The Official Dead or Alive 5 Tier List with Discussion thread

MajesticBlue

Active Member
You're "pretty sure"? Or have you broken it down side by side and played both of the characters on a serious level? I don't mind if you haven't been to tournaments or an offline spot but if you at least know the frames, damage, and safety (etc.) that you're talking about by heart, then I'll listen completely.
I love how right out the door my cred gets attacked, Real classy..Yes, I have played offline. Yes, I have played in tournaments. Yes, I have broken down both characters. Yes, I play both on a serious level. The reason I don't have specifics is because I can't remember EVERYTHING off the top of my head. I hate to drag anybody into anything but a few people here can vouch that I know both characters.

It's a risk because believe it or not whiffed holds from neutral aren't [that] slow to recover. Here's the thing though, the damage that you get from a NH Izuna Hold is much more than you get from a hi counter 6p which allows Hayate to GUESS again, higher than any throw in Hayate's arsenal that doesn't exceed 10 frames (on hi counter), and Hayate's punishment throw that would take care of the better option than the hold... which would be ... oh what do you ya know, guarding. 72 damage isn't much of a difference, but a difference is a difference and Busa exceeds it.
Why would you punish a hold with anything but a 12 frame? Everytime they are at neutral ryu has to commit to an Izuna hold, jab, block or SS. He has to do one of them to beat Hayate's mid. Throw beats most of them. 6P is his raw speed move. He does have other options. Are you counter hit hunting with 6P?

On the subject of the move itself, 6p will not stun on NH and it will put him at disadvantage (-12) and like I said, it won't grant him a NC follow up from 6pk or 6pp which are both unsafe on block so a simple T or 6T (preferably) will finish the job and make it so that Hayate will have to wonder before checking sidestep with it. It's a beautiful thing actually. Even if you switched out 7k and didn't get it blocked (-30 so free 214p, 33p, combo), it's only 45 damage, and 67 if you're on close hit. The hold itself STILL exceeds that damage.
This sounds wrong already. It sounds like your trying to use him like a rush down monster.

So risk 67 - 72 or chip damage on hit with -12 disadvantage damage on hit vs getting 75 - 112 damage... from one guess and training oneself to finish a izuna hold input? Risk vs Reward.
The move is unseeable.

The reason I stress about those two moves so much is that once Hayate gets pressured to not use those moves, K and 6p come into play or Hayabusa. 12 frame high kick will shut down 6p by itself, because as a high kick, it does more damage naturally. There will be no trade. 6p will be counter blown, and even if that Hayate reaction low holds, KP is another move in the equation, and surprisingly this move has a good stun. (+21, +13 on highest SE which is a 50/50, they high hold or you get a free jab or a deep ass stun).
KP is also really unsafe on block If you fastest SE it he can't really combo into much. Besides I think hayate should be playing the matchup just outside of range anyways. K is like a magic 4 in Tekken. It's not like Hayate can't deal with it. He can crush. Even with the slow mid follow up.

See one thing people fail to understand is the importance of high to mid mix-ups that stun in this game. Someone like Ayane can get away with not having one because she's so damn good in general... but Hayate's high to mid mix-ups do not stun. They simply knock back putting Hayate into a wake up situation or a reset to neutral. Great now we have to start over again because someone wanted to low hold. Not even a jab, 6p will work as good as KP from Hayabusa, or P2P for JL, P6P for brad, etc. This is where Hayate's stun game starts to falter in comparison to Hayabusa's.
They used the same philosophy with Ryu. Every safe move other then 3P knocks down. They are telling us to play the neutral game with the characters. They want you to play around with the ground game and keep knocking them down. Ryu's strings and lows fail too. At least he has a real mid with 3p buffed.

6p or Busa is 13 frames. Basically, if KP won't stop Hayate's options, this will. That leaves Hayate with a jab that's... oh... +2 on CH hit and disadvantage on NH. Great, now what?
You have high holds and crushes and jabs and do either of the moves track? Let's be honest random crushing and maybe even SS will shut this down. I don't know if the move tracks pardon my ignorance.


Untrue again. Hayate DOES win in the speed game... only because of 7k being the ultimate win though they both have their jab to shut down things.

He does not win in the spacing game, at range Busa gets stronger mix-up because not only does he have virtually the same mix-up game as Hayate on mid-ranged moves, but he also can play the long-ranged game better if done correctly. Hayate is not about staying away. He WAS about coming in hard but now other characters can do what he does in a better way.
Most of Ryu's ongyoin stuff is crap. Here we see part of the problem imo again. Hayate is not a rush down monster. Hayate has to stay just out of range, weaving in and out.

As for punishment, Busa can punish more moves and it's a lot less stressful because of his overall grab damage (Busa 6T, 50 damage, Hayate 6T, 42 damage and 236T which is harder to get out on reaction punishment than 6T comes in at 72 points of damage at ALL times).
As long as 236T can be buffered at 8i it doesn't matter how hard it is to do. While I agree it is hard. As long as it is something people can or could do is what matters. Tier lists are about the highest levels of play.

One grab does not level out a situation. A thousand more opportunities to throw makes a WAY bigger difference. I can't tell you how many -7 moves and -5 moves have made the match so much easier. Hell Hayabusa can punish Hayate's newest and best ranged safe move (Wind Dash K) and that throw is guaranteed because why? You guessed it, 4 frame neutral back throw, and the guard stun is so long to recover that you can react CONSISTENTLY to it, the worst part is the risk of wind dash k becomes more than the reward.
I agree with this.

So yea I don't buy that punishment becomes 10x better for Hayate just because his grab that can punish the same things as Hayabusa is 22 points of damage more and harder to input than a simple 6T for 50 damage (+wall damage)
It does because he doesn't even have to punish with it. That throw does as much as a juggle. Ryu has to attack out of disadvantage or block quite a bit. So Hayate has more chances to use that throw on top of the guaranteed ones.

6PK is punishable in general but only by neutral throws. Grapplers get free 6T's all day meaning I can't check sidestep with it on him over and over which becomes a hassle.

On hit it's amazing. 80 damage raw from the full combo on lightweights. As for Ayane she gets neutral on block and tracking off of 3h+k which grants her a free launch and combo as well. Hayate should have safety on P+K but he doesn't, he's at -13
I am aware it is unsafe. Coming frome a SS is pretty great. Sucks that it KDs on high counter

Not necessarily. Hayabusa's sit-down stuns are a bit easier to work with. 214P can be used in stun off of 6k which will guarantee a launcher or it can even be used as a mix-up, not to mention that sitdown stun is a frame trap on block (+2). Hayate's SD stuns are all unsafe on block and knockdown in stun or they require you to guess twice to get to them. BT 4k requires you to get into BT with 4p or 4k and 3PP is a two hit string, meaning you guess twice. 214P only guarantees the follow up in the string as a launcher but requires the opponent to be crouching and at range. If you're crouching at range, then you deserve more than a weak launch like that. Hayabusa's other SD stun that guarantees little to nothing (at least a 3p threshold break launch) is -1 on block.
True. Will 214P work if they SE? Plus the move is seeable if expected

How is that even, not to mention Ryu's stuns are deeper, exceeding +40 sometimes because of the fact that his launchers a slight bit slower, fastest on coming in at 18 frames, or 15 frames if you count the 6kk which requires you to guess twice but it's mid high, not mid mid like 3PP (which guarantees a 33K for Hayate). Hayabusa's possible damage output is higher than Hayate's as well because of his air throw which can just be used as an ender period off of any launch to give at least as much as Hayate's BNB pp6pk.
I agree.

Hayate lacks good stuns as well, like limbo and faint. I'm pretty sure that I heard there was supposed to be a faint stun or Ryu but I haven't seen it so I don't believe it. What I do know is he gets a limbo off o Ongyoin PP into a guaranteed BT cancel 4k, for a free Ongyoin K, 8p, Air Throw.

Hayate wins on launcher speed like I said before. His launch heights are... pretty good actually. If he does land his good sitdown stuns, he'll probably be chunking you for at the least 72 damage, depending on the initial hit. Hayate also has solid enough stuns to get launchers off of of some good moves so he's definitely not defenseless in the stun game and the 2 in 1 launchers off of 4k6k or guessing after 4p (granted you're at the end of the threshold) will give you a 50/50 between 6p+k~p+k and 6p+k~k. It's nice.

On the subject of NH launchers, like Tenryuga said 8p, 33k, 8k. 8p is pretty good but unsafe and even though there's follow ups it involves commitment. 33K is the same deal, commitment and even as a block string I get held out of the air ONLINE. If it can happen online and offline, it's probably not good... and raw 8k? Please. >_>
I meant when you expect Izna holds

On that note, Hayate only has a safe threshold breaking launcher but that move isn't even safe against Hayabusa (wind dash K), and once again, you have to break the threshold to get that launch.

Hayate does have launcher speed over Ryu. 15 frames with 33k. That's a strong suit.

I could go on and on, but I won't.
 
Hayate's 1PP/1PK is not a mix up you can interrupt the mid punch follow up with a jab. His 3F+K is not a mix up either, it lost the its useful string delay from DOA4 now you just block it and low grab which forces Hayate to commit to the sweep.
 

MajesticBlue

Active Member
Yep I Noticed that. Also it is weird. I can't type anymore in my other post. It just lags too crazy. So I can't finish it. Tenryuga covered most of it anyways.
 

TakedaZX

Well-Known Member
'Sup?


Hayate has two 12 frame mids, one of which leads into 6PP with has great lurch and decent stun properties. Ryu has only one 13 frame mid with zero lurch. Don't forget that strings also matter in a charatcer's speed. If Ryu wants to mix things up, he MUST free-cancel. Hayate can using string speed for mix-ups (addressed more in next quote).
Like I said, Hayabusa can clear out all but 7k with his own standing K which comes in a 12i. It'll stop everything except crushes. By doing that it levels down Hayate to only being able to us 14 frame mids, or jabs, which is when Hayabusa goes to work. 6p will cut everything else off and KP will combo on NH but the punch is holdable. 6pp is basically KP but with a mid punch start up. Did I mention 6pk and 6pp both track for Hayabusa so there's no using SS in this case.

As for 6pk itself for both of them look at the guessing game for Ryu

This calls for Hayate to guess more. For Ryu it's:
  1. If he does 6p will he free cancel or not?
  2. If he does should I punish or not?
  3. Should I try and block the follow ups and punish?
  4. Should I try and duck and interrupt him or duck to get the freedom to throw right away?
  5. Should I try and punish 6pk4 or will he stay safe with 6pk?
  6. If he does 6pk, will he attack out of disadvantage or not?
  7. If he attacks out of disadvantage what will he use, should I guess and hold it?
  8. Should I 2p to catch him after Ongyoin?
  9. Should I
While with Hayate it's:
  1. If he does 6p will he free cancel or not
  2. If he does 6pk or 6pp I'll punish that.
  3. If he free cancels and I know it's coming should I punish it or attack him?
Ryu's 6pk puts you mixup situation for Ryu on will he move or will he not move. You can spam 2p's all day but the damage you get from a hi counter advanced low punch hold is once again... higher than what Hayate gets for 2p period. After that's said and done with, Ryu's other options will cover all Hayate's other lows and all his other mids if it's a +1 situation and if it's a +6 situation... well... hahaha...
Hayate's 6pk is damn good in its own way as it will check low hitbox sidesteps in a better/safer way than Busa's 6pp will but I'd rather it actually be safe than just a risky check and once again this is Ryu who has an advantage on blocking Hayate's 6pk. 6PP is all kinds of great on hit, but I never liked the move. The stun is amazing on CH so lets hope its CH[/quote]
The situations you get with Hayate are that low trips leave you at advantage rather than disadvantage. Ryu must end with 6PK, 4PK or his stupid ongyoin or he will be punished. For example, if Ryu's 1PK string could go into a mid punch like Hayate's and initiate a stupid guessing game every single time, it would be a much more effective move.
Um, first of all... 6pk is safe on block. If you got it blocked, that's your fault as the player for incorrect read. It happens, unless you mean 6kp. Yea that one isn't every good, but I see it used still, not often but enough.

33P4 you talk about later but I say it now. We both agree it's good to go into the Ongyoin for safety and advantage. 6P+K/Ong 6P is a different story but like I said, that move is safe on block in general. Tired of 2p's to avoid Ongyoin follow ups? ong 6p (block), 61H Izuna, done. That's just options, you're not completely defenseless.

And you think Ryu is any different? I laid out his options before, and technically 6PK can be punished. He's really relying on that 4PK. PP2K isn't worth junk. As soon as someone sees that worthless toe-poke they know they can beat out most follow-ups and just intercept you.
Technically nothing. This is once again, Hayate vs Ryu. Ryu can not be punished on 6pk, only 6pk4 which you'd probably only use if you expect the opponent to press buttons, period. Hayate can be punished on both accounts of his 6pk follow ups and his 6p is way more unsafe on NH and block.

pp2kp is the change up, if you opponent loves pressing buttons you should use it, then work your spacing how you feel. -12 on block? I feel you bro. We both share moves that are garbage on hit. pp2k is bad for Hayate but he gets that same old pp2kp, or pp2kk mixup. He also has a stance from his but just like with Ryu 2p kills it no matter what the situation. I'd say that Hayate has the better mix-up off of that but, I can't because all of the options are punishable except the guard break. -Shrugs-

The move pp2k is broken (broken, like bad broken, not good) though, sometimes it gives me ong 6p, when I'm pressing 1 still from transitioning into Ongyoin. That's a weird problem I don't like for it so that should be fixed. If I want 1k~Ong 6p, I'll press 6p.
Ong6P4 is good for intimidation, but not much else. Once someone realizes that nothing from ongyoin tracks, they can just circle-strafe at range and 2P up close. Ongyoin mainly works if your opponent is scared. Once they realize it's all smoke and mirrors, it's easy to shut down.
I'll bit, 33P4 is good. But, it's an 18 frame mid. Hayate's still got 12. 12 is faster than 18.


Most Ryu players don't like to be in ongyoin up close.
With 66K you get +6 and your fastest high as 12 frames and your fastest mid being 19, neither of which track.
Which is where Ryu's Teleports come in, allowing you to get in and bait delayed reactions. 88 and 22 will put you close to them but 66 will be behind them, which they'll probably be expecting anyway... a good technique is to ongyoin 6p up from far range and then just change to a teleport.

Those track. Ongyoin 6p, Ongyoin 6p+k, and Ong 6k track free step but not sidestep, so they can hold 8/2/9/3 all they want, one of those will check them and if bad comes to worse Ong PP is there, not the best distance cutter but it tracks on both hits and is safe on block (the second punch). Realize I said it's an option, not the "best" option.

I never said just charge in Ongyoin-a-blasting everytime, it's just another way to pressure.

If 33p4 is used correctly, not only is it a nice stun but it's a safe launcher with follow ups. High kick reset, low kick stun, Ongyoin mix-up factor.

66K should launch on threshold break... just throwing that out there again, post CB it'd be nice to see. Anyway the fastest mid from ongyoin is actually 15 frames (6P+K). In a game of playing at major disadvantage on "every move we make", Hayate and Ryu must utilize everything, the block stun on this move? weak. Recovery? Quick enough. Punishable... hell yes... good pay off? I see it that way. It's the most damaging single hit move from his Ongyoin, anyway if your opponent doesn't respect your shit and goes for a jab or low punch you can shut them down with 6p+k, easy.

Only problem is it's -15 on block BUT it has to be low throw punished. The block stun is very weak. I say this about Hayate's P+K as well. Punishment on it is missed a lot simply because of the block stun being too shallow so by the time you react to press a button, it's missed. If there's a catalyst like a sidestep or 3h+kk(p) to let you know it might be coming you can mentally prepare yourself to punish it but more often than not... that won't always happen if they Hayate is doing his job.

Ryu is a fucking damage power-house. Ong6P on HiC is ridiculous.
Ryu does deal more damage, true, but he has to work harder for it in my experience. He is playing defensively with Izuna holds; there's no doubt about that in my mind.
Does he? 3 guesses to CB. CB best post CB combo gives him an unscaled air throw to finish it off and can usually be topped with the old 236p, pp4p, pp4p6p if you really want that damage that bad.

I see where you're coming from, but I still say it favors Hayate. Ryu really has to be making perfect reads all day, whereas Hayate gets a bit more wiggle-room and freedom in approaches.
Maybe, but from the looks of it it doesn't seem that way. If Hayate had a teleport and his old wind dash still I might agree a bit more... just a bit, not to say his new wind dash is bad, but I think his current wind dash is... misplaced as a primary dash. If you played Tekken and played as Lars I'd be able to explain better.

Parry is stupid. 2P it. Or if telegraphed just go for a HiC throw. Hayate can get good damage off that.
Bullshit. The parry saves lives. Yea go ahead and 2P Ryu when he's at +1 and watch while that headbutt checks you everytime. That's his bail out in most situations since it coves all highs and mids and even if I choose to parry and you 2p, it's a hold. Resets us to neutral, I throw a jab? We trade jabs or I cover 6p and 7k. Standing K covers 6p and gives you advantage to work with for stun game. Everything else is covered by 6p. Ryu has answers to everything lol, that's my point and some of those answers are really good. Couple that with the powerhouse damage output... Christ... speed is not enough.

Gap-closing, Hayate is better. Ryu's 3H+K is fucking stupid with it's 2 frame advantage (esp. mixed with his snail speed). Literally everything Ryu's got can be safely negated by standing there like a tard and blocking (except ong8T but agai, ong->circle strafe to safety). +2 is really not that scary (same for 214P) and all his others leave him at disadvantage or ong at close range (again, a situation we don't want to be in).

Is Hayate similarly limited? No. 214PP and 3H+K have almost identical start-up animations making it very difficult to tell what to do on reaction. Further more, the 3H+K can be free-canceled like madness into throw baits, and has a tracking follow-up. He also has that running aerial kick combo which can be free-canceled to bait a throw on hit.
They're not safe, but let's be honest, neither Ryu or Hayate are safe on block. Hayate makes the opponent guess more than Ryu does.
The only things that is faster for HAYATE is 6p and 7k.

3k for both of them is 14 frames. Their secondary mid kick stun (6K Ryu, and 1K Hay) is 15 frames. Their high punch stun is 14 frames (8p Ryu, 9p Hayate). Raw Tracking mid punch? 15i Ryu, 18i Hayate. This is crucial.

3P's are both 15 frames and Hayabusa has 3 hits on his and it can be delayed more and have deep stuns. Hayate's is mid mid but guarantees a launcher. Still unsafe and it's not even a 50/50 because it doesn't check SS.

Hayabusa has 66p (14i) and 666p (Devils Palm, 16i). Both will check Hayate's 66p at neutral by out damaging and out speeding it and 666p will be safe on block, while 66p will extend the stun if needed. Hayabusa usually measures up to Hayate on speed of moves so don't be so ignorant as to call him a snail without looking to call HAYATE a snail. They aren't much different...

Only launcher speeds are the difference. In exchange Ryu gets better stuns to mess around with, but that doesn't make it even since he's getting more bang for his buck. If Hayate was safer as a striker than Hayate I could see this 5-5 or 6-4 Hayate but at the moment, I see Ryu up top.

If Master played Hayate, I'm sure he would have.
If you know a bunch of Ryus aside from arguably one of, if not the, best DOA player that are winning tournaments, go ahead and let me know.

Again, not trying to be rude or anything, but I stand by my opinion. It's a fairly even match-up. If anyone has a slight advantage, it's Hayate.
I don't speak Japanese so I'll just have to get you the videos with the names, dw they'll be here. I'd love to see a great player behind Hayate at a extremely high level and there have been some but there's just much more powerful characters... like Ryu, Helena, Ayane, that just play the game itself better. I'd love to see Ryu stepped up a few notches. The guy is amazing and fun but I won't fall over and say he's not better in a match up against Hayate.

6-4 Ryu.
 

DR2K

Well-Known Member
Well maybe you should stop trying to hit with snail moves and try grappling then with OHs, since Bass is a grappler...

OHs can be hit out of, easier with faster characters.

And oyeah, one more thing.. Weight. I'll let you do some thinking for yourself.

It's funny how the arguments boil down to the exact same thing again, even when I've already addressed them multiple times. But yeah.. Everyone is always against my arguments. When the game launched, I argued that Helena was not bottom tier. Everyone insisted she was. Look at her now... Now I'm gonna wait for the "this is different".

Most don't agree with you here for a reason. You're wrong.

Helena is good because of technology that was discovered and displayed properly, none of which was a factor when everyone was saying she was terrible.

What character do you think has an advantagous match up vs Christie and why?
 

NightAntilli

Well-Known Member
Most don't agree with you here for a reason. You're wrong.
Just like most disagreed with me regarding Helena being mid and not bottom tier right..?

What character do you think has an advantagous match up vs Christie and why?
Why should I say anything? Everyone is gonna disagree with me anyway, because I'm always wrong. But if you must know, Ayane. No one listens to my reasoning, so I'm not gonna explain.
 

Awesmic

Well-Known Member
Standard Donor
What character do you think has an advantagous match up vs Christie and why?
I concur with Antilli. He's right about Ayane.

Ayane's best crushes (mainly 4p) have initial frames that start low and track the opponent, which limits Christie's use of the Jakeiho stance significantly. So in order for Christie to get in and interrupt her crushes with Jakeiho, she has to read a smart Ayane carefully from the front with the few linear attacks she has. Add to this an Ayane player's ability to space well, and it becomes a problem if Christie is not in the opponent's face often.
 

TakedaZX

Well-Known Member
Didn't mean to offend. It's just I don't know you, and from the way it sounded it didn't seem like you knew exactly because for the most part you were... I guess beating around the bush...

Which is what a lot of people hate in this topic. They say that people "make claims but don't drop the info need". You wouldn't be the first and I may write books when I comment but even I don't go over everything. There's SOOOO much to talk about and it can't be crunched into one post because every subject is a separate aspect that can branch in to multiple situations and when it comes down to it, this is all about possibilities with the players "at their best".

Regardless, we'll talk but for the time being because this was asked:

214P can be linked in stun, and even if you're not on point it's +2 on block as you know. That may not mean much to you but +2 is +2. K will beat everything that doesn't crush. P is safer than that. 6p will beat all mids and lows. 4P will immediately check SS... 1p will create a 50/50 on will you do it or not but will be beaten by 14i stuff from Hayate if Hayate DARES to 3k or 6p out of stun, it's only +2... but +2 is +2.

Just like +1 is +1 with Hayate. P will beat everything that doesn't crush. 6P will check everything. 6PK will check all SS immediately and 2p will just create a reset instead. As for his 14i stuff, it'll check most of Ryu's 13i options. +1 is +1.

As for 214p in stun (with Hayabusa), A simple NH 8p, 214p is guaranteed to land if they don't hold it. Same for 6P+K/Ong 6P, 214p. They're both highs though unfortunately, but on the brightside, landing Ong 6p isn't incredibly hard and it's still safe, and regardless you can get 214P off a delayed hold but yea if you want to set it up just get a raw Ong 6P or 8p. I won't lie, it's powerful as a move though, a lot of the time it'll break the threshold unless your stun game setup is Stun -> jab -> 214P.
 

J.D.E.

Well-Known Member
Standard Donor
People and their comments about "I would say something but I' am afraid of being wrong" or
why should I post when everybody disagrees?" smh. It's called a discussion for a reason. If you're wrong, nobody is jumping down your throat or attacking you. It just means either you are in fact wrong & they know something that you don't. It's how things get figured out the right way. Stop it! Please! Just stop! If you feel that way about a discussion then why bother being in a forum of any kind?

Edit: No offense intended. AND Back on topic
 

MajesticBlue

Active Member
I honestly just don't feel like going back in forth in text. So when you get a chance we can discuss it, don't worry I'm civil. I feel like you are trying to play the character in a way that doesn't suit his strenghts. Will be honest I want to give the match up to Ryu too. I just think that there is more to it then that. The truth is both characters have to guess or read so often it looks to be pretty neutral. Everybody has an answer for everything. Most of Ryu's real mixups put him in just as big a risk as the damage he is going for. Plus his parry and 90 percent of his ongyoin stuff is garbage. Hayate has plent of ways to destroy 66K even. Hell, block that knee for a free 236T.
 

TakedaZX

Well-Known Member
I feel like one man's trash is another mans treasure. When I play as Hayate, getting neutral is the greatest feeling in the world... With Hayabusa it feels like they just hand it out... and that's saying a lot since Hayabusa DOESN'T get that much easy frame advantage on block.

I'm gunna have to ask that you explain the whole... punish 66K with 236T deal... If I don't have a bootleg copy I'm pretty sure that 66K is +6 for Hayabusa...
 

MajesticBlue

Active Member
I meant 66K Ongyoin K. He has 1 crappy low out of the stance. Pretty much everything out of it is unsafe. Fuzzy guard beats everything but 6P+K and delayed throw. If you block something you get a free punish. Pretty sure fuzzy guard kills 66K. Been too long and I never saw anybody do it. Doesn't mean it doesn't work though.
 

TakedaZX

Well-Known Member
I meant 66K Ongyoin K. He has 1 crappy low out of the stance. Pretty much everything out of it is unsafe. Fuzzy guard beats everything but 6P+K and delayed throw. If you block something you get a free punish. Pretty sure fuzzy guard kills 66K. Been too long and I never saw anybody do it. Doesn't mean it doesn't work though.
Nigga's can fuzzy guard if they like, but regardless I'll still play. Like I said, the parry only risk NH unless the opponent grabs. If the opponent wants to grab at -6, ummm I think that person is being a total idiot or feeling themselves a bit too much. That being said you can cancel out, back a neutral, and if the 2p, great you took chip damage, still neutral.

Like I said, Ong 6P+K will check lows/2p's, the parry will check highs and mids, and the grab will catch block for a free good damage throw (with a mind blowing animation), that throw is half of the reason I picked up Hayabusa. If the opponent wants to sit there and press buttons, everything will check them, more specifically Ong P.
 

MajesticBlue

Active Member
I am sorry but there is so much wrong there. Also while 66K mostly sucks why would you want to parry at +6? Another funny thing about the matchup in general is they say Ong P doesn't track but it hits normal SS but not Hayate's command SS. Kinda cool. 66K works like this. You either fuzzy and avoid nearly everything, or you out guess him for roughly the same amount of damage he would have gotten on you. He can't cover all that many options out of it. Even if the parry animation is shorter then 6 frames ( i honestly don't know or think so) what does Ryu gain by being at neutral. Is it his chance to K you to death?

The parry is not good anyways. He takes forever to recover out of it.
 

TakedaZX

Well-Known Member
I am sorry but there is so much wrong there. Also while 66K mostly sucks why would you want to parry at +6? Another funny thing about the matchup in general is they say Ong P doesn't track but it hits normal SS but not Hayate's command SS. Kinda cool. 66K works like this. You either fuzzy and avoid nearly everything, or you out guess him for roughly the same amount of damage he would have gotten on you. He can't cover all that many options out of it. Even if the parry animation is shorter then 6 frames ( i honestly don't know or think so) what does Ryu gain by being at neutral. Is it his chance to K you to death?

The parry is not good anyways. He takes forever to recover out of it.
I'll break 66K down again tomorrow. I'm exhausted.

Ong P does track. It says that on the move data. Hayate's command SS is a high crush for a few frames. Towards the end of the SS it no longer crushes.
 

NightAntilli

Well-Known Member
People and their comments about "I would say something but I' am afraid of being wrong" or
why should I post when everybody disagrees?" smh. It's called a discussion for a reason. If you're wrong, nobody is jumping down your throat or attacking you. It just means either you are in fact wrong & they know something that you don't. It's how things get figured out the right way. Stop it! Please! Just stop! If you feel that way about a discussion then why bother being in a forum of any kind?

Edit: No offense intended. AND Back on topic
Oh don't talk to me about discussions. A discussion is when people present arguments and those arguments are addressed by tackling the reasons provided directly. It's not a discussion when what you say is being ignored or is being shoved away as being unimportant, and the same shit is being repeated over and over without adding anything new to the table. Is that 'things being figured out the right way'?? Even simple straightforward questions are being ignored. Like this one: "Let me ask you something. What is more realistic to land? Kokoro landing a low grab against Christie's JAK, or Bass landing an OH to stop Christie's attacks?". No one answers. And I'm supposed to believe this is a discussion? Please...

The interest here is not figuring things out. Which user here decided to go into training mode due to the discussion and test Kokoro & Bass vs Christie? I bet not a single one. If they know something I don't, they should maybe say so instead of being in scratched disc mode. And what if I know something they don't? Should I just accept the majority's perspective despite them not knowing something? No one even fking acknowledges that JAK is a huge tool against Kokoro. And I'm supposed to think this is a serious discussion? I don't care if I'm wrong. But if I am, I want a good solid reason, not just "everyone thinks so".
There are Kokoro players here who agree with me. I know it for a fact, but, they don't come out, simply because they feel what they say is considered irrelevant anyway.

Want me to go back Ontopic? Ok. Kokoro vs Christie is 9-1 in favor Kokoro ^_^ In fact, Kokoro is 9-1 vs everyone :D Now you can all be f*cking happy.
 
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