Character development *Future patch discussion*

Kakita

Member
The second hit launches on NH not the first one, the first one is like his 3P stun I take it. I'm downloading the patch right now so I'll confirm later. I'll look into Mila first.
 

MajesticBlue

Active Member
If 6K stuns that would be great. I actually think I would rather it stun on counter hit then launch. Even though 6K airgrab is decent at least we would have a midk kick stun.
 

cip

Member
We lost this buff in the new patch notes:

"3K: changed hit reactions from crouching Counter hit or higher to sit-down stuns."

Other than that, the Hayabusa changes are identical in both patch notes, as far as I can tell.
 

Brute

Well-Known Member
Standard Donor
the 8T OHs feel a bit cheap in my opinion. The new jab and 6KK launcher are definitely what I'm noticing most, as well as the lack of tracking with 3H+K and 4PK/PP4PK. Obviously the expert hold rocks, too.
 

Juan The Man

Active Member
the 8T OHs feel a bit cheap in my opinion. The new jab and 6KK launcher are definitely what I'm noticing most, as well as the lack of tracking with 3H+K and 4PK/PP4PK. Obviously the expert hold rocks, too.
Thank you ive been waiting to hear something about hayabusa...so for the the most part the patch is an buff for him right? (Kinda sad to be an xbox owner right now)
 

Brute

Well-Known Member
Standard Donor
Is the expert hold the same as it was in the alpha build?
I didn't really know it existed in the alpha build unlike most since the 3point system really threw me off.
But as I understand it, basically yeah. That's it.

Thank you ive been waiting to hear something about hayabusa...so for the the most part the patch is an buff for him right? (Kinda sad to be an xbox owner right now)
Yeah, mostly a buff. Shoho Izuna also does a whopping, hold your breath, 3 more damage. =P
Guess any bit helps.
 

Juan The Man

Active Member
I didn't really know it existed in the alpha build unlike most since the 3point system really threw me off.
But as I understand it, basically yeah. That's it.


Yeah, mostly a buff. Shoho Izuna also does a whopping, hold your breath, 3 more damage. =P
Guess any bit helps.

Thanks!
 

Chaos

Well-Known Member
It would be nice if Ryu had his :2::3::6::K: back from DOAD because it was very useful for whiff punishment and you can catch your opponent off guard, unfortunately the start up frame was 17 but it came out really quick and unexpected and it wasn't as slow as :2::1::4::P:
 

cip

Member
Okay, I just got the patch.

My first impressions:
  • 6K and 6KK seem to be the greatest buffs. 6K is +38 on normal hit, 6KK is full launcher.
  • 4P6P and the like don't down the opponent but stun now. On counter hit for 23F.
  • 4 H+K and SS K are the same now. They seem to give an 33P if the opponent doesn't stagger escape and 8 K if they do. 3 P seems guaranteed. Need more testing here, this is crucial. Edit: 33P can only be held with perfect stagger with not one frame missed. So yeah. 4 H+K, 33P4, K, 8P, airthrow is a new BnB, especially since 4 H+K is safe on block. SS K does bounce on Counter and Hi Counter, so the damage output is less.
  • SS P gives nice stun on hit (25F).
  • Advanced mid kick hold only does 58 damage instead of 50 from normal hold :(
  • P+K4 seems quite strong, is -3 on block.
  • 6KP and Ninpo 8P now guarantee airthrow from bounce. (6KP only if 6K didn't hit)
  • Izunas off cliffs are brutal (I miss Ryus old yell though :( )
  • Izuna juggles now do less damage than Izuna drop if on Hi counter.
  • Izuna juggles off ceilings do less damage than before the patch but are still ridiculous.
Still no dangerous lows (2K even got weaker) or answers to 1P when in Ninpo, but Ryu definetly got stronger in my first opinion. He can work the stun game a lot better now than he could before and he seems more rounded all in all. I only played 2-3 hours, will surely play more tomorrow :)
 

Brute

Well-Known Member
Standard Donor
Advanced mid kick hold only does 58 damage instead of 50 from normal hold :(
But it looks so glorious!

Izunas off cliffs are brutal (I miss Ryus old yell though :( )
I'm confused, what exactly changed here? Are there now more stages he can do this off of (besides Ends of the Earth/Raft)? The damage seems to be the same as before, just with a smaller life bar. Can't confirm because the move data in training mode doesn't display the izuna cliff damage for some reason.

Izuna juggles now do less damage than Izuna drop if on Hi counter.
Have his juggles been nerfed? The Izunas still deal the same damage as pre-patch.
 

cip

Member
But it looks so glorious!
True! Still, I'd prefer a combo hold for the damage of the Ninpo throw :(

He couldn't do Izunas off cliffs before, could he?

Have his juggles been nerfed? The Izunas still deal the same damage as pre-patch.
After further testing, only the juggles after an Izuna into the ceiling have been nerfed: "Removed Counter adjustments after ceiling throws. Even Hi Counter follow up attacks act like normal hits." I can't seem to get an Izuna juggle that does as much damage as the Izuna drop without having a wall nearby. But that may just be me :)

I'll go into further testing now :)
 

Kakita

Member
Holy crap!

Alright I fooled around a few hours with Busa and I would like to share my findings.

First let's clarify some of the changes mentioned for him.

- 6KK launches like in DOA 4 and it guarantees an air throw on all heights.

- 6K is his best stun period. Like 3P but does more damage. Finally he has a good mid kick stun.

- 3K, PP4P6P, 4P6P, 66P: these cause a stun but not a sit down stun as advertised. The stun is huge but still decent. Since you can delay these strings and mix low and the mid kick that guard breaks, this is not bad. I haven't tested these that much though so if someone saw something I didn't let me know.

P+K4 is actually good to use after a stun or two because the transition into ongyoin is fast and you can mix up between shoho izuna and his knee launcher.

- 88 or 22K is good although still slow. But it's super safe and gives a sit down stun.

So this is all great but the best is not what was advertised specifically for Busa but changes to vertical kicks not being techable.

I have found a few untechables for mid weights and they are evil! I haven't found much for lightweights and heavys yet so feel free to help out.

To test these out, make sure you put the computer on recovery on and to high punch as secondary actions.

Make sure you test on mid weights (hayate, jan lee, Helena, etc):

Mid weight untechables (not pseudo):

Mid weights:

CH, 4K, K, PP4PK
CH, 6K, 4K, K, PP4PK
CH, 3P, 4K, K, PP4PK

CH, 3P, 6K or vice versa, 8K, 8P, PP4PK.

CH, 3P, 6K or vice versa, P+K4, K, 8P, PP4PK.

CH, 3PP, 8K, 8P, PP4PK.

CH, 3PP, P+K4, K, 8P, PP4PK.

CH, 3P or 6K, 214P, dash in P+K4, K, 8P, PP4PK.

CH, 6K, P+K4, K, 8P, PP4PK.
CH, 66P, P+K4, 8P, PP4PK.

CH, 3P or 6K, 4F+K, P+K4, K, 8P, PP4PK.

Izuna, 66K, K, 8P, PP4PK.

Failure turns this juggle into a pseudo.

Genfu:

CB with P+K4, K, 8P, PP4PK.

Izuna, 66K, K, 8P, PP4PK (strict).
Failure turns this combo into a pseudo.

Heavy:

CB, 4K, K, PP4PK.

Please help out, pseudos are good as well!
 

cip

Member
So this is all great but the best is not what was advertised specifically for Busa but changes to vertical kicks not being techable.
What does this mean exactly? That 8KK can't be tech rolled for instance? I don't understand the terminology.

I also don't know what CH stands for. Counter hit?
 

Kakita

Member
What does this mean exactly? That 8KK can't be tech rolled for instance? I don't understand the terminology.

I also don't know what CH stands for. Counter hit?

It's hard to explain as it's not clear to what moves the system change applies to. All it did for Busa though is that his PP4PK string now connects as an untechable juggle when certain conditions are met. Busa is +20 after it. With his guard breaks and his 214P that sits down and give advantage on block untechables are a blessing. Not to mention he can mixup with 8T now since it's an OH.

And yes CH means counter hit.
 

Kakita

Member
I'm currently away from home, but am so excited about these changes.

First, is shoho izuna/33P still guaranteed after ceiling stun?
Second, could someone help out and look into options after my untechables?
So far, this is what I've been pondering about:
There's obvisouly 4T, his WS OH. That beats out anything for decent damage. The only thing it won't cover is crouch or crouching attacks. I would mix it up with 214P for the simple fact that it's a mid attack that will beat out anything on screen and crouching. As you all know, when it hits it causes a sitdown stun that guarantees his 33P launcher. Furthermore, it gives +2f if blocked allowing to still keep pressure if your opponent guesses right. Naturally it can always be held or sidestepped if you use it too much, but that's why there's his OH. But just to be safe, we could mix in another good mid which leads me to his 66K. First, it's a mid kick so if they try to hold 214P that get's them and it will also beat out anything on screen. Second it can GB for decent advantage if blocked (more than 214P) and on hit it offers a ninpo kick, Shoho Izuna or Ninpo throw mixup. still, as much as this move looks awesome on paper, I'm skeptical because it automatically goes into ongyoin... which I personally hate. I mean a 12 frame low will still beat me out unless I use 6P+K, so I feel I'm wasting my untechable. The move is decent on hit thought. And then, there's the Izuna Otoshi that can be used, but that's more of a risk, although it can lead into another untechable and force the situation again.
What do you all think?
 

cip

Member
First, is shoho izuna/33P still guaranteed after ceiling stun?
Yep, they are. They just don't count as Counter or Hi Counter anymore, even if the Izuna throw did.

And I don't like the 66K :( It whiffs so much in my experience.
 
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