Ex Hayate > LP Fukiage xx Neutral j.HP > J-forward.hp/mk (so you get the crossup/fakecrossup on quickstand, but on no quickstand, you stay out of the corner) > s.hp > MK Tsurugi
Crosses up Ryu. I had another that doesn’t put Mak in the corner, but I can’t remember. I ONLY tested it on Ryu, but I’m sure this setup works on Ken, E Ryu, maybe Akuma and maybe some of those chars above. Also, I didn’t spend a lot of time trying to find anything because I was pressed as all hell for time, and figured this will help with some of the popular characters for the time being.
I want to find more setups because this is a situation that annoys me as well. The only problem is that testing takes longer. =(
Another question I’ve been meaning to ask for a while…
I have mixed success with EX Hayate => t.lk coren reset. Sometimes it whiffs, is there a particular trick to it? I kind of just mash and hope for the best.
Rawr, really feeling the nerfs. I had gotten used to the EX.karakusa buff and I’m so upset kara-EX.hayate doesn’t reach full screen. Still have to mess around with TC, having a hard time incorporating it into my game.
Charging hayate seems much better than before, I’ve actually randomly done it in a round with success. It’s a lot faster than people expect. @vryu, I’m definitely going to try that corpse hop hayate setup and work on my backthrow setups.
I wish they had fixed her EX.tsurugi. It’s so useless it as is on the ground, and TKing it is too awkward. I WANT MY GRAB INVINCIBLE OVERHEAD BACK!
regarding vryu’s setup…by 6HK, he means the sweep and not the corpse hop, right?
edit: I’m still trying to understand this setup actually. Tell me if I’m getting this right: While charging, the opponent has to guess on his wakeup, whether to reversal, block, mash jab, jump, or backdash. If opponent uppercuts, they are out of range = big punish. If opponent blocks and makoto releases hayate, she is left at -2 frames. If opponent blocks and makoto HC, we are in range for s.LK kara-kara = big damage. If opponent mash jabs, hayate beats it. If opponent jumps, hayate beats. If opponent backdashes, U1 beats it.
Yeah I know. There are 2 versions of f.HK: the forward sweep and the feint version of it. I wanted clarification on which one, since someone, mistakenly I think, referred to vryus setup as the “corpse hop hayate” setup. Which one is it?
yes, it’s 6HK without holding. By delaying it, it will hit airborne and knockdown frames are much more longer.
Just do FA3 -> backdash -> 6HK, that works.
for the setup:
wakeup shoryuken: for short range reversal (feilong/ryu/etc), even if you do kara hayate-charge, it will whiff if you continue to hold charge. For long range (ken), just cancel your hayate, or dont do kara-hayate (but you will be out of kara-karakusa range)
mash light/jump/focus: releasing hayate will beat those.
backdash: OS u1 on it. But doesnt work against fast backdash (chunli/rose/etc). You can delay a bit the release of hayate to hit backdash with it, but would do vulnerable to mash lights.
@robot makoto:
haha, we should create a new thread for music/chicks/tits of the day xD
ultra2 (no animation) -> dash -> hayate5 doesnt work, even if opponent falls verrrrrrrrryyyyyyyy quickly after it.
very high fukiage supercancel hayate5 => doesnt work
i couldnt use (kara) EX fukiage after hayate4/5 midscreen. Maybe it works on some characters? That would be good for risk/reward, since you can charge hayate to lvl4 after an EX oroshi/backthrow
So, so far, no viable setup for hayate lvl 5 use ?
I’m surprised that capcom gives makoto something useless, it’s not in their habit to do something like that …
Yeah, the only real use of lvl5 hayate charge, is after those long knockdowns, and I’ve used it once or twice for that last bit of chip since it’s super fast, but that’s just super gimmicky.