What do you guys think of Hayate being able to use Raijin from kick holds (as advanced holds) to complement Hayabusa's Izuna from punch holds?
I like the idea, but I see more so Nakiryu than the Raijin. It would flow much better overall but for him to get 3 advanced holds for kicks... idk. It'd probably be fine just for 46H.
@Allan Paris
"Hayate has a larger arsenal of keep-out and get-in tools in DOA5 and DOA5u."
He does, but in reality just about all of those were created through taking away moves and recycling animations and they're all pretty much in the new wind dash. That being said, he didn't gain without loss. 236H matches up almost exactly with the new wind dash except it's more so get-in overall.
236H~P ==> 6P+K~P+K
236H~K ==> 6P+K~K
236H~2K ==> 6P+K~P
236H~T ==> 6P+K~T
66P is the same
66K~ is the same
4P is the same (while a NH stun)
236P is the same
236K is the same
214P is the same
2H+K is the same
7P is almost the same. (except now it's mid)
The only remotely [new] get-in is 66P+K and like charges raw. If anything, he lost tools but some were buffed, but even still they're underused and underrated (214K).
So I'll give you he gained tool to work with for 4P+K rivaling even Ayane's 1P+K, but that's simply two gains. Overall he's gotten even more of a buff to his offense with all of the mid punch charges added to the mix. In fact if you think about it, he's somewhat the mid point between DOA3, DOA4, and DOA5 Hayate. He has the frame traps from DOA3 through his guard breaks and such (safety in the case of 33KK and 9KKK which used to be frame advantage on block in 3), he carries the swag and style from DOA4 (mostly) and then he has the new things added from stances and etc. He's a great iteration of Hayate. Somethings just still appear clunky imo.
Yea I may not be a developer on the team but that's my opinion. Like I said don't get it twisted.
Also your PPKK argument is invalid.
- Any launch that allows PPKK allows PPP, 7K which does 3 points more of damage (tested on NH with 66P, 8P)
- Both cause environment damage with the floor so explosions and breaking floors all apply. I thought you knew.
- PPKK can wall splat on PPK so there's potential to lose the juggle if you distance is judged wrong. PPP, 7K is wall friendly on the other hand. Why gamble PPKK?
- PPKK's hitbox is glitchy especially in juggles. It's very prone to whiff for reasons pertaining to open and closed stance but it's never really consistent honestly.
The move is not good. The juggle is not good. It's just a mid point between PP6PK and PPP, 7K that doesn't belong as it is now.
So I know what the answer will be though. "Well then use PPP, 7K and adapt". Trust me, if I'm giving this information out, I'm using the tech.