Hayato Faq V0.7
The only thing I’d like to say here, is that, I’ve been using hayato for over a quarter of a decade now, and I’d like to share some of my knowledge and at the same time learn something new from you people here. I hope…
OH, AND HE AINT STRIDER DAMMIT!!! He’s Way Better.
Rating System ****
**** WHORABLE, GO NUTZ!!
*** Solid, use frequently.
** Useful, but use with caution.
- Asscheeks, bend over and use this, if you want your ass raped!! :rolleyes:
—Normals----
*** S.LP - His best noraml poke, its pretty fast, it has good range, and priority.
** S.HP - Average speed, good range, good damage, just use in combos.
*** C.LP - Same as his S.LP but crouching.
** C.HP - Below average Launcher, it has very good range, but lags and can’t counter jump-ins well.
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J.LP - Only good as aircombos starter, in any other situation USE LK INSTEAD!!
*** J.HP - Range is very good, at the tip of his jump you can still connect with it, land and follow up with HP Plasma Combo series. Its pretty good on Super Jump as a jump-in to.
*** S.LK - Good poke, sets up special strings when used with dash.
*** S.HK - Good range, but the first hit pushes so it’s hard to combo the second hit, but in the corner it’s great. It also has superior range on the first slash with dash.
*** C.LK - His fastest poke, can be used after ending a Plasma Combo with the kick, cuz of it’s speed they won’t be able to counter. (A Corner Friendly Tactic)
** C.HK - Good range for a sweep, can be followed up with shiden afterwards, I use it on armored characters alot. It has lag, so use with caution.
*** J.LK - Good jump-in, also If you catch them in the air you can follow up with J.LK, J.HK, to force them to block or just to get them off your ass! It also can be used as a Ghetto OverHead if you are quick enough.
**** J.HK - His Best Air Attack, its fast and has good range, and priority. (Reason I gave it Four Stars, is cuz in a Super Jump its whoreable to build meter)
The MPs & Ks aren’t important, cuz its obvious they are chained. Just note that the S.MP C.MP lag, so don’t end a string with them.
—Special Normals—
*** F.HP - Good counter attack, it hops over crouching pokes, and it’s comboable. If your opponent likes to dash in with low pokes use this, it can easily fuck up an offense, to bad its not Overhead though…
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Dash+HP - Too risky, with too much lag when blocked. (This move would be better if hayato went behind them while they blocked, cuz if they are open for a hit, why would I use this, when all I get for it is the second hit from behind, which also can be blocked?? Kinda Fucktarded right? But, I know the developers were trying to give hayato, all these flashy and pretty little attacks, and this one is pretty, PRETTY FUCKIN USELESS!!! And I won't even touch the other screwy shit this attack does, please just say no to this one.)
(—Edit— After playing around with it, I changed my mind about this, it can be useful with a good assist. It ranges across the whole screen basically, so you can pressure with this and cover yourself with a good assist Gambit & Sentinel. Because of the sliding after the dash, you can do it when they jump, to get behind them, and cross them up with a assist. But that still doesn’t mean, you won’t eat a THC)
** (In air) D.HK - Nice trick attack, to pull out of no where, it can be used to reach the ground on a SJ faster, also remember that you can call an assist after jumping in with this.
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B.LP - Slow start up, with lag at the end. Nice!! Don't use this, I don't care how pretty it looks, he has FAR BETTER NORMALS THEN THIS!
**** B.HP - Same as S.LP, but it ignores armor and starts a Plasma Combo.(And yeah, Its whoreable)
(—Edit—I recently found out, that his launcher has two properties. His Down.Foward+HP has a little bit more lag, then just normal Down HP.)
—Plasma Combo—
-LP vs HP-
For all the people that start the Plasma combo with LP please don’t, only Plasma Combo you need is B.HP-LP-HP-LK, ending with LK is safe cuz it has no lag, if it is blocked, Oh, and it also hits low. When I connect with LK, I like to continue with Shiden (Note: Jab Shiden is safer but, strong Shiden does more damage) second hit cancel to Engetsu.
**** HP Series
With the HP series, the first HP comes out fast, cuz its the same as normal LP, it also has great range, which enables landing of combos after a Jump-in at max height. You can also land it after a F.HP, and its a good counter move as well. Another thing that makes the HP Series Superior, is that when he connects at the tip of his blade, he can still continue the combo unlike the LP series.
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LP Series
It seems to me, that LP version was meant to be used as a delayed attack, kinda like a pressure tactic, instead of with long combos. It’s really slow, and it has alot of lag so if you miss you will be punished, only good thing that comes out of it is the OverHead finisher, but after the first time they see it, it becomes useless, well unless you have a sweeping assist (Wolverine V-Assist) it is. But, who knows maybe I’m wrong and there is some good delayed Plasma Combo tactics out there…
—Specials----
** Shiden (D,F+P)
It can OTG, a must use after a sweep, and no you don’t have to worry about roll, because they have to roll way before they hit the ground, while Hayato sweeps them off the ground when they are in the laying down animation. So, if they roll you should already be planning something else. For People with fear of letting the second slash connect, when canceling to Engetsu, cuz of the weird way they can roll out of it, this happens when you do the shiden at a certain distance, cuz it pushes them back, its weird but, if you know your combos well, you can avoid this from happening. (Note: Jab shiden has less chance of it happening)
** Guren (DP+P)
I used to only use this in an aircombo and cancel into Plasma Field, but i just found out you can do a normal combo, Guren, then cancel into Plasma Field, which will send them flying in the air, giving you alot of time to get a free Engetsu, or an aircombo, B.Hayato or whatever you want in the corner, you can also wave dash if you are around a full screen or so away from the corner, if need be. With a good assist who knows what you can do…(anybody else know any other good uses for this? Please share if you do.)
** Byakko Hou (B,F,LP+HP)
Only way I know to connect this in a combo like way is to, Dash+LK, Byakko Hou. They have to block the LK or it may whiff. Use this On Block Whores!!
—Supers—
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Rasetsu Zan (D,F,LP+HP)
Very bad super, cuz its very risky, only use this in combos or to DHC, even if you connect, he still is vulnerable in the corner because of its insane lag, and the damn posing.
** Engetsu (D,F,LK+HK)
His best super, great finisher for any combo and offers alot of damage, It also ignores projectiles. Remember that the first hit is a melee hit so it will be canceled with other attacks, and never use this in a corner!!(-edit- It can also be used as an anti-lag on jump-ins, but equires timing)
** Plasma Field (D,B,LK+HK)
At fist, I thought this was useless, until I found out that it can be used to OTC. This is a must use in a corner combo, especially after Shiden!!! Oh and Free lvl 3’s are nice to.
** B.Hayato (LP,HP,B,LK,HK)
Easiest way to land it in a combo is to do LK then do the command, it will come out after the HP. So it will look like this LK,LP,HP when he doing the HP anamation Back, LK, HK real fast. You can also do it by canceling after the first hit of the Shiden. It’s a good lvl 3 although I rarely use it, cuz I do more damage with my other combos.
—Combos—
-Basic-
Hayatos best ground combo without a meter is Dash LK,LK,F+HP,B+HP-LP-HP-LK, Fierce Shiden
DM. 50
Hayatos Best air combo without a meter is LP,LK,LP,LK,HP,HK the way to connect the last HK is to aim above them, the first LP hitting their Neck, chest area.
DM. 50
-Hard-
My first and favorite combo when near corner J.HP,B+HP-LP-HP-LK, Shiden XX Plasma Field, OTG C.LK,C.HP
SJ.LP,LK,LP,HP,HK (Note: You can do Shiden 1st hit XX B.H. on the OTG but, I wouldn’t recommend doing this, unless you
know they won’t roll, which is not likely. DM. 118 )
DM. 72
In Corner J.HP,S.LP,S.LP,S.HK 2nd hit, Shiden XX Plasma Field, OTG C.LK,C.HP,SJ.LP,LK,LP,HP,HK
(Same as above DM. 125 with B.H.)
DM. 82
C.LK,C.LK,C.HK, OTG Fierce Shiden, XX Engetsu
DM. 85
C.LK,C.LK,C.HK, OTG Jab Shiden, Black Hayato
DM. 87
-Advanced-
J.HP,B.HP-LP-HP, Fierce Shiden, XX Engetsu, DHC Sentinel Force, F.HP, Rocket Punch, XX Sentinel Force, S.HP, Rocket Punch
DM. 143=(Death to cable, if they have a longer health bar, continue doing S.HP, RP, XX SF until they die.)
In Corner, J.HP,S.LP,S.LP,S.HK 2nd hit, Shiden XX Plasma Field, OTG Jab Shiden 1st hit XX Black Hayato, dash Fierce Shiden 1st hit XX Black Hayato? (You got to cancel the dash to shiden very quickly on this one. Good luck! And Remember that all the OTG shit can be rolled out of.)
DM. Death
—Tactics—
This is where I’ll put the techniques that are good to know but doesn’t belong with combos.
-Guard break-
J.LK, J.HP (Simple but it works, and there is no timing required)
—Assist----
Good Assist for Hayato that I can think of are Psylocke, Sentinel, Wolverine, and Doom.
**** Psylocke AA
Great choice to compliment hayato, she gives him an unblockable and when she is fighting, she’s got a semi-infinity OTC aircombo with hayato’s shiden assist (Its done with Launch, SJ, Magic Series, Jump, LK, LP, LK, Psyblade, cancel to Butterfly super, call hayato, land, launch, repeat… when you cancel from Psyblade to the Butterfly super make sure you are very close to them and very high almost out of the screen or the last Butterfly won’t hit them when they drop…and of course they can roll out of the OTC Shiden though.)
A Great mixup with Pyslocke is to do a Jumpin mix-up, if they like to continue to block low when you land call pyslocke then J.LK, Its just like its an OverHead. (Note: The angle of J.LK doesn’t hit some pixies though.)
The Unblockable is done by J.LK+Psylocke AA, HP. of course they have to be airborne, Hayato will land first, so you can follow up with anything you want, as they drop.
*** Wolverine (sweep)
He has an easy unblockable mixup on large character (jump+LK, LK, HP) I don’t use Wolvy but this assist is very promising.
**** Sentinel (Drones)
Just too good of a character and it compliments hayato well, it’s Sentinel Force assist is fast and allows alot of control over the fight, causing them to block, and stay in block stun when they block. It can get you an easy Guard Break if they jump to much, and it also clears a path to rush in.
**** Doom AA
Well doom is doom, his AA goes with any melee based character, cuz it forces your opponent to block, it does crazy chip damage, it basically just owns close range combat. In general any Good AA assist will help Hayato alot, cuz he lacks it that department, it also wouldn’t hurt to add a projectile/beam assist to, Doom is both of these…
If you want to just have a solid team, then go with Storm and Sentinel. They both DHC out of Hayatos combos easily and do alot of damage when you do. They can get him out of trouble, with a DHC without fear of retaliation. And they both have the ability to destroy a whole team alone.(Get drones and typhoon assist)
—For Newbies—
–Skip if your aren’t a newbie–
If you want to use hayato you got to be great at blocking cuz he has to move around, jump, dash, air jump, Push-block, etc… alot to confuse people. Keep in mind that, If you can make someone whiff you get an instant hit with his great range with Shiden. Also, note that Hayato has high priority on most of his attacks, because of his sword. You should be trying to hit with the tip of the blade, especially in the case of throwing out the Shiden. You shouldn’t be affaid to string attacks, as long as you aren’t trying to rush down like he was a strider, cuz that doesn’t work. He just doesn’t have the right tools for that, his jump-in mixup ability is limited, cuz he doesn’t have the speed, and he can’t throw out four or more swings per jump. Plus unfortunately, he doesn’t have a double jump or air dash, to make things any easier. But on the ground, his Plasma Combos are deadly when in the hands of a vet. As I stated before, try to focus on B.HP-LP-HP-LK, and vary your mix ups after this. (Example C.LK strings,or B.HP Repeat Plama combo, Shiden & or Engetsu etc…) Also keep in mind that he does a lot more damage on the ground, so try not to focus on long aircombos.
A good practice tip to get semi-good, is to put the damage level on low, timelimit Infinite, and difficultly on max have the other two characters die and try to come back. You will notice the comp play different when it has such a big lead. This of course can’t replace normal human to human training, but if you can’t play anyone good, and have to play the comp alot its pretty good. Although, it doesn’t beat fighting someone that cando tri-jumps, resets, infinites/unblockables with ease, atleast you kinda pressure yourself cause the comp will be cheap ass shit without any assist. Since, hayato can’t run and do any chip damage it will be a challenge. Trust me, by doing this you will notice alot of hayato’s weaknesses very quickly.
-edit added more combos and fixed some stuff.-