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  1. cip

    Character development *Future patch discussion*

    Wow, you're right, Shoho is guaranteed after 214P now!! That's new.
  2. cip

    Quarter circle inputs...

    It's really strict timing, but getting the circle right is even more of a problem for me. You need to start the circle as late as you can and do it fast. As for the timing, press the throw button exactly when the second punch in the combo connects. Use the audio effects as your helper: It goes...
  3. cip

    Hayabusa ninjutsu: Untechables!

    I would never drop Hayabusa. I've been playing him for too long. When choosing mains in fighting games or races in RTS, I only go with what I find the coolest, not the best. I find that motivates me the longest. And I actually really think Hayabusa is so well rounded in this game. He has high...
  4. cip

    Hayabusa ninjutsu: Untechables!

    This is either an untechable or force tech, I am not sure: 6PK4, PP, 8K, 1PK. Also, 6KP can work as an untechable after all launchers that don't end in Ninpo, if timed correctly. You can do 236P, wait a second and then do the 6KP so that you hit the opponent on his way down. Same goes for...
  5. cip

    Hayabusa replay thread

    I <3 Izuna ;) Here is my first video. More to come.
  6. cip

    Hayabusa ninjutsu: Untechables!

    Oh, you meant 6KK, not 66K. Got it.
  7. cip

    Hayabusa ninjutsu: Untechables!

    66K, 6KP?
  8. cip

    Hayabusa ninjutsu: Untechables!

    I put my favourite untechables in a Youtube video. The upload feature is really comfortable :)
  9. cip

    Hayabusa ninjutsu: Untechables!

    Its on middle weight (Hayabusa), no CH and no pre-stun required :)
  10. cip

    Hayabusa ninjutsu: Untechables!

    234P, 8P, PP4PK is also untechable :)
  11. cip

    Hayabusa ninjutsu: Untechables!

    Really nice write-up! In 214P, 33P4, P, 6KP, you can actually swap the 214P with either 6K or 4H+K. This is really nice, because the 33P4 launches instantly and all those don't require a CH. (Tested vs Hayabusa, so midweights) So those three and 66K, P, 4K, K, PP4PK are more than enough for...
  12. cip

    Character development *Future patch discussion*

    No, just in general. It seems to be beat out by so many moves :(
  13. cip

    Character development *Future patch discussion*

    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.
  14. cip

    Character development *Future patch discussion*

    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?
  15. cip

    Character development *Future patch discussion*

    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? 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...
  16. cip

    Character development *Future patch discussion*

    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...
  17. cip

    Character development *Future patch discussion*

    Is this basically the same animation as the Ongyoin throw?
  18. cip

    Character development *Future patch discussion*

    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.
  19. cip

    So like, where is the patch?

    I sure hope we get it today.
  20. cip

    Character development *Future patch discussion*

    The patch is huge!! My favorites so far: 6T: added wall blow back. (As I requested! Thanks Team Ninja!!) [NEW MOVE] 46H: added expert mid kick hold. (yijaaa) Fixed an issue that would not trigger Cliff Danger Zones from Izuna Drop-type moves. (awesome!!) There's lots of stuff though. Can't...
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