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  1. cip

    DoA5U Hayabusa

    This doesn't work. Ongyoin 6P doesn't launch nearly high enough for Shoho. Edit: Okay, it works on Alpha.
  2. cip

    Hayabusa bowing down taunt

    I was just wondering how many here use Ryu's bowing down "taunt" like me as a sign of respect, and how many use and see it as a regular "taunting" taunt.
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    DoA5U Hayabusa

    Does anyone know under what circumstances a 214P whiffs after you slam an opponent into a breakable object? I tried testing it, but couldn't really figure it out. Sometimes it whiffs (because it isn't tracking, seems to be the reason), most of the time it hits.
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    DoA5U Hayabusa

    I have to say, WR H+K has atleast some purpose. It is - to my knowledge - the only tracking and down hitting attacking with anywhere close to that range. For instance, when fighting against a Brad Wong who likes to lie down and roll to evade everything, this is a powerful tool. Also, new Izuna...
  5. cip

    DoA5U Hayabusa

    Ongyoin K doesn't wallbounce anymore, which is nice.
  6. cip

    DoA5U Hayabusa

    I can't execute that :( Edit: I can only get it to work on lightweights, not on midweights. Couple more things: WR H+K does track (except for the last 2 hits) Shoho in a combo only seems to work on Alpha as has been said, 3 P+K teleport is useless except for force teching and maybe to get out...
  7. cip

    DoA5U Hayabusa

    Things I found in the first 3 hours playing: 666P -> 236P -> 6KP 666P -> WR H+K 6KP -> Airgrab (even with 6K hitting!) WR H+K -> WR H+K (looks effing amazing!!) Ong P+KPP juggle seems a bit nerfed, because the last P can't be charged as long as in vanilla (I think). All unteachables seem to be...
  8. cip

    Any announced changes for ryu in UDoA5?

    Her yell kinda ruins that virctory pose for me. Super Izuna (and Kasumi Tag Throw?) with Taaaaa! will more than make up for it, though :)
  9. cip

    Izuna Properties

    I like the higher base damage. I didn't really like going for a combo after the Izuna, but did it anyway because it did more damage, especially with a wall in the vicinity. Only with a HiC throw you were better off with the regular Izuna instead of a combo damage wise. Also, with holds having...
  10. cip

    Any announced changes for ryu in UDoA5?

    You have a stream? Can I have a link please? :)
  11. cip

    Any announced changes for ryu in UDoA5?

    Can you guys give me a link to these new Ryu DOA5U streams? 80 point Izuna rocks though :)
  12. cip

    Any announced changes for ryu in UDoA5?

    I will spend a LOT of time in training mode with Hayabusa in the first two days, only interrupted by checking out Momiji and Hayate. But only to decide who will be Ryus tag partner.
  13. cip

    doa5u impressions thread

    If you could elaborate when you got the time, it would be greatly appreciated. Hayabusa seemed slow to me, his rising H+K kind of useless.. can't find much to be excited about :(
  14. cip

    First DOA5U replay

    The teleport seems faster.
  15. cip

    Any announced changes for ryu in UDoA5?

    Master posted a list of changes for Hayabusa somewhere a couple of weeks ago. Does anyone know, where? I can't find it anymore :(
  16. cip

    Any announced changes for ryu in UDoA5?

    Can you continue a combo after 4p2p though? That's what I really miss the most: Being able to combo after a low hit, so they are not fine with just blocking high all the time.
  17. cip

    Character development *Future patch discussion*

    So this doesn't mean new moves for Hayabusa but merely more intel on the training displays?
  18. cip

    Character development *Future patch discussion*

    The second half of that match is played so insanely well by Sorwah, it almost seems choreographed.
  19. cip

    Character development *Future patch discussion*

    Things I want for Hayabusa in DOA5U: Ongyoin critical burst move. Maybe H+K, stats similar to 9K (jumping, mid kick, but tracking!). Make it look like a cool roundhouse kick, maybe similar to Ayanes 1H+K. :6: All the other chars got critical bursts in their special stances and Busa needs a...
  20. cip

    Hayabusa: Tools of a Super Ninja

    Concerning ground bounce -> airthrow, I found an instance, where you can do it from BT 8K: 6P+K4, PP, 8K, airthrow. But this only works because you hit critical stun with the 8K. Hitting critical stun with a 3H+K type move (4PK, etc.) grants an airthrow as well.
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