Character development *Future patch discussion*

MajesticBlue

Active Member
I feel that in Doa 5 Ryu has undergone a half thought out transformation. So I was curious what others had to say and how they veiw him a a character. My intention is to identify his character and fortify his strength and weakness. In the process creating a dynamic character with tools that make sense and a solid game plan.

So what really is Ryu now? What were they going for? (Mixed grappler seems about right but if he was where are all of his grappler perks? I haven't tested it but does his air grab ender do that much more then his old 8KK to be considered better or a buff?) Also he lacks stuns and has very limited strings. Not to mention lacking in the mid department. So how can we build on this and try and make suggestions based on his design? I have put this thread off for a while so I figured I might as well just go for it. If we are all gonna make suggestion for the patch (That may or may not be listened to. For all I know they have the patch done as of now and have yet to release it, *cough Waiting for the Vita version cough*) we should at least consider everything.

In my mind based on his tools I see him as a counter hit character. He has all this frame advantage if he can manage to set up a guard break, yet he has nothing scary enough to keep people in check. Depending on how they want to build him they want to build him they can incorporate grappler tools as well. Whatever they choose, they just need to give him a solid gameplan. This can be done mulitple ways but here are some options I see. We don't need crazy buffs or nothing. Just stuff that makes him a functional character.

Grappler: Given his lack of speed they could choose to just give him a few small changes and add a few tools. I think giving him an OH would be really nice. It is one option to make his guard breaks a little scarier. Also I think they should consider giving knock down that would normaly guarantee a ground throw. Now, we don't have a ground throw....that is fine (since we are a hybrid) but giving him the option to force tech at least gives him the chance to keep up pressure.

Move tweaks
6P: This needs to be his main counter hit tool. Depending on the properties determines how you balance it. If you want it to only stun on counter hit it needs to be safe. If you want it to stun on normal hit I still think it could be safe depending on his other options. It would be his main setup option really. (The move was safe and stunned on normal and counter hit in doad. I really don't think it was broken but if the move stuns on normal hit being unsafe isn't that bad.)

3P: This move needs a better hitbox. It is pretty much a special high. Even if it is just a little better....It just feels kinda off. Imo at least.

2K: This lost it's properties on the water. Depending on other options I think that bringing back the old stun (at least in the water) would be good.

Regarding lows. I think Ryu needs a low option that stuns so he can start up. I see a few options, all of them would be overkill so he only needs one really. Every option Ryu has that is low either is borderline unsafe on normal or gives him a very small stun.

4P2P: Stun on normal hit, I think this used to stun like it stuns in the water now.This would be a great option but very powerful combined with 4PK. With this we can make them think twice about our punch strings

1KP: Few options here. They can return it to the way it was in Doa 4 or maybe even make it a nautral combo. If they choose to do nothing at the very least IT SHOULD BE SAFE. It is sooo telegraphed, I see no reason why it shouldn't be safe again. If they make it a nautral combo or Doa 4 style then it could be unsafe on block.

Ongyoin: To be honest I really am not sure about how to fix this. It would be nice if we could just forget about it and leave it for being tricky. Maybe add a fast unsafe mid that gives a stun. Other then making his Ongyoin moves faster or his traps bigger..a fast mid is really all I can see making it useful. A low crush could help maybe.

Izuna holds: His best option shouldn't be to do random advanced holds in hopes of scoring some damage. If they buff him and give him some better tools I see no reason they can't just tone this
down.

Crush system: low crushes don't seem to work very well anymore. ( I think they should work but whatever, not everybody has to agree) If they tweak things here he would be better off. Just something to keep in mind.

So what is his weakness? His string game is lacking still for the most part and other then his new stuns he still is very limited in his options. He also lacks mids and is pretty slow. Pretty crushable as well it feels like.

Final thoughts: I am sure I missed some stuff and might continue to edit this but yeah, it would be nice if every character in the game could be fleshed out and unique/logical. I will say it again he DOES NOT NEED every option or buff. He just needs to to have a legit game plan. TN should just think about what he does and needs to do to win and make sure his conditions follow a logical pattern. Chances are the way I approach balance is overkill. At the very least give him some more options to make people guess.

TLDR
What buffs do you think he needs? If they give him new tools what type of character should he be/become?
 

cip

Member
If a noobs opinion is also appreciated, I'd like to make some comments and suggestions:

I totally agree on your opinion on the 1KP and his lack of lows that open up to anything. This is one of the main weaknesses I see with him, as it makes blocking and waiting for Hayabusa to make an unsafe move or get predictable quite easy. So he would be much more well rounded and scary if he had one low move that stuns on normal. Maybe the 4P2P or a new move out of Ongyoin, I dunno.

The OH issue you mention might be fixed by improving the handstand OH, by making it come out faster or be more evasive.

I am disappointed with the 66K move. It seems to have trouble connecting, so I'd want it to be either tracking or have more priority or something.

I would personally love it, if the 6T throw would connect the opponent with a wall for additional damage. May be op, but Hayabusa is a grappler and has no frontal wall throw except for the 8T. Plus it looks weird when done near a wall.

Overall I really like Hayabusa, except for I find it very hard to change the momentum into my favor because he's so slow. The goal for him should be to be an all around character, with rush down qualities imo.

I'm really interested to read your guys opinions on the super ninja :)
 

SilverForte

Well-Known Member
Well make his strings a bit safer to start. He should also have a dangerous low like you said, 4p2p giving a slight stun on normal hit like dimensions. 6p should be + on normal hit as well. And I really think 6pk should be + on block.

Bring back pp6kp, 6k4 as well. And 66T should be an OH.

Give him his 10i jab back too, no idea why they slowed him down.

236P should track, so should 6kp.

His sitdown stuns should be made better, 4 h+k for example, more guaranteed stuff is always good.

One big thing I would change is make all of his Ong transitions optional, as in 7p4 goes into stance like it used to instead of automatic. Same thing with 4k, 66k, etc. Change it so you can hold 4 to go into stance but you don't have to.

Ryu should have more frame advantage on his moves that transition into stance. As it stands now you dont really have any reason to fear any of his options because you can just low jab him out of it. Ong in itself really needs some better options, speeding up the moves, giving a good low, stuff like that. It would be nice in the Ong parry actually gave advantage, its a big risk for little to no reward.

That's all I can think of for now.
 

cip

Member
The patch is huge!!
My favorites so far:

6T: added wall blow back. (As I requested! Thanks Team Ninja!!)
[NEW MOVE] 46H: added expert mid kick hold. (yijaaa)
Fixed an issue that would not trigger Cliff Danger Zones from Izuna Drop-type moves. (awesome!!)

There's lots of stuff though. Can't wait to try it all tonight next week.
 

Jaguar360

Well-Known Member
The patch is huge!!
My favorites so far:

6T: added wall blow back. (As I requested! Thanks Team Ninja!!)
[NEW MOVE] 46H: added expert mid kick hold. (yijaaa)
Fixed an issue that would not trigger Cliff Danger Zones from Izuna Drop-type moves. (awesome!!)

There's lots of stuff though. Can't wait to try it all tonight next week.
I love Hayabusa in this patch! :8::F+P: as an OH is great! (Even with the damage nerf)
 

Brute

Well-Known Member
Standard Donor
I love Hayabusa in this patch! :8::F+P: as an OH is great! (Even with the damage nerf)
Completely disagree. Lisa's 8T being an OH was one of my biggest complaints with the last version of the game. These jumping grabs should not be OHs. Your best defense is to punch out of them, but now that will often only increase the damage you receive. I wanted buffs for Ryu, not bullshit. This is bullshit. Especially since ongyoin 8T is the same. Now he can turtle back and spam that crap in areas that constrict free-step evades, and use it to punish those trying to intercept his 8P and 8K from ongyoin.

That said, I like almost all the other changes. Only other one I'm iffy on is the 4PK and 3H+K-type moves losing their tracking quality. Now he has very few long-range options that beat out free-stepping.

Things I am pleased about: faster punch, advanced mid kick hold, more liberal 66K input, ability to ongyoin before match start (like Helena), 3PP added tracking, ongyoin P+K damage increase, Izuna danger-zone patching, etc.
 

Kakita

Member
His biggest change IMO are his sitdown stuns. I'm hoping these will redeem him (give good advantage). I love that 3P is now a true mid, not a high mid anymore. 10f jab had better be on the list, 11f was stupid.

What they still failed to fix however and that was my main issue with him, is that he still has no safe mid attack from ongyoin... Fail! You can still just 2p out of his +1 frame trap after ongyoin 6P. And please, ongyoin 6P+K is not a real option. If blocked, it offers a low throw, it's too risky and the damage doesn't even make it worth the risk! They could've also given him some form of advantage after ninpo parry. I mean the guy risks a lot with those! They didn't even change the limbo stun after ongyoin P,P... another fail.

So it seems he might work provided his sitdown stuns are decent... It better be the case because his Ninpo stance from range is still nothing but useless parlor tricks, he might as well fight up close with his advanced parries and his new 10f jab. Why give him a stance in the first place?!

Maybe I should just pickup Genfu, he's what busa should be... or maybe Ayane?
 

MajesticBlue

Active Member
Oh great I jinxed us by asking for a real OH and the give us 8T. The only way that would be good is if they made it like Alpha's DoaD 8T lol.

Chances are you can still float him if you use a well timed crush move. I mean, those moves were never very good so i really don't see what it matters. Also instead of jabbing him out of the air it would be better and almost as fast just to do 33 into your strongest throw depending on the recovery.
 

Kakita

Member
To fix his OH problem they could've made WS 4T faster or make his 66T slower but have OH properties like in DOA4... But yeah 8T and ongyoin T as OHs are a joke...
 

Brute

Well-Known Member
Standard Donor
His biggest change IMO are his sitdown stuns. I'm hoping these will redeem him (give good advantage). I love that 3P is now a true mid, not a high mid anymore. 10f jab had better be on the list, 11f was stupid.
Yeah, 10f P now. :)

What they still failed to fix however and that was my main issue with him, is that he still has no safe mid attack from ongyoin... Fail! You can still just 2p out of his +1 frame trap after ongyoin 6P. And please, ongyoin 6P+K is not a real option. If blocked, it offers a low throw, it's too risky and the damage doesn't even make it worth the risk! They could've also given him some form of advantage after ninpo parry.
I honestly think he should have a low crush from ongyoin, or at least an optional low parry. It's just silly a 2P beats out basically everything from ongyoin. And again, low crush properties are so buggy in this game and various other factors don't really make 6+PK a valid option for that.

To fix his OH problem they could've made WS 4T faster or make his 66T slower but have OH properties like in DOA4... But yeah 8T and ongyoin T as OHs are a joke...
*ongyoin 8T
Ongyoin T as an OH would be... interesting to say the least. it would make ongyoin stance much more viable at close range.
 

MajesticBlue

Active Member
HAYABUSA

[NEW MOVE] P+K4: now transitions into Ongyoin.
Unless this give him around plus 8 chances are it doesn't matter and is just another gimmick.

[NEW MOVE] 46H: added expert mid kick hold.
That is cool.

P: changed startup from 11 to 10F.
Geez that only makes sense.

3P: added strike detection going down.
So we have a safe mid with a real hitbox now? This might be his new best move.

3PP: added sidestep tracking
AND the extension tracks!

66P, 4P6P, PP4P6P: changed to limbo stun on Counter Hit or higher.
Well they are still unsafe on block and give nothing on normal hit If I remember right. So he has to commit hard to use them.

666P: changed damage from 28 to 30.
Eh, it still only seems usefull as a safe high wall splat.

2K: changed to standing status.
This move has been nerfed hardcore. To be honest losing stun on water and ice kinda took away a lot away from it. So it no longer crushes highs either I would guess and losing the handstand mixup sucks. Even though they were mostly important on the water.

6K: changed to uppercut stun on normal hit or higher, and 6KK now hits after.
What is an uppercut stun? Does it have any unholdable frames or anything? Does it make 6KK a NC? Also I am pretty sure 6K is REALLY unsafe.

6KK: changed disadvantage on guard from -13 to -15F.
AND the follow up is super unsafe. If it was a NC though I can kinda see why. This move was a odd launcher, if it allows him to get an airgrab after that would be awesome.

6KP: changed advantage on guard from GB(+13) to GB(+9F), and changed to bounce opponents on Hi Counter hit.
Nerfing the advantage doesn't change much since the move is pretty easy to avoid anyways. The question is what kind of bounce do we get?

66K: lengthened input window to make the move easier to perform
Againt people with fast lows there is still no reason to ever use this move.....who cares if we can do it easier now. Most of the time it isn't in his favor to use this.

KK: changed to guard break and changed disadvantage on guard from -12 to GB(0F).
Pretty sure these are both high. 2 high moves for KD with no juggle (wall splat?) and neutral on block. Our new 10 frame jab could be useful here. A safe move is a safe move though, so at least it is something.

2P+K, 214P+K: changed to allow performing these moves before the start of a match.
Sounds like a cool option. Probably sounds better then it is.

4H+K: changed motion recovery from 28 to 22F, removed wall blow back.
Are they talking about the recovery on wiff? Kinda confused here.

6KK: removed wall blow back.
Does this mean we get a standard wall splat after maybe?

3K: changed hit reactions from crouching Counter hit or higher to sit-down stuns.
If I remember right it is a 14 frame mid kick that is unsafe but can be made safe depending on the range. I mean we do have the follow ups so the move is a little safer. This should stuff everybody trying to crush him I hope. =D. For a mid only one frame slower then his fastest that sit-down stuns, this could be better then the 6P buffs I wanted (becoming his main counter hit tool). At least the follow up is a mid low mixup . Now we just gotta wait and see how shakeable the stun is. *crosses fingers*

9K: changed hit reaction from crouching hit to sit-down stun.
A very high risk move. Once again we gotta wait and see how potent the sit-down is. Could be quite a powerful tool.

6T: added wall blow back.
So we will get electric wall damage and stuff now. I think it is more of an animation fix, since it looked funny.

Ongyoin P, back-turned P+K: added sidestep tracking.
Cool. The only problem is it is a high..

Ongyoin P+K: changed damage from 24 to 27.
Ok.

Ongyoin 8P: changed to bounce on Hi Counter hit.
A bounce high enough to get an air throw?

Sidestep P: changed startup from 30 to 27, changed hit reaction on normal hit or higher to elbow stagger, removed wall blow back
Faster is better. I don't know if that stun is anything special, doesn't sound like it. Very well could be wrong though.

Sidestep K: changed recovery from 28 to 22F, changed hit reaction on normal hit to sit-down stun, removed wall blow-back.
So this is now his 4HK. If they have godly slow escape that means nothing is guaranteed. Then again if used as a sidestep they would have to be on the ball so it *might* be a little more usable. This is actually kinda a nerf unless the sitdown stun is a buff. Since the old SSK gave a free air throw. The move was super duper safe though.

3H+K, 4PK, PP4PK: fixed an issue that made them track sidesteps.
Pretty sure this is holdable on reaction...It is a major nerf though. To be honest though it never really worked all that well on good players anyway. Now they will try and SS our buffed PP strings though...maybe giving us options and a guess in our favor.

8T: changed from throw to OH, changed damage from 60 to 40.
Really doesn't matter. It might be semi useful depending on the hitbox.

Ongyoin 8T: changed from throw to OH, changed damage from 60 to 45.
See above

Fixed an issue that would not trigger Cliff Danger Zones from Izuna Drop-type moves.
So we can Izuna off more stages now or am I readin this wrong :D

Changed the Hot Zone stage so Izuna Drop-type moves do not connect with the helicopter.
Sounds like a good idea.

System changes.
Lower health is good for Ryu I think. It makes his stuff hit harder and mean more. It also could be bad because of how unsafe his now though.

All drop (vertical) kicks cannot be tech rolled. Does this mean 8KK has special properties now?

Removed Counter adjustments after ceiling throws. Even Hi Counter follow up attacks act like normal hits. Sounds like a massive nerf to me. No more guraranteed CB! PB combos..If this means what I think it does anyway. Not sure if they mean hit type, damage, or both.


Just the way I see things. Can't wait to try it all out! Kinda afraid to be optimistic though.
 

SilverForte

Well-Known Member
I am overall pleased with these changes, aside from 3h+k not tracking, bleh. Only time will tell if these changes will actually mean anything though, hopefully his new sit down stun stuff will be good.

It doesnt really seem like Ong got any useful changes either, just seems pointless to really use the stance.
 

Kakita

Member
it is pointless of a stance...

Um as for changes to ceiling, I think what will change is that your opponent won't be in a critical state after it. So you won't be able to get CB right away, but will be able to still get unholdable 33P/3P+K and 236P since no changes to the actual ceiling stun animation were made.
 

Kakita

Member
Yeah, 10f P now. :)


I honestly think he should have a low crush from ongyoin, or at least an optional low parry. It's just silly a 2P beats out basically everything from ongyoin. And again, low crush properties are so buggy in this game and various other factors don't really make 6+PK a valid option for that.


*ongyoin 8T
Ongyoin T as an OH would be... interesting to say the least. it would make ongyoin stance much more viable at close range.

Just make his ongyoin K, the launching knee faster (13f) and safer, like -6 and boom, he now has a viable option using ongyoin 6P on block. Mix that with his ongyoin throw and his ninpo stance is actually viable. Heck screw ongyoin 8T. Give me less shenanigans and more reliable tools dammit! They ruined this character, argh!
 

synce

Well-Known Member
Ongyoin before match start... Great way to get yourself ankle punched :p Seriously though that could be a good buff. i10 jab and 8t being OH are also good, and limbo stuns too. He's looking a little more interesting
 

Brute

Well-Known Member
Standard Donor
The best buff he got for sure was the faster punch. Kinda wish 6P also dropped one frame, though.
 

Kakita

Member
The best buff he got for sure was the faster punch. Kinda wish 6P also dropped one frame, though.

To me his best changes are to his 6K that will now stun like 3P and the added launcher with 6KK. He's no longer all mid punches. His changes to 3K are also interesting, but unless the sit down stuns give him over +20, he won't get guaranteed CB so 6K would end up being the better option. If 3K offers more than +23, then that would be retarded. He could get 3K into guaranteed 214 P into guaranteed CB! Is best stun is 214P but it's so damn slow so he needs to set it up.

10f jab and new hold are cool, but not so hot by themselves.
 

Brute

Well-Known Member
Standard Donor
To me his best changes are to his 6K that will now stun like 3P and the added launcher with 6KK. He's no longer all mid punches. His changes to 3K are also interesting, but unless the sit down stuns give him over +20, he won't get guaranteed CB so 6K would end up being the better option. If 3K offers more than +23, then that would be retarded. He could get 3K into guaranteed 214 P into guaranteed CB! Is best stun is 214P but it's so damn slow so he needs to set it up.

10f jab and new hold are cool, but not so hot by themselves.
As I understood it, 6KK is not going to be changed into a launcher that allows follow-up juggles, it's simply been altered to allow the second kick to connect with the first more easily. Could be mistaken, though.
 
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