Characters The Future for Hayate

TakedaZX

Well-Known Member
I need numbers how much are you giving me, and the match set?

TFC it is.
You'll be having that 50 taken of you so FT5. Tournament standard unless you have something to prove through character lock.

I'll see you then.

Now can we return to the subject at hand. What are you trying to prove about Wind Dash K?
 
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Aven Kujo-Gin

Well-Known Member
My wishes are very casual and not involve so much deep, so have this in mind. This come from someone who want Hayate to be more enjoyable.

Make H+KK to bounce again so it can be use for more variety of combos.
Bring back 6H+K. Where's the reason of the removal of this move?
Make 9K to launch in NH but make so it can be only followed with the string. He already have enough launchers so it won't really affect him that much.
Make the wind stance faster or remove it entirely and return the old one from DOA4.
Return his 33T from DOA4. Maybe in a different input. This was one of the coolest throws in the game.
More interesting quotes like: "The head of the ninja is not for display.", "You thought you are tough, but you are not." and "This path is stained in blood."
More flamboyant moves.(Like 6H+K for example)

#BuffHayate
 
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TakedaZX

Well-Known Member
My wishes are very casual and not involve so much deep, so have this in mind. This come from someone who want Hayate to be more enjoyable.

Make H+KK to bounce again so it can be use for more variety of combos.
Bring back 6H+K. Where's the reason of the removal of this move?
Make 9K to launch in NH but make so it can be only followed with the string. He already have enough launchers so it won't really affect him that much.
Make the wind stance faster or remove it entirely and return the old one from DOA4.
Return his 33T from DOA4. Maybe in a different input. This was one of the coolest throws in the game.
More interesting quotes like: "The head of the ninja is not for display.", "You thought you are tough, but you are not." and "This path is stained in blood."
More flamboyant moves.(Like 6H+K for example)

#BuffHayate
I'd rather H+K not bounce for the sake of keeping it safe. What I would like is an delayed tech window off the knockdown like other moves that allow a ground hit follow up and I'd like that follow up to be 2p when spiked from a juggle state, maybe his old 1k if he were to get it back and the KD was from a standing state.

I like ground bounce launchers but the don't seem to have place for him anymore in this game except maybe off of 214k, 33kk, and 9kkk... Which for 214k with how unaggressive the animation is, I see a bound instead...

6h+k was probably removed because there wasn't really place for it. Most of what it was doing h+k does better... And it's awkward to look at. So much going on but he's so low to the ground. I wouldn't miss it and I still don't.

I'll tell you what I do miss... His slide kick from the wind dash. I proposed a slide kick be added to his arsenal as running 2h+k and also by moving his 3h+k to 6h+k, it would divert most input errors.

His current wind dash is fine as is. The old one was cooler to see but the new one has utility written all over. Currently it can be used to get in and to finish combos. Many will say otherwise then we have people like PL and Shade with the random wind dash P at times. Well, now he's in. I don't need to explain wind dash related combos.

9k I'm indifferent on. If it were to NH launch I wouldn't complain. I'd like the late threshold launch heights between light and mid be increased. That's all.

Unfortunately, I'm done pioneering for a revamp/tweaks. In fact I'm actually done with this game and community. I only saw this because I saw the email from Free step dodge about responses to another topic and low and behold my feed was full her so I checked up to see what's going on.

I'm on Ultra now to SFV and T7 when it drops. Find me on SRK and TZ.
 

Allan Paris

Well-Known Member
My wishes are very casual and not involve so much deep, so have this in mind. This come from someone who want Hayate to be more enjoyable.

Make H+KK to bounce again so it can be use for more variety of combos.
Bring back 6H+K. Where's the reason of the removal of this move?
Make 9K to launch in NH but make so it can be only followed with the string. He already have enough launchers so it won't really affect him that much.
Make the wind stance faster or remove it entirely and return the old one from DOA4.
Return his 33T from DOA4. Maybe in a different input. This was one of the coolest throws in the game.
More interesting quotes like: "The head of the ninja is not for display.", "You thought you are tough, but you are not." and "This path is stained in blood."
More flamboyant moves.(Like 6H+K for example)

#BuffHayate

6H+K more than likely did not meet the standards of their wall/hit detection when they made 5. That is the reason his old 33H+P was taken out, they could not get the wall detection down for the move to make sense. In doa4 players would get slammed into walls in weird ways in more than a few spots.

9K was a NH launcher before ultimate was released. It was great, even through his juggle damage was mediocre after it. When the game was released, a patch came with it, and 9K NH launcher was taken out.

6h+k was probably removed because there wasn't really place for it. Most of what it was doing h+k does better... And it's awkward to look at. So much going on but he's so low to the ground. I wouldn't miss it and I still don't.

Unfortunately, I'm done pioneering for a revamp/tweaks. In fact I'm actually done with this game and community. I only saw this because I saw the email from Free step dodge about responses to another topic and low and behold my feed was full her so I checked up to see what's going on.

I'm on Ultra now to SFV and T7 when it drops. Find me on SRK and TZ.

H+k was and is still good. 6H+K was in the same league if not better. In the latter years of doa myself, sylnt avi, and hatrify were working on wall tech after the animation that planted you into where you didn't fall down or could SE from it. Free stepping to your opponent's back and then doing 6H+K allowed Hayate to punish wake up kicks every time. Other characters were able to do stupid stuff too, lol Kasumi, good memories. Anyway, when you knocked your opponent down mid-floor, doing 6H+K either beat out the wake up kicks or put Hayate behind his opponent. The setups of 6H+K were too good.

I do not know if PL and SL explored the move or not. I never saw them use it in their gameplay how we ended up doing it. I wish I had the videos from back then.

Looks like we will have to run our $50 MM in SFV. That's even better. Sorry to hear that you are done. I do understand where things can put players. Best of luck to you.
 

TakedaZX

Well-Known Member
6H+K more than likely did not meet the standards of their wall/hit detection when they made 5. That is the reason his old 33H+P was taken out, they could not get the wall detection down for the move to make sense. In doa4 players would get slammed into walls in weird ways in more than a few spots.

9K was a NH launcher before ultimate was released. It was great, even through his juggle damage was mediocre after it. When the game was released, a patch came with it, and 9K NH launcher was taken out.



H+k was and is still good. 6H+K was in the same league if not better. In the latter years of doa myself, sylnt avi, and hatrify were working on wall tech after the animation that planted you into where you didn't fall down or could SE from it. Free stepping to your opponent's back and then doing 6H+K allowed Hayate to punish wake up kicks every time. Other characters were able to do stupid stuff too, lol Kasumi, good memories. Anyway, when you knocked your opponent down mid-floor, doing 6H+K either beat out the wake up kicks or put Hayate behind his opponent. The setups of 6H+K were too good.

I do not know if PL and SL explored the move or not. I never saw them use it in their gameplay how we ended up doing it. I wish I had the videos from back then.

Looks like we will have to run our $50 MM in SFV. That's even better. Sorry to hear that you are done. I do understand where things can put players. Best of luck to you.
Yea. But with the other options that he has for beating wake up and hoping over them (teleport, 236k) I kinda found it irrelevant. It could probably shut down mid wake up reasonably since the duration of the move.

But I've seen the tech you're talking about.

I'd definitely like to do it in Street Fighter. I have Ultra on PS3 if you feel like playing soon too. I'm also going to say this, not that I doubted you in the first place, but the execution standard is DEFINITELY a lot higher than in DOA. But I'm only now seeing that because of the 1 frame link combos.

Do you play on pad or stick?
 

Tempest

Well-Known Member
I'd definitely like to do it in Street Fighter. I have Ultra on PS3 if you feel like playing soon too. I'm also going to say this, not that I doubted you in the first place, but the execution standard is DEFINITELY a lot higher than in DOA. But I'm only now seeing that because of the 1 frame link combos.
It's not just the one frames. Hit confirming pokes, super canceling and basic fadc combos are still a lot more complicated and demanding then what you'll find in this game.
 

TakedaZX

Well-Known Member
But it kinda also has to do with how fast the moves are in that game too. Basic jabs are usually like 3 frames and some DPs as well so there's a lot less room for error.
 

Tempest

Well-Known Member
But it kinda also has to do with how fast the moves are in that game too. Basic jabs are usually like 3 frames and some DPs as well so there's a lot less room for error.
Yup, you need to be able to visually react and hit confirm off of only a few frames of hitstun. You can't just throw a poke out there without being prepared to follow up with it like you can in Doa. Something like crouching mid kick into DP has to be hit confirmed because if you just throw it out there you're leaving yourself wide open for punishment.
 

Allan Paris

Well-Known Member
Yea. But with the other options that he has for beating wake up and hoping over them (teleport, 236k) I kinda found it irrelevant. It could probably shut down mid wake up reasonably since the duration of the move.

But I've seen the tech you're talking about.
If I had that kick in 5 I would not use any other kick or move to beat them out or force a good situation for him. 6H+K was that ignorant in DOA4 that when it was found, doing anything else to beat a wake up kick was moot. To each is own, though. The options you mentioned were fine.

I'd definitely like to do it in Street Fighter. I have Ultra on PS3 if you feel like playing soon too. I'm also going to say this, not that I doubted you in the first place, but the execution standard is DEFINITELY a lot higher than in DOA. But I'm only now seeing that because of the 1 frame link combos.

Do you play on pad or stick?

lol. I been playing SF. My link game is nice. I play Chun and Yun, and I play on stick. I have not been playing it as of late because of MKX but I still play it randomly. I have no idea who I will be picking up in sfv.
 

MaxiKilla

Member
Hayate is a very boring character. Against a hayate player all I can see is 6pk, throws, and pp6pk. I like the relaunch ppp idea. They should give him a teleport in wind dash like ryu but it on works against mid attacks
 
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