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  1. cip

    Hayabusa: Tools of a Super Ninja

    I found 2P to work even nicer when you're opponent is in Ongyoin PP's limbo stun. You can follow that up with launchers.
  2. cip

    Hayabusa: Tools of a Super Ninja

    Ongyoin :K: is actually really unsafe on block. If you aren't in critical stun, Ongyoin is really easy to counter actually: Low P when close, sidestep when far. This leaves Hayabusa with nearly no options.
  3. cip

    Character development *Future patch discussion*

    I usually do :214::P:, :3::3::P::4:, :K:, :8::P:, :41236::f+p:. I don't know the damage right now, but it's all guaranteed. Actually though, I ran into lots of people online who are pretty good and actually never hold. I don't know if it's out of fear of Izuna, but I find I have to get out of...
  4. cip

    Character development *Future patch discussion*

    Oh, I didn't know that. I think in the E3 build what is now the advanced MK counter hold was the normal one.
  5. cip

    Character development *Future patch discussion*

    Two "fun" facts about the new advanced mid kick hold: It is Hayabusa's only hold that can't be performed as a critical hold. If you input 46H in critical stun, Ryu will do the old mid kick hold instead. It actually does less damage than the normal hold, because that one guarantees a 2P...
  6. cip

    Character development *Future patch discussion*

    Have everything be the standard setting and then set reaction to mid or low kick.
  7. cip

    Character development *Future patch discussion*

    Cool, I didn't know that. Whiff punishment is no problem, but for interception the timing is really strict, at least for me.
  8. cip

    Character development *Future patch discussion*

    I can't pull off the Shoho as wake-up punish consistently :( And 8T isn't really useful. 8KP has exactly the same timing window afaics, beats out lows as well and does more damage with the airthrow afterwards.
  9. cip

    Character development *Future patch discussion*

    Ryu's possibilites to react to people waking up are both plentiful and strong. You can use 8T vs mid wakeup and no wakeup, 9K and 6K vs low wakeup and 6KP beats pretty much everything except for siderolling when waking up. But you have to be really precise with your timing. Unfortunately, the...
  10. cip

    Moves I cant find for Hayabusa...

    You should do the command training with Hayabusa. Go to training and when you are there, press start and select "begin command training". You wll learn nearly all his moves, except for the airthrow and moves that depend on walls, While you are in it, you can again press start and view the moves...
  11. cip

    Character development *Future patch discussion*

    Will do :) Btw, I just figured out, that if your opponent is in stun, :1: :K::4: , gives :P: ! As does :2::K: give :6::P:. That's quite nice for mixup purposes.
  12. cip

    Character development *Future patch discussion*

    I didn't see the invitation. :( I have message popups disabled because they obscure the health bar. Yeah, 6K is a great move, as 4K and 8K can be, too. As for lows, it's all very sad. Actually, 6K2K is quite nice, but doesn't guarantee anything. That low should be the one you get when doing 2F+K...
  13. cip

    Character development *Future patch discussion*

    Did you guys know, that :p+k: gives a holdable limbo stun, when the opponent was in stun beforehand? Did this come with the patch? This is really useful in my opinion, since the move is quite hard to read and thus hard to hold. Plus it is safe on block and can transition into Ongyoin. I should...
  14. cip

    Character development *Future patch discussion*

    Force techs still work. Except for being able to SE myself, I didn't find any change with Ryu. :6::K::P: gives the same ground bounce, but only if the K didn't hit or if the threshold stun for a critical burst has been reached. It's really neat.
  15. cip

    Character development *Future patch discussion*

    After todays patch (1.04) I tested 214P->Shoho and 4H+K->33P and they both worked, as in they could not be critical held, even with stagger escape. Neither by me, nor the AI. (Okay, okay, the second combo can be held with perfect SE, but that's the same as pre patch and I don't worry about...
  16. cip

    Character development *Future patch discussion*

    4F+K was changed in the last patch. The notes read: "4H+K: changed motion recovery from 28 to 22F, removed wall blow back." Shoho is 23F and 4F+K is 22, yet still when I test this in training mode, both me and the AI can crit hold 4F+K after 214P but not the Shoho. Can you hop into the game and...
  17. cip

    Character development *Future patch discussion*

    Yeah, but I tried it a lot versus a recorded 4H+K, 33P and I can never ever hold the 33P. The AI can, but I don't think anyone can really do it tbh. What does the stagger glitch do exactly?
  18. cip

    Character development *Future patch discussion*

    No, it doesn't :( It causes a ground splat (if that's the term) in certain conditions as in the Izuna ceiling combo you mentioned, which can't be followed up with anything. Unfortunately, it is not :( Actually, 33P is guaranteed after 4F+K for a full juggle, which makes 4F+K a really good move...
  19. cip

    Character development *Future patch discussion*

    To the best of my knowledge, Izuna 214P can't be followed-up with anything if there isn't a ceiling. Also, you can't follow up a 214 P with a 4F+K, and neither a 4F+K with a CB, or can you? I think all this can be held with a critical hold. I also don't get how you can do a power blow after a...
  20. cip

    Character development *Future patch discussion*

    4F+K guarantees 33P, but not really anything else and does not wall bounce ever. What do you mean with guaranteed CB?
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