That's not a fact, it's an opinion, which is the opposite of a fact.
"Her holds are better than her strikes," is an opinion. If you look at your play stats, you'll probably find that you've pressed strike buttons a lot more than hold buttons, even maining Marie Rose. You're not comparing her...
When you say "[character] is a ___ character" it inevitably compares them to the rest of the roster. A la carte, every character is a strike, throw, and hold character. Where those distinctions carry meaning is when they are juxtaposed with others, highlighting their relative focus. Bass is a...
Yeah but Pai had other advantages, like fast and scary poke pressure. Marie's just kinda shit.
I mean, you can win with her. You just have to work harder than any other character for no reason at all.
Marie doesn't really do any respectable damage in any of her combos, regardless of using the fatal rush strings, though. Her wall bounce damage is alright, but otherwise you're working your ass off for basically nothing.
You can't even remove headpieces from default masked costumes.
DOA5 legitimately had better customization options, and they didn't even need a superfluous mode to get it done.
If you want to financially justify yourself through extended DLC, you're going to need a playerbase to buy that DLC as you continue to release it. This shitshow of a release with core, missing features and a neverending sea of delays and broken promises is killing that playerbase.
You can already glitch into them on PC, so they're already functional. Optimized? No. But the game isn't optimized either and they had no problems dropping that prematurely.
The first hit of 5KK is fast (i12) and provides a surprisingly deep stun on CH, and the second hit tracks and is -4. Probably more MU-dependent tool, however, as I'd tend to think it would get more value against characters with weaker crushes (such as Rig).
But to be fair, this is all from my...
From what I can tell, 4P is his strongest poke tool as an i15 tracking mid with a variety of follow-ups. 4P2P gives +6 with it's CH trip (-4 on NH), 4P6P offers a stun on CH that can combo into P, 3P or 6K. 6PK (without the transition) is also safe at -6. While 6PP is unsafe, both 6PK and 6PP...
I'm not saying this to be a contrarian, but I legit despise that track, and switched to using all character themes primarily to avoid it and it alone.
Swapping back and forth between the different set pieces and hearing it restart over and over every match was driving me insane.
Least favorite...
...I really think Hayabusa is only going to work with a reactive/defensive playstyle, because he simply can't aggressively open people up if they are patient and astute. That or just lag like a mother-fucker and spam teleports and heabutts. That's what most Ryu players are doing in DOA6.
Outside of lag, Hayabusa's pressure options are terrible. He's relatively slow, extremely unsafe and has very little string variety/delays to keep people on their toes. Remember that seasoned players will hold 6KP on reaction every single time, and with both 214P and 4H+K having their viability...
I don't play Ryu in DOA6, so take my comments with a grain of salt, but you're pressing a lot of buttons when you shouldn't be. Remember that 6PK4 is unsafe at -9, 4H+K is now -13 and 214P is -7. You followed a KND with dash into 4H+K which is unsafe, slow, non-tracking and has no crush...
Sadly, most games are victims of shot-callers being second-rate businessmen instead of first-rate artists. Which isn't statistically surprising given the human population at large being populated primarily by superficial morons and acquiescent puppets, but is still frustrating.
But sometimes the...