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  1. cip

    Character development *Future patch discussion*

    If a noobs opinion is also appreciated, I'd like to make some comments and suggestions: I totally agree on your opinion on the 1KP and his lack of lows that open up to anything. This is one of the main weaknesses I see with him, as it makes blocking and waiting for Hayabusa to make an unsafe...
  2. cip

    Ryu Hayabusa: The Thinking Man's Super Ninja

    I stumbled onto something today, don't believe I'm the first one though. When you get his Ninpo PPP (or back turned P+K, PP) on counter hit, you can exchange the last P for an 8K, follow up with either an airthrow or a 7K to force the opponent to tech roll and keep up the pressure game...
  3. cip

    Hayabusa: Tools of a Super Ninja

    Does any one else have trouble connecting with the 66K? It seems that lots of moves make the 66K not connect, although Hayabusas knee is practically in the opponents face. Also, if I do land it, I can't seem to follow up with something of value. I found 2K works sometimes, but other than that...
  4. cip

    Hayabusa's Omni-Stance

    You could go into training mode and let the dummy do a teleport, so you can practice the timing of the side step. It's not that hard. You can even just start sidestepping once he enters the stance (if he is far away from you) and block his tracking moves on reaction, which should be doable...
  5. cip

    Hayabusa: Tools of a Super Ninja

    I'm not that good, I'm sure your better than me :) It's just me being used to the PS2 and 3, I guess. And I still can't get the Shoho consistently, maybe it's because of the D-Pad, I don't know.
  6. cip

    Hayabusa: Tools of a Super Ninja

    Yep. It works pretty well with the PS3. The buttons seem to be on a common ground inside the controller (don't know how to word it) so it actually kinda feels like rotating the analog stick. The trick is not to run around the outskirts of the D-pad with the tip your thumb when doing a circle...
  7. cip

    Hayabusa: Tools of a Super Ninja

    Yeah the timing of the Ongyoin throw is kinda off-beat if you are used to Izunas. But it just looks sweet! I've gotten better at the Shoho when I input the circle really late and fast. But I still can't rely on it and I badly want to, because it does so much damage. And there is nothing more...
  8. cip

    Hayabusa: Tools of a Super Ninja

    I'm so glad I got it on PS3. I like the D-pad so much more. Yeah Hayabusa is very difficult, but according to the Producers interview, he might be the best character if mastered. For safe attacks, I rely on guard breaks. Namely 1 H+K and all combos that end in it (4PK), as well as 66K...
  9. cip

    Is the Prima guide any good?

    I don't think there is, at least not legally.
  10. cip

    Ryu Hayabusa: The Thinking Man's Super Ninja

    I use it all the time. I try and get into Ninpo primarily with 4K and 6P+K, sometimes also with 1K. What you do when you are in Ninpo heavily depends on the distance to your opponent, whether he is stunned and how much you think he knows about Ninpo. I find all options have merit in some...
  11. cip

    Is the Prima guide any good?

    Oh yeah, it seems types of stuns aren't shown in the frame data section. But since they are all listed at the end of the descriptive section, I don't find it that bad. Natural Combos are listed though. It's when in the Height column the letters are in brackets. M(MM) means that if the second...
  12. cip

    Hayabusa: Tools of a Super Ninja

    Just as a side-note. I found that my flaw in executing the Shoho Izuna (Izuna from launch combo) was that I entered the circle to slowly. The trick seems to be that you need to input the circle quite fast and right before throw, so pretty late - and spamming circles isn't really helpful for...
  13. cip

    Is the Prima guide any good?

    Huh? All the different types of stuns, including limbo and sit-down, are explained in detail in the beginning and all the useful stuns are mentioned in the character sections, including an overview at the end of each character, detailing ALL stuns he has and whether they are holdable. So I don't...
  14. cip

    Is the Prima guide any good?

    There are 12 pages+ on each character. 6 pages text, 6 pages frame data. So whoever you main, you'll get a great overview and starting guide. Especially nice for newer players, because every single game element is explained very nicely at the beginning, even including cliffhangers and maps. It's...
  15. cip

    Hayabusa: Tools of a Super Ninja

    It's just what the guide says. I don't consider him a grappler, either. Although his handstand throw is an OH. Easier then the throw? Then I'm doing something really wrong. Even the holds I find easier. I use the PS3's d-pad, which really doesn't give me much trouble doing full circles normally...
  16. cip

    Hayabusa: Tools of a Super Ninja

    Hey guys! I'm new here but I love DOA and I've mained Hayabusa since DOA2, so I wanna talk about him with you nice folks! According to the Prima Guide he is considered a grappler because his throws execute a frame faster, but idk about that... Some ideas of mine about his best moves and...
  17. cip

    fiat iustitia, pereat mundus.

    fiat iustitia, pereat mundus.
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