Some fun stuff, there might be fun bits for actual netplay though I have to make some testing against actual people. It's been over a year since I played DOA so I think I'll play it sometime this week I hope!
Pros:
- EWGF being + in general is a plus (no pun), because of how the move is designed it just looks weird all around at default negative. Can genuinely open people up with that change as the character is far too slow that requires opponent mistakes just to get the ball rolling. Great stuff here
@Rev_an
- The 4P+K inclusion has whiff punishment usage and it's plus. I tried some scenarios against specific characters in their movekits and it's pretty damn strong for when timed specifically kek. The fully charged one is dope but it's definitely heavily readable and far too situational that retains similar issues to the raw fireball. Uncharged is the go to for obvious reasons. Neat though.
- PPPP into up close fast fireball range seems random and it's plus, but sure I guess.
- 236K being plus is actually kinda wild lol. Covers a lot of distance and it's literally a strong get in move now for dispelling heavy keepouts.
Cons:
- 214P. Alright no joke here, one of the best changes to that character on official retail was the removal of that move. Even leaves you backturned and unsafe on block. Any combos potential and setups that leaves you backturned on launch was also pretty poor (aside from that K launcher which is still on the weaker side of things).
- 214K. Previous in DOA5LR, it was a launch on hit/bounce on NH and a moderate launch within a stun threshold. At official retail in DOA6, it became a knockdown where it's usage is labeled for plus reasons only. Due to the rest of the moves in the beta public fan mod being more effectively viable than 214K now, it's pretty much overshadowed for how slow it is and it's eventual less consistent use since you have other methods to remain plus now with less risk.
- 3H. I'm actually rather curious about this one for having this reversal. It didn't seem needed since he technically had trouble opening people up usually, I don't think it's a massive con so I could see it for potential defensive reasons as a get off me tool since the distance on active for how far the opponent is from you is huge (is that by any chance the break hold but turned into a default reversal?).
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I haven't tested PK and PP6PK, but I'd imagine the jank final hit on open space launch is now useful that isn't for wall splat usage anymore.
Hayate:
Nahhhhh lol. I'll be real, Hayate's Raijin isn't really the hardest thing in existence, so to see this much damage from that throw alone is wild.
I'll admit that for a move like that with a bit of a sequence, I do think it should do a bit more damage, but nothing like that. Minimum at the very least could be equivalent to Alpha's B.U.R.S.T where it's 150 on HiC, and that bit from Alpha is easy as shit to do for how much damage it did. Anything higher than that is wild.