Saturday, August 17, 2013

Hayate in DOA5U and 6 list

  • DOA5LR Changes
  • Returned Moves
    • 1K Series - Stand alone version with current PP2K options (Including Wind Dash)
    • 4H+K - 25+20 Knockdown
  • Damage Changes
    • PPKK -  Increase from 10, 10, 20, 28 to 10, 10, 28, 30 and increase hitbox so that it works both open and closed stance for juggles.
    • Wind Dash K - Increase from 20+16 to 20+20
  • Launchers, Relaunchers and Juggles
    • 9K
      • Lights
        • NH - Lift Stun
        • Stun to Launch
          • All Purpose - PP6PK
          • Stance Specific - PPKK (Closed)
        • CH/Crouching Hit
          • Wall Friendly (Damage) - PPP, 7K
          • Wall Friendly (Carry) - PPP[P]
          • Non-Wall Friendly - PPKK
        • Max Threshold
          • Wall Friendly (Consistency) - 8P, PP6PK
          • Wall Friendly (Styling) - PPP, 6PK
          • Wall Friendly (Damage) - h3PP, 33KK
          • Non-Wall Friendly(Damage) - 8P, PPKK
          • Non-Wall Friendly(Carry) - 66KKK
      • Mids
        • NH - Lift Stun
        • Stun to Launch
          • All Purpose - PP6PK
        • CH/Crouching Hit
          • Wall Friendly (Carry) - PP2KP/PPPP
          • Wall Friendly (Damage) - PP6PK
          • Non-Wall Friendly - PPKK
        • Max Threshold
          • Wall Friendly (Carry) - 8P, PP6PK
          • Wall Friendly (Damage) - h3PP, 33KK
          • Non-Wall Friendly (Carry) - 66KKK
          • Non-Wall Friendly (Damage) - [N/A]
    • Wind Dash H+K - 
      • NH - BT 7K (If only second kick hits)
      • Stun to Launch
        • PP6PK
        • PPKK (Lights and Mids only)
      • Max Threshold - PPP, 6PK/PPP, 33KK
    • PPP Relaunch - On lights for 4th hit in juggle, increase relaunch to allow a follow up with 7K dependent on height.
      • Ex: CB! 8K, 8P, PPP, 7K
      • Note - If 46H, 8P, PPP, 33KK becomes available, there isn't an issue. The damage is 72 and can be outclassed by 9P, 8P, PP6PK (76) and 9P, h3PP, 33KK (74) regardless or matched by 4K6K, PP6PK.
    • PPK Relaunch - On all weights the relaunch should keep the opponent stuck in the same spot for longer allowing PPKK to be a bit more consistent in juggles where stance related issues cause him to whiff the last kick.
  • Tracking
    • 66KK - Tracking.
    • BT 2K - Needs to track (glitch/mistake)
  • Wind Dash Changes
    • ☆Okizeme - Wind Dash P+K should force up, the mix up there comes based off of the new transition listed in the section below.
    • Wind Dash K - 
      • Change input to Wind Dash H+K
      • Make an unsafe 2 in 1 launcher again at -7. Vanilla launch properties will be used with a slight height increase on max threshold to make PPP, 6PK possible at the wall.

        -7 on block gives consistent punishment for all characters without giving away free jabs and other BT madness.
    • New Move - Wind Dash K
      • Linear kick (Preferably his 1k or BT 4k in animation). (-5 on block). Knocks down on all hits.
      • In the special case of Wind Dash P+K's teleport transition it will be able to cancel the wind dash start up and pop straight into the moves animation while retaining the momentum to create new combos and enders.
    • Transitions
      • PPK/H+K[6P+K] - Stun should be altered to a 360 turn around stun for the kick. This will create a 50/50 between the two launchers though p+k should be slow escapable.
      • Wind Dash P+K[6P+K] - Teleport Transition. Transition should be slow enough to where he doesn't get any stun to launch juggles aside from the new Wind Dash K.
        • Stun to Launch - [6P+K]~K
        • NH - [6P+K]~K
        • CH - [6P+K]~H+K, BT 7K
        • HCH/CB - [6P+K]~H+K, PP6PK/PPKK
  • Guard Stuns (Safety) and Breaks
    • 6P/66P~ - (-10)
    • 8PK - +0 GB
  • Frame Advantage and Stuns
    • NH Frame Advantage
      • 3PP - +1 on NH, at the least.
      • 6P/PP6P - (-10) on NH.
    • Stuns
      • 66P - Increase stun advantage to +18 on highest SE)
  • Honorable Mentions

  • 6K - Change animation to backspin high kick (Ryu 4k, Kasumi 2KK/P4 4K, Ayane 8k). Allow to transition into wind dash to make a hard read and avoid throw punishment.
    • NH - Lift Stun as per usual.
    • Stun to Launch/CH - Wind Dash H+K, BT 7K
    • HCH - Wind Dash H+K, PP6PK
  • 3K - Reintroduction of DOA4 style sit down stuns as slip stuns. The concept would involve the opponent being pushed back and falling on one knee. In this state try can not hold for a few frames, but the unholdable frames will not allow for a guaranteed follow up. In this sense, they simply function as a lift stun. The excessive advantage allows the player to follow up with slow launchers or to gamble and dash in for a lighter one. In Hayates case, 8K would be most reliable for mid kicks, 8p for mid punches (though it would commonly whiff off of specific leading stuns (1K, 3K, 8P would most likely not work unless you're touching the opponent prior to initiation). Highs like 4k6k would work but wouldn't be available until slightly later in the stun to show that they were crouching but now have gained some balance and are reaching a standing position explaining why they can still hold.  This would also explain why the characters cannot hold out of sit downs in comparison. With the traditional sit down, the character is on their butt not allowing them to create an effective defensive stance. In the case of the kneeling sit down, the explanation is that the heavy pressure keeps them struggling to recreate their defensive stance and when they finally can, the stun animation is already over.The other incentive is the increased launch height on the moves. Of course, no doubt 3K is already good but adding a new aspect would be a nice definitive factor, plus he'd take reasonable advantage of it. 

No comments:

Post a Comment