...Hm. I'll give you Eliot, probably Lisa too, people just need to get better at fighting her I think.Believe it or not bottom 10 or 5 is still low mid tier in this Game IMO. I don't think there are more than 3 low tier characters and Ein definitely isn't one of them. IMO Ein is better than Lisa, Tina, Eliot and Brad Wong. I definitely agree Ein is within the bottom 10 or 5 but just good enough to break out of low tier.
Because she has serious issues in neutral, has a pretty mediocre mix up, and relies on hold punishment to really tie her game together. (Or just random throw stuff, which can be done by anyone and almost as well) Most people come around to her approaching her with that mindset and leave her thinking that she's just not all that great. Mind you, I don't think she's worse than Ein (who, au contraire to Ten, I think is worse than every character he listed), but seems more fitting to be down there than Lisa (who *is* straight up underrated) or Brad (who, for all his faults, is still a very good character and better than everyone else mentioned)Why is it so trendy to underestimate Tina these days? She may very well be the single most underrated and under-utilized character in the game right now.
She has legit string mix-ups that go between mids and +on NH lows. She has an i12 high-crushing mid (not to mention an i11 mid K when BT). She has OHs (including crouching) out the wa-zoo. She has "grappler-speed" throws. She has some nice safety when used properly. She has numerous string-delays. She has admirable crushes. She also doesn't get stuck in the "pure" neutral game all the time due to her oki pressure options.Because she has serious issues in neutral.
Just your friendly neighborhood cynic with a public service announcement:
Everyone is S Tier, because "S" stands for "Silly" and every character in this game is really silly.
except one
Hayabusa is one of the silliest, lolExcept for Hayabusa right...right?
Wouldn't want to Izuna drop your ass
For a Super Ninja he's not expressing himself very well in 5U. when HAYATE is better than you, canonically the worst Ninja out of the group you know something's wrong lol.Hayabusa is one of the silliest, lol
The "worst canonical ninja" award is a toss-up between Hayate and Momiji, tbhFor a Super Ninja he's not expressing himself very well in 5U. when HAYATE is better than you, canonically the worst Ninja out of the group you know something's wrong lol.
Honestly, I find most of that stuff pretty telegraphed. Especially H3P, which is made problematic by the existence of both 33P and 3P. The OHs are fine, the throw punishment is good, the safety is alright. But she gets outpoked badly and rushed pretty hard for the most part, and her mix up... it's not bad per se, but lower half of the cast. I also don't see her crushing a ton of key reads that freak people out too badly aside from that nifty little 4K.She has legit string mix-ups that go between mids and +on NH lows. She has an i12 high-crushing mid (not to mention an i11 mid K when BT). She has OHs (including crouching) out the wa-zoo. She has "grappler-speed" throws. She has some nice safety when used properly. She has numerous string-delays. She has admirable crushes. She also doesn't get stuck in the "pure" neutral game all the time due to her oki pressure options.
Honestly, I'd kill for her neutral game.
Well some people are still really telegraphed but also don't have any of that other stuff (Honestly, I find most of that stuff pretty telegraphed. Especially H3P, which is made problematic by the existence of both 33P and 3P. The OHs are fine, the throw punishment is good, the safety is alright. But she gets outpoked badly and rushed pretty hard for the most part, and her mix up... it's not bad per se, but lower half of the cast. I also don't see her crushing a ton of key reads that freak people out too badly aside from that nifty little 4K.
I dunno, I don't think of Busa as being that telegraphed. If we're talking characters who are telegraphed but who don't have any of that other stuff, I think of Leon. Who is, well, not as good as she is.Well some people are still really telegraphed but also don't have any of that other stuff (save throw speed). And if you do mess up she punishes you harder than average. I'm not saying she's a godly character or anything, but aside from the "telegraphed" issue (and she still not as telegraphed as others), she's not running into any obstacles that I feel warrant her being considered low tier.
Anything useful is. For example, 214P/WR4KP, 6KP, 1KchargeP, 2H+K/1PK, 3K2K, 33K, 4P+K, 66K, ongyoinPPP/BTP+KPP and his ongyoin teleport moves. Those are his only only options to beat a standing guard (ie: attain neutral or plus frames) aside from tick throws, and all of them are very slow and very telegraphed and don't have mix-ups to keep you guessing. Most can also be simply jab intercepted.I dunno, I don't think of Busa as being that telegraphed.
Anything useful is. For example, 214P/WR4KP, 6KP, 1KchargeP, 2H+K/1PK, 3K2K, 33K, 4P+K, 66K, ongyoinPPP/BTP+KPP and his ongyoin teleport moves. Those are his only only options to beat a standing guard (ie: attain neutral or plus frames) aside from tick throws, and all of them are very slow and very telegraphed and don't have mix-ups to keep you guessing. Most can also be simply jab intercepted.
214P is really slow and can be jab intercepted, held or sidestepped on reaction. Furthermore, even landing it only gives him +2, meaning basically everyone can still jab after it and still beat his fastest mid. Coming out of WR4K it's even more telegraphed, and the only mix-up can be beaten in the same ways. You really only can trip someone up with the new hop cancel. But a smart player will know that neither the P or K follow-up is that scary if simply guarded, and a standing guard gives plenty of time to punish him for using the hop cancel.
6KP you should already be familiar with. It's silliness.
PP1KchargeP I've tried to integrate into my game a lot, and usually not with much success. People always poke out of it (or occasionally just hold it). It's obviously easily reactable. I have more success using it without the charge, which y'know, back to standing block. 1KchargeP can be used to circumvent hold timing on the mid P, but rarely ever does it land on gaurd, so you're kinda counting on the 1K to connect on CH.
3K2K technically has the 3KK mixup coming out of it, but the 3K2K variant is so slow that it can easily be reacted to. Sometimes you catch people with it simply because they're not used to seeing it, but if we're talking high-level play here, it's not taking him far.
33K is one of the dumbest moves in the whole game. I shouldn't have to describe how silly and telegraphed this is.
4P+K can be used every now and again as a surprise mix-up. He can be struck out of it fairly easily as it doesn't have the insane hitbox properties of, say, LF's 1P+K, but used sparingly it can get you some advantage.
66K is not super-telegraphed, but it is fairly slow and you do get hit out of it fairly regularly. Not to mention that the advantage it gives you on block is basically worthless considering the mandatory ongyoin transition and how limited your following options are.
2H+K/1PK is really your only one that can't be easily poked out of. But, 1PK is easily, easily reactable especially condescending it's lack of mix-ups. Hayate and Momiji, for example, have the 1PP follow-up for a mid that keeps you attentive. If Ryu moves at all after 1P, you know it's that kick that's coming.
ongyoin PPP/BTP+KPP better than most, but lack of mix-ups and frequent use make it easy to see coming.
The teleport moves are obviously telegraphed in that even if you can't react to the individual variants, all are beaten in the same manner so if you see him swirling his arms, you know you can beat whatever's coming with a free-step.
His not-super-telegraphed options are the stuff that's beaten with a standing guard. So you can try that stuff all day and not get anywhere. If you want to try to apply pressure, you must commit to something telegraphed and hope that your mind games are been sufficient in making the opponent intimidated and off-their game in terms of reaction times.
That or tick throws, which everyone has access to. Tina's tick throws are better than Ryu's, btw (actually all of her throw power is).
I'm not referring to how they function in stun. Ryu has an amazing stun game once he gets it started, and quite honestly, there are very few characters I feel who can even hold a candle to his stun capacity. AFAIK he is the only character who can transition between 3 different lift stuns all on different hit levels.I think that a lot of those moves are more potent in stun than anything Tina has;
Could you re-phrase that by any chance. I'm sorta lost.And in neutral, there are enough "telegraphed" options like 66K to make none of them telegraphed enough to be that painful.
What exactly are you afraid of that Hayabusa can do to you in neutral (excluding HiC izuna holds)?Generally, I'm more afraid of what he's going to do to me than that.
Yeah, that was kinda me covering all bases. Neutral, then.I'm not referring to how they function in stun.
Alone, a move like WRK4K, 66K, etc. would be telegraphed. But I feel he's got a *lot* of moves that are like that, enough that even when, say, Hayabusa is crouching at R1F, I'm not *exactly* sure what he's going to do. (With Tina, it's H3P or maybe throw at most). He doesn't have a ton of overwhelming tools, but in neutral he's got enough of them that are convincing that they're stronger than Tina. I haven't felt when I'm fighting Hayabusa that I'm fighting, so to speak, someone and their stupid, because he has enough tools that reasonable variation will get him a few decent methods of attack without going towards insanity. (Though he might have a legit issue with at whole 12 frame 2P issue?)Could you re-phrase that by any chance. I'm sorta lost.
Up close, he and Tina are probably in similar positions, but I'm probably less afraid of him because he's scarier in stun than she is. He's missing that low crush, which is unique to her, but that's about it. From not immediate range, far more, because she doesn't have buttons that don't make her blatant for days where he's coming in at various ranges with a ton of different tools throughout every space up to me, to the point where his run up and grab is far more potent than most character's on reactability.What exactly are you afraid of that Hayabusa can do to you in neutral (excluding HiC izuna holds)?