Characters Nyotengu changes/gameplay discussion

synce

Well-Known Member
The pushback on blocked wind is delicious. Love the angel costume too

EDIT: I just noticed someone's already input much of her frame data on the wiki here. Good job although just skimming it I can see some minor mistakes and missing transliterations, like P should be Kumade Zuki, PPP should be Bashosen, etc.

Also her stances are Karasu Tobi (9PPP) and Hiten no Mai (P+K). The names are already awesome so TN probably won't translate any of these but I would translate as Jumping Crow and Fluttering Nymph, although you can also translate it as Nymph's Dance it's not much of a dance.. Anyway I'm going to try filling in the wiki when I get a chance
 
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synce

Well-Known Member
I just noticed. Her PB is 1P+K. Tengu's 1P+K in Dimensions was him flying across the screen. Does she have a full-screen PB?!

Looking at her frame data basically confirms this for me... Her fully charged PB is -20 on guard which is just plain stupid unless it has some special properties, like ridonkulous range.

And speaking of frame data I did some side by side comparisons with DOA4 Tengu

(First set of numbers is DOA4 execution and guard frames, second set is DOA5)

Buffed
PP: 15F,22F (-6) → 14F,17F (-6)
7PP: 38F,43F (-43) → 38F,43F (-16) [it's only technically a buff lol]
6P+K: 27F (-10) → 27F (+5)

Nerfed
8K: 18F (-8) → 18F (-13)
P+K: 13F (-8) → 11F (-12)
H+K: 17F (-12) → 19F (-12)
2T: 4F (68dmg) → 5F (65dmg)

Unchanged
K
7K
4P? (unsure about DOA4 GB)
6K? (unsure about DOA4 GB)

There are some other minor buffs and nerfs but I was surprised to see it's not 100% buffs for tengu. Anyway I think she'll be much stronger in this game regardless
 

Gultigargar

Well-Known Member
7PP: 38F,43F (-43) → 38F,43F (-16) [it's only technically a buff lol]
Actually, if the pushback on guard is the same as in DOA2, then it's actually unpunishable (by throws). It left the opponent too far away to connect with a throw-punish.

I guess if you had a fast enough strike with enough range you could punish with that, but it beats eating a throw.
 

Koompbala

Well-Known Member

-20 for her PB reminds me of Zacks 3P+K being super punishable in 4. cheesebusa could punish with 6KK. You did not want to get hit by that in 4. It was stupid you could SE guard stun in 4. I never knew if a GB gave me advantage, or not in that game. I really don't understand the nerfs as if increasing her disadvantage on P+K, and 8K are even necessary. I guess it's a good thing no one punishes in this game. I don't understand the nerf in speed to her H+K though. I wonder if she got a crumple or something that would make that launch guaranteed if it was 17i still.

Actually, if the pushback on guard is the same as in DOA2, then it's actually unpunishable (by throws). It left the opponent too far away to connect with a throw-punish.

I guess if you had a fast enough strike with enough range you could punish with that, but it beats eating a throw.

if it's any thing like Christie's 7K and her hurtbox stays out there like hers then it will still be punishable. I hope it does push back though.
 

Koompbala

Well-Known Member
P+K: 13F (-8) → 11F (-12)

It's 2f faster, though.

I didn't catch that although if I remember correctly it's only a frame faster. It was 12i not 13i, it would beat Hayates 12i 6P at the beginning of the match. I still think that's a lot of disadvantage for making a move 1 frame faster. But again no one punishes so I'm not to worried about it. Besides now she'll be able to beat out 11i jabbers at the start of the match.
 

Forlorn Penguin

Well-Known Member
Premium Donor
Yeah. Bankotsubo's P+K was 12 frames in DOA4 and DOAD, not 13, so it's only one frame faster now. I feel like I'd prefer the extra 4 frames of safety from the old version over 1 less frame of start up, but we'll see how it goes, I guess.
 

synce

Well-Known Member
P+K: 13F (-8) → 11F (-12)

It's 2f faster, though.

The problem is that the move was mainly used for poking... an unsafe poke is pretty much useless, especially when it can be punished with throws AND most jabs :/

Also it's good to hear that 7PP may have pushback on guard now. I never played DOAD or saw much Tengu footage so I don't know much about that
 

Forlorn Penguin

Well-Known Member
Premium Donor
The problem is that the move was mainly used for poking... an unsafe poke is pretty much useless, especially when it can be punished with throws AND most jabs :/

Exactly. That's why I think I'll like Bankotsubo's P+K better.

Also it's good to hear that 7PP may have pushback on guard now. I never played DOAD or saw much Tengu footage so I don't know much about that

Where was this mentioned? I don't recall seeing her land this move on block in any of the videos posted here, unless I'm just forgetting.
 

UncleKitchener

Well-Known Member
Standard Donor
Honestly, I would've been really happy if Bass had an 11i P+K instead. It would've solved half of his speed issues especially after a GB.

Oh wait, that would've made him kinda broke since he would've always been able to get a free P+K after pickup. Wait, that's SICK!
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Oh wait, that would've made him kinda broke since he would've always been able to get a free P+K after pickup. Wait, that's SICK!

P+K wouldn't reach, but would against a wall.

Anyways, complaining about disadvantage of P+K is kind of 'eh'. Take it from an experienced Bass player, no one punishes a guarded P+K.
 

Koompbala

Well-Known Member
P+K wouldn't reach, but would against a wall.

Anyways, complaining about disadvantage of P+K is kind of 'eh'. Take it from an experienced Bass player, no one punishes a guarded P+K.
My thoughts exactly I at first was like -12 for Femgu. That sucks but then I remembered no one punishes so everything is okay.
 

synce

Well-Known Member
IDK about Bass's P+K but if it was -12 I wouldn't touch that thing. Throw punishing may not work online but you will definitely get jabbed
 
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