-Power Blows can't be sidewalked apparently but I guess that shows to prove that sidewalking isn't meant to evade moves, but to be used for ring position. You can avoid them with the sidestep (2_8F+P+K) with the right timing, hit them out of charge, or counter them though.
-When opponent blocks Power Blows, opponent is in HEAVY blockstun to the point where semi-fast moves are guaranteed (was able to land Hayate's 6P and 66P iirc, after forcing opponent to block my Power Blow).
-Feels like the stun system is the DOA4 method (
http://wiki.shoryuken.com/Critical_Stun_(DoA4)).
-Throws didn't seem to do 150% damage when opponent whiffs a counter, like in DOA4. Maybe throws do less damage now, but damage total is too hard to tell without actual numbers.
-Get up kicks still have invincibility frames, I couldn't find a way to crush them with the "limited" moveset. Better to bait a get up kick and punish them I guess.
-Neutral throws (F+P) are 5 frames and can be broken. Command/directional throws are slower but cannot be broken.
So hard to test without an actual training mode.. but w/e, these are just observations anyway. Also, not sure what type of character-specific changes people want, but here's what I got:
Hayate:
-2_8P+K sidestep is super good.. steps about twice (or slightly more) the distance as universal step (2_8F+P+K) and has evasion properties during the duration until hayate comes to a stop. The P followup (2_8P+K, P) now stuns and doesn't knock down like before.
-Lost his 7P6_236F stance. The new version is 6P+K, which is a dash forward that has 2 mixups: P (high punch) and K (mid launcher, his old 4F+K cartwheel kick from DOA4). 6P+K, K launches high on hit, enabling PP6PK juggle on NH. If they block 6P+K, K, BT 2P stuffs out a lot of things if they try to interrupt you, allowing you to continue offense.
-6P+K mixups are scary when opponent is stunned.
-His new 7P6 is 4P+K, which teleports him backwards a bit and strikes forward. Still good to bait/punish get up kicks.
-Charge moves added to his strings as mentioned before (i.e. PP6PP vs PP6[P]P to punish counters).
-DOA: Dimensions Raijin returns to the movelist (DOA4's Raijin when there was a ceiling).
-DOA4's 3F+K, K, P changed in this game, it's only 2 hits now (3F+K, K).. no more shoulder.
-1PP is still an excellent round starter and crushes high attacks, only NCC now.
-6P is still good to start the round with too.
-Hayate's old 4KK (high launcher) is now 4K6K (high/high). 4KK is (high/mid).
-Good moves to stun with: 6P (mid, only stuns on CH), 66P (mid, wallsplats), 8P (tc, mid).
-Launch from stuns: 8P (mid), 4K6K (high)
-I've been using PP6PK after launcher if I can get them high enough. Otherwise PP2KK to try to forced tech into 66P_throw wakeup. Haven't explored much yet in terms of combos.. trying to get used to the game again.
Ayane:
-Seems she can be played just like DOA4 Ayane.. has some new strings, but her style is pretty much the same.
-iBT (8P) is sexy on oki. BT 44 (forward dashing away while BT) evades get up kicks for bait/punish. BT 7P Ayane jumps over opponent to the other side and ends up in BT, allowing you to punish a get up kick with BT 4K (stuns, launches on CH(?)) for more mixups.
-Her jab (P) still puts her BT. Nice to use during stuns to enter BT to mixup opponent. Can change it up with iBT (8P) if they start high countering.
-BT 66K (cannon spike) and BT 66F+P (BT throw, whiffs if opponent is crouching) still exists.. 236K too (cannon drill).
-Again.. the same shenanigans Ayane is known for, still exists. She's a beast and does a ton of damage.
That's all for now, it's late. BTW, does anyone know what the default arcade stick controls are for DOA? Mine have always been custom.. but I should learn the proper way. As of now I use:
[P] [K] [ ]
[F] [ ] [ ]
-ASZ