TakedaZX
Well-Known Member
So it's been said that, "Ein will play how he always did" by Team-Ninja. So yea... at first I thought this was great but then that thought also had me thinking, well now there isn't going to be any growth is there?
So if you could've seen changes (big changes), what would you have given him to his playstyle?
Personally after playing Jin in Tekken, JL in DOA (as well as Hitomi), and watching Jean from VF, I thought giving him a stance to cancel into would be nice.
It'd be more so a long the lines of something like Jin's crouching demon stance mixed with JL's Dragon Stance. Basically he gets a high option, mid option (two at that), and a low option.
Basically it'd be:
Stance P = High
Stance K = Mid Kick
Stance H+K or 2K = Low
Stance P+K = Mid Punch
The high option would basically be like Eliot's 7P, safe, frame advantage on NH and just a good stun on CH.
The mid punch will be a quick tech crouching launcher that resembles 9P and Zack's 33P/Hayabusa's Catch for the second part of his Ongyoin combo throw, you could even make some comparisons to Hitomi's 33P because he'll be looking down like she does.
The mid kick would be a knee, so basically at the most fluent input it may resemble Zack's 6KK at heart but the animation would be more so Rig's 6pk knee. So if you want to put double knees into the stun game, 6K~stance K. Stun would be deep. Also, If a move had to loop back into itself, or rather the stance itself, this would be that move. Very low launch at max threshold (Maybe 6KK, or 1K6PK follow up)
The low would be a sweep for true crushing, because assuming crushing is still ass in 5U, he'd need this. It'll work like all of his sweeps. Trip on NH I guess? Same on CH. HCH/In stun = KD. This option can probably be done without, but I just think it fits.
Actually the high seems like the move that can be done with out in this situation. I just imagined it as a stopper for those that want to press buttons/interrupt a free cancel mix-up.
The problem though is that there isn't really much place for the stance. 1K could use a low mix-up but doesn't need it. 66P/PP6P/1K6P all have a mid p, mid k, and low mix-up so transitioning there is pointless. 6K works because the only post 6K option is 6KK, which I guarantee you will not track. 3K works as well because while it has the can-cans (9KK/3KKK) as a follow up, you can't do much with those against SS except hope. I'd give it to 66KK, (though the stance high would feel very out of place). 6P would be awkward but could work. P+K could work, also allowing him to use stance uppercut as well right after. I like this idea alot mostly because I think P+K would be better as his CB than 6P+K.
So 6K, 3K, 1K/4PK, 6P (maybe), and P+K as well as 4P+K (I think was his charging GB) which could create wind dash syndrome with the cancelling but more so JL 1P+K style stuff.
Aside from the stance, as you now know, I'd rather see P+K as his CB and 6P+K returned to 14i so it can retain its spot as one of the best moves and whiff punishers in his arsenal. 1KK is something I always mention. At max threshold it should be a launcher that gives 4H+K, 1K6PK as a juggle like it used to. As of right now that doesn't seem like it's the case.
Other than, give me some safety and frame advantage on NH hit and I'll be solid, but frame advantage on NH + Frame Traps on guard is something that probably everyone deserves for catching someone not blocking at all and all or blocking too much.
I'd say more but it took me almost 2 hours to type this from my ps3.
I'm done.
So if you could've seen changes (big changes), what would you have given him to his playstyle?
Personally after playing Jin in Tekken, JL in DOA (as well as Hitomi), and watching Jean from VF, I thought giving him a stance to cancel into would be nice.
It'd be more so a long the lines of something like Jin's crouching demon stance mixed with JL's Dragon Stance. Basically he gets a high option, mid option (two at that), and a low option.
Basically it'd be:
Stance P = High
Stance K = Mid Kick
Stance H+K or 2K = Low
Stance P+K = Mid Punch
The high option would basically be like Eliot's 7P, safe, frame advantage on NH and just a good stun on CH.
The mid punch will be a quick tech crouching launcher that resembles 9P and Zack's 33P/Hayabusa's Catch for the second part of his Ongyoin combo throw, you could even make some comparisons to Hitomi's 33P because he'll be looking down like she does.
The mid kick would be a knee, so basically at the most fluent input it may resemble Zack's 6KK at heart but the animation would be more so Rig's 6pk knee. So if you want to put double knees into the stun game, 6K~stance K. Stun would be deep. Also, If a move had to loop back into itself, or rather the stance itself, this would be that move. Very low launch at max threshold (Maybe 6KK, or 1K6PK follow up)
The low would be a sweep for true crushing, because assuming crushing is still ass in 5U, he'd need this. It'll work like all of his sweeps. Trip on NH I guess? Same on CH. HCH/In stun = KD. This option can probably be done without, but I just think it fits.
Actually the high seems like the move that can be done with out in this situation. I just imagined it as a stopper for those that want to press buttons/interrupt a free cancel mix-up.
The problem though is that there isn't really much place for the stance. 1K could use a low mix-up but doesn't need it. 66P/PP6P/1K6P all have a mid p, mid k, and low mix-up so transitioning there is pointless. 6K works because the only post 6K option is 6KK, which I guarantee you will not track. 3K works as well because while it has the can-cans (9KK/3KKK) as a follow up, you can't do much with those against SS except hope. I'd give it to 66KK, (though the stance high would feel very out of place). 6P would be awkward but could work. P+K could work, also allowing him to use stance uppercut as well right after. I like this idea alot mostly because I think P+K would be better as his CB than 6P+K.
So 6K, 3K, 1K/4PK, 6P (maybe), and P+K as well as 4P+K (I think was his charging GB) which could create wind dash syndrome with the cancelling but more so JL 1P+K style stuff.
Aside from the stance, as you now know, I'd rather see P+K as his CB and 6P+K returned to 14i so it can retain its spot as one of the best moves and whiff punishers in his arsenal. 1KK is something I always mention. At max threshold it should be a launcher that gives 4H+K, 1K6PK as a juggle like it used to. As of right now that doesn't seem like it's the case.
Other than, give me some safety and frame advantage on NH hit and I'll be solid, but frame advantage on NH + Frame Traps on guard is something that probably everyone deserves for catching someone not blocking at all and all or blocking too much.
I'd say more but it took me almost 2 hours to type this from my ps3.
I'm done.
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