Don't get me wrong. I only agreed to the 6-4 / 5-5 because of the majority's opinion. It's not my personal belief.Can any Kokoro player please back me up on this? Even a Christie player would do (Hi Awesmic xD), or anyone who thinks what I'm saying makes any sense. I'm tired of playing one man soldier.
You're "pretty sure"? Or have you broken it down side by side and played both of the characters on a serious level? I don't mind if you haven't been to tournaments or an offline spot but if you at least know the frames, damage, and safety (etc.) that you're talking about by heart, then I'll listen completely.Pretty sure he has better stuns regardless.
It's a risk because believe it or not whiffed holds from neutral aren't [that] slow to recover. Here's the thing though, the damage that you get from a NH Izuna Hold is much more than you get from a hi counter 6p which allows Hayate to GUESS again, higher than any throw in Hayate's arsenal that doesn't exceed 10 frames (on hi counter), and Hayate's punishment throw that would take care of the better option than the hold... which would be ... oh what do you ya know, guarding. 72 damage isn't much of a difference, but a difference is a difference and Busa exceeds it.Busa can't see a 12 frame mid...so everytime I go for an Izuna counter you get a chance for a free hi counter throw of your choice. That sounds pretty even.
Untrue again. Hayate DOES win in the speed game... only because of 7k being the ultimate win though they both have their jab to shut down things.Hayate wins in speed and the spacing game. Who says you have to go for 6P constantly? Pretty sure he has better stuns regardless. Plus doesn't Hayate have normal hit mid kick launchers? Hayate's strength is in staying away and punishment. His speed is just something you can annoy people who are not grapplers with.
6PK is punishable in general but only by neutral throws. Grapplers get free 6T's all day meaning I can't check sidestep with it on him over and over which becomes a hassle.Since Ryu can punish 6PK.
On hit it's amazing. 80 damage raw from the full combo on lightweights. As for Ayane she gets neutral on block and tracking off of 3h+k which grants her a free launch and combo as well. Hayate should have safety on P+K but he doesn't, he's at -13Hayate's SSP is also amazing.
Not necessarily. Hayabusa's sit-down stuns are a bit easier to work with. 214P can be used in stun off of 6k which will guarantee a launcher or it can even be used as a mix-up, not to mention that sitdown stun is a frame trap on block (+2). Hayate's SD stuns are all unsafe on block and knockdown in stun or they require you to guess twice to get to them. BT 4k requires you to get into BT with 4p or 4k and 3PP is a two hit string, meaning you guess twice. 214P only guarantees the follow up in the string as a launcher but requires the opponent to be crouching and at range. If you're crouching at range, then you deserve more than a weak launch like that. Hayabusa's other SD stun that guarantees little to nothing (at least a 3p threshold break launch) is -1 on block.Pretty sure he has better stuns regardless.
It isn't finished. That's why I said in the skype group people should come post their numbers if they played her.Why is Alpha A??
@ the bolded text: No. Christie's not quite the most unsafe character in the game by any means. Helena - despite a few players being able to accomplish some tournament feats with her - has more unsafe moves than Christie.Christie definitely no Top-Tier not by far. She is the unsafest Char, with weak Holds, weak Throws(besides 4T) and she lacks an Damage.
Snip
Because she's really fast, has powerful throws, powerful combos, and a good amount of offensive holds. However, she is probably the most unsafe character in the game and has bad holds (okay parries, though).Why is Alpha A??
ZeoRebirth/Galen, Blackburry, Ryujin, SweetRevenge, Brute/Master, Codemaster92163, Golden Child (Xcal)/any other Helena player, Shadow, AngryWorm, Galen, Da Killah, Julius Rage, Hoodless/xSA Hades/Animeniac, Chosen1, and Punishere/Nykko.Kasumi the rest of cast: I need to play a legit Akira, Kokoro, Jann Lee, Gen, Ryu, Pai, Helena, Lisa, Hitomi, Mila, Tina, Zack, Rig, Brad Wong & Lei Fang for those matches.
I played Master, but I didn't think of the matchup because I haven't ran into any other Busa's other than him or Brute.I'll offer a Kasumi vs. Ryu matchup. I don't play Kasumi that often, so don't take this too seriously. I think it would be 6-4 in favor of Kasumi. Kasumi has a huge speed advantage, which forces Ryu to play more defensively. Kasumi has a much better striking game overall and has good mixups and range. Hayabusa has better throws and holds, but they are not much better and Kasumi has parries. Ryu is also much stronger than Kasumi, but hitting her at all is a problem due to her speed and agility. Heck, this could even be a 7-3 matchup, but that may be a bit extreme.
I covered this. K disposes of 6p, and a jab will dispose of both. 6p's follow ups are completely punishable by Ryu as well and it's disadvantage on NH and block. The risk is higher then he reward.Hayate has the speed
I disagree. String mix-up becomes strongest when it has to do with what properties you get from certain moves (tracking, delay window, hit level, and the good old "how long is your string" game). 3ppp, Ongyoin PPP, KP, 4P Mixups and Ryu's Ongyoin stance in general is enough by itself.string mix-up
Similar but Ryu still exceeds him on damage, which I didn't expect. It's the air throw and shoho izuna ender that really makes the margin.crushes and gap-closing advantage with similar throw/juggle power
7-3 is fucking ridiculous. Damn right.leaving Ryu only with better holds and silly gimmicks. Ryu doesn't have an advantage, let alone a 7-3 one.
Kokoro's defensive options suck. Any Kokoro player knows that. However, I can play defensively with her just fine. I have little trouble against someone like Kasumi or Pai with Kokoro. Christie is another story, and it's because of JAK. The whole low throw and Sabaki nonsense I already explained are irrelevant. But I guess you people really are too biased to look at the reality of the situation. You only look at the positives for Kokoro, and only the negatives of Bass. Kokoro has always been overrated in this community, so, what else can be expected...?You do realize that you can throw Christie out of stance? Or block it, none of which are relativley safe. What you seem to dislike is being forced to play defense when most of Kokoro's match ups she can play offense all day.It's disadvantagous, no one will disagree there, but it's no as bad as you claim.
Well maybe you should stop trying to hit with snail moves and try grappling then with OHs, since Bass is a grappler...Kokoro has an easier time than Bass because she's much faster. She only needs that one good hit to wipe away 50% life, Bass as well, but hitting Christie is just harder for a slow character. It's a defining charactaristic of the match up.
I expected better from you, than following the herd.. I'll just say, the majority is always wrong.Don't get me wrong. I only agreed to the 6-4 / 5-5 because of the majority's opinion. It's not my personal belief.
Spam JAK, and you'll be successful against Kokoro.But I can't back you up, because my strat lingo is limited right now. I dunno Kokoro's movesets as well as I know my own character's.
I apologize. I know it sounds that way, but I'm really just combating the generalized notions by most. Brute's given me straight up reasons before, and I've still disagreed but (no offense), I'm not really buying MBlue's... but like I say that's just me.C'mon bro ur making it sound like its much more difficult than it actually is. Hayabusa is relying on reads to get those Izuna's out and his spacing tools aren't that much different that Hayate's. At the end of the day in a spacing situation they both have what they need to come at each other. And you may not like Hayates 236T but at the end of the day he's taking 72 points. That's almost 30% health because you screwed up. While its true that Hayabusa has more opportunities to punish due to his faster throws you can't deny Hayate doesn't have a scary punishment option. You say Hayate isn't about staying away but you have to remember that Hayate is a balanced character best played at mid range. He has good spacing options and his pressure is good if you're not afraid to take risks which you shouldn't be anyway because no matter what Hayate does it's a damn risk. Hayate is far too unsafe to be in ones face 24 / 7 and his spacing options are not good enough for him to be turtling. In any matchup he has to find the right ratio of both to pull wins in DOA5. Imo Hayate is one of the best footsie characters in this game and he must use those in his hunt for the walls (where Hayate shines).
Moving on Hayate doesn't have to make the reads Ryu does to get damage. You have to keep in mind that every time you have somebody blocking with Hayate a 236T can come at ANY moment. And if you are not ready for that that's 72 points of life gone. Most characters have to stun launch to get that. Hayate just needs to scare you into blocking and he has enough ways to do it vs Ryu with his 236K GB, 214K, 6P+KP and string GB options (even though this is a risk.), his sweep, his power blow guard break. Hell even 2p itself works because Ryu either has to jab, sidestep, or hold in fear of Hayate's 6P. Let's not forget what Hayate can do to people at the wall. He has so many wall splat options it's not even funny. 1PP, 9P / 9PP. 66P / 66PP. 3K. 6K. 8K. 6PK. 214K. 236K. 3H+KKP. 3PP. 33KK. 236P. SSP, 8P+KP. 6P+K P / K. Any moment you have somebody at the wall and they let go of guard those moves will have them kissing it. (I know you know this. This is for those who have no idea what Hayate has.)
I'm going to tell you why this is an even match up right now.
This is what Hayate has over Busa:
-Better Speed
-Better Footsies
-Better Pressure (GODLIKE at the wall.)
-Better Punishment grab and ability to grab "safely"
This is what Busa has over Hayate:
-Hold Damage (Which requires reads and or guessing. Good luck trying to do that in stun when I can just have you taking a Raijin or Nakiryu instead of that High, Mid P or whatever he has a izuna counter for.)
-Safer ways to approach at range
-Better stuns (Not like Hayate has bad stuns. But when you have a stun that guarantees stuff in a single shot unlike Hayate's 3PP and is safe it is undisputable that Busa has better stuns. Correct me if I'm wrong but I don't believe Busa has a worthless sitdown stun unlike Hayate who has BT 4K.)
-Better indoors (Do I really have to explain this? Every single damn thing this guy has is a threat in home or temple of the dragon.)
So yeah 5-5 IMO. On Home it might be Busa 6-4. The point is these two both have the tools they need to deal with each other.
'Sup?I'll go on actually since I already started, using brute's claims. Hi Brute.
Hayate has two 12 frame mids, one of which leads into 6PP with has great lurch and decent stun properties. Ryu has only one 13 frame mid with zero lurch. Don't forget that strings also matter in a charatcer's speed. If Ryu wants to mix things up, he MUST free-cancel. Hayate can using string speed for mix-ups (addressed more in next quote).I covered this. K disposes of 6p, and a jab will dispose of both. 6p's follow ups are completely punishable by Ryu as well and it's disadvantage on NH and block. The risk is higher then he reward.
The situations you get with Hayate are that low trips leave you at advantage rather than disadvantage. Ryu must end with 6PK, 4PK or his stupid ongyoin or he will be punished. For example, if Ryu's 1PK string could go into a mid punch like Hayate's and initiate a stupid guessing game every single time, it would be a much more effective move.I disagree. String mix-up becomes strongest when it has to do with what properties you get from certain moves (tracking, delay window, hit level, and the good old "how long is your string" game). 3ppp, Ongyoin PPP, KP, 4P Mixups and Ryu's Ongyoin stance in general is enough by itself.
And you think Ryu is any different? I laid out his options before, and technically 6PK can be punished. He's really relying on that 4PK. PP2K isn't worth junk. As soon as someone sees that worthless toe-poke they know they can beat out most follow-ups and just intercept you.Hayate, having 3 hit strings really makes it easy to pressure you opponent to press buttons since it's normal to free cancel. Hayate relies on single hit strings that aren't always safe and more then often ask for him to block afterward rather than mix-up and guard pressure with longer strings... and frame traps which no one seems to ever talk about.
Ong6P4 is good for intimidation, but not much else. Once someone realizes that nothing from ongyoin tracks, they can just circle-strafe at range and 2P up close. Ongyoin mainly works if your opponent is scared. Once they realize it's all smoke and mirrors, it's easy to shut down.Ong 6p4 isn't great but it'll take care of slower characters and it's safe on block without the 4 so if you want to stop 2p's , you can. 33p4 has the same effect but 2p's will not hit it. Ong 6P+K will kill low punches from 33p4 too.
Most Ryu players don't like to be in ongyoin up close.Guard Breaking with 66K is always scary for the opponent and it has misleading range as well. Fucking hell though, does anyone else agree that this should at the least be a launcher when the stun threshold is broken with it? I mean damn, can a nigga get a 66k (launch) Ong PPP, or 66K, Ong K, 8p, Air Throw? #BuffRyuALilBit
Ryu is a fucking damage power-house. Ong6P on HiC is ridiculous.Similar but Ryu still exceeds him on damage, which I didn't expect. It's the air throw and shoho izuna ender that really makes the margin.
I see where you're coming from, but I still say it favors Hayate. Ryu really has to be making perfect reads all day, whereas Hayate gets a bit more wiggle-room and freedom in approaches.7-3 is fucking ridiculous. Damn right.
But 6-4 isn't. You also didn't mention that Ryu can punish more things and on top of that he can punish Hayate's best safe moves. His overall throw damage is better despite the 236T 7k situation. It's a lot less effort to get a 6T on everything over a 236T motion with less opportunities to punish.
I stand by 6-4 Ryu, but I certainly won't say Hayate is defenseless, but Ryu CAN do a bit more...
Parry is stupid. 2P it. Or if telegraphed just go for a HiC throw. Hayate can get good damage off that.On the subject of ranged game though. Both of these kids can be killed by free step when it comes to their stances and ranged moves (except Hayate's wind dash but we know the story about that. It's mid range only (if at all). Ryu does have more options though and if bad comes to worst, a simple 66 will a low you to at least get close... not to mention the oh so beautiful parry that... once again, no one is talking about.
If Master played Hayate, I'm sure he would have.Long story short, Hayabusa has more options and some of them roll out better than Hayate's ever could...
So if anything I think Ryu has the upperhand. My opinion, none of you have to agree but I'm just calling it the way I see it. I haven't seen a Hayate win a tournament yet, but we all know Ryu has.
Ok. I choose to go my own way... Maybe people will hate me for it, but you can't please everyone.When you can't thin the herd, sometimes it's better to play it safe in order to avoid getting flattened by the stampede.
Have you played Cyber before? If not, you may wanna hit him up sometime.I played Master, but I didn't think of the matchup because I haven't ran into any other Busa's other than him or Brute.
Nah not yet. Chilled with him (Off topic) though lol.. But Yeah Him too. I don't think the match is 7-3. It's either 5-5 or 6-4 (Kasumi) but Hayabusa is a whole better since that patch hit. So 7-3 is definitely out of the discussion for Hayabusa vs Kasumi. But like I said before, I need to play a legit Ryu to get a precise answer for that 1. Just like the others I mentioned.Have you played Cyber before? If not, you may wanna hit him up sometime.