Mai 2K beats every Hayabusa handstand option after blocking the while rising 4K. Not very consistent when blocked meaty. 2KP works too but is less rewarding.
4KK -> both moves whiff and she's left at +20 -> 426T
4KP -> she interrupts and is left at +10
4K -> he gets juggled and falls to the...
Forgot to add #5 which also appears to be related to the switch frame.
I tested that in DOA5LR (mod available in my "DOA5LR toolbox" CT named "PX_BattlePhase") by forcing a permanent "get ready..." situation in training mode.
mashing 4141 while BT during round start phase: 1/4 switch frames...
Crouching in DOA "takes time".
How long does it take is shown in the skill info page 3 under the switch frame section, which usually varies between 4F (very slow) to 1F (instantaneous). Based on how little we know about this bogus value, it might as well be decided by magical incantations.
So...
Delaying 7PT on block can abuse the idle/unholdable frame bug and create a 50/50 situation.
OPTION 1: delayed 7PT
You want to land the T on the idle frame that comes right after the enemy blockstun animation. The defender CAN NOT INPUT any throw, hold, side step, charge attack, can't crouch...
Big props to the slowmo addition on hold-resistant strikes!
The mechanic needed some kind of tweak, I've said it in the past and I'm gonna take 100% credit for this patch ᕙ(ò_ó)ᕗ
They had to make the interactions that follow "evasive holds" easier somehow, not for the sake of making the game...
this post didn't age well lmao
kekken lag decreased with a patch and DOA with 6 became the worst LUL https://inputlag.science/engine/results
also
taken from https://inputlag.science/engine:
pretty much shitting on VF/DOA and praising the smarter SF/SC method heh