stun option from PP would be nice, a short range high just wouldn't cut it. People are already used to crushing Ein's PP6P so chances are whatever move they'll use to interrupt you will be a crushing move. Only thing they have to fear is what? PPP? PP2K? Who cares?
I'd vote a tracking mid or simply a mid followup that stunned at all. Though I don't see either of those happening. I'd rather focus on things that could be changed without much effort on TN's part. Those things are a bit more realistic.
1KK having pushback doesn't mean he gets to retain his offense. At -2 (or even -1) most of the time he'll have to back off. It's also linear so unless 1K2K is thrown out, everything else is being taken care of for the most part.By the way to balance out 1KK being safe and having pushback we should not allow the followup K to bounce on counterhit. Only in stun. We are making many suggestions to improve Ein so we have to be prepared to balance things out so it doesn't look like we are just simply trying to make him better than the rest of the cast when in actuality we just seek to make him efficient. I say we give it an untechable knockdown. Also what was the verdict on the advantage from the low?
Alright so the first location test has started today and most of us agree with those changes/adds. How to let TN know about those suggestions ?Personally all I want is tracking and 14i 6P+K 13i 4K, better damage on 66T and 33T and more advantage on his traps. This other stuff is icing on the cake to me so you guys can suggest whatever and I'll accept it. Ill only say something if I feel it's unbalanced or too strong.