Alright I’ve been messing with hayato alot lately so I’ll make a small thread with a few tips and tricks on who I consider to be a pretty underrated character.
Tip # 1:
Know when to use the command throw and how to do the command throw.
First execution wise the command throw is tricky, and if you fuck up you’ll do a plasma sword super with a pretty laggy recovery at the end. Here’s my break down on the throw:
Execution:
B, F + PP. Sounds simple right? Except if you’re sloppy you’ll get FUCKED UP. My advice is to think of the command as almost a back, up, foward + PP. Really all you want is the control not to get a down input when you do the throw. This method probably works better for people using controls and not joy sticks. Remember to only graze (if that) the up, you don’t actually want to input a up command, you just want to stay the hell away from down.
Landing the Throw:
It’s pretty hard. Three things are going against you: 1) The throw is close range 2) Hayato is a poking character, so it’s odd for him to be at such close range.
3) The throw has some start up.
It’s still pretty useful, especially as a surprise move. However, getting in throwing range can be tricky. Here are my favorites:
a) Dash in standing lk, throw
b) Fake jump in HP or HK, throw
c) After assist, dash in throw
d) After flying screen, throw (BEWARE OF ASSISTS!)
e) Dash jump over opponent, Sword Dive (D+HK) miss and throw. (use assist for coverage)
f) In corner, HP Throw, (wait till they land) command throw
Most of the other ones are pretty assist dependant, and involve throwing them right before the assist hits.
Comboes After Throw
A) Go straight into qcf+KK super
B) Dash, d.hk (juggle otg), qcf+HP (one hit) xxx qcf+KK super (recommended)
C) Walk foward, c. HP (launch) into magic series ending with HP --> HK
D) Same as C. but end with LP or HP uppercut xxx qcb+KK super
E) (Corner Only) walk foward, c. HP (launch) into j. lk, j. mp, j. mk, HP uppercut
xxx qcb+kk super (HP uppercut hits them up higher and lets you juggle them upon landing) when they land do c. hk (juggle) into B. Hayato (lp, hp, back, lk, hk)
Those are the main comboes and I’ll talk about execution tricks for doing the b. hayato during a hard combo next.
Tip # 2: This isn’t really neccesary, but some people want to be flashy and for that I suggest learning how to do B. Hayato in comboes. It can be hard for some people, I personally was having quite a bit of trouble with it, but you really don’t even need to be exceedingly fast to pull it off. However, B. Hayato comboes are tricky enough that I would not rely on them and would limit my use of them as much as possible.
First combo:
b+hp, lp, hp, lk xxx light double slash (one hit) xxx b. hayato
This one is kinda tricky, but there’s a easier way to do it other than frantically pressing buttons. There’s a reason why we’re using the light double slash and that’s because we are going to use the lp from that input to finish the b. hayato button sequence (lp, hp, back, lk, hk). However, the trick here is to use the negative edge of the lp and not the lp itself to do it.
[Quick definition for those who don’t know what negative edge is:
Negative Edge - In capcom games when you press a button it counts as a input. However, when you hold down and then let go of a button it counts as another input.
For those of you new to the concept try this in training mode:
Pick Ryu, hold down lp, do qcf then let go of the lp. A hadouken should come out as if you pressed it.]
Anyways, the way the combo will go is like this:
<plasma string> lp double slash (hold down the lp) a half second after you input the command you let go of the lp button and input the rest of the command ( hp, back, lk, hk. )
It should come out more reliably then.
Second combo:
(Corner Only) walk foward, c. HP (launch) into j. lk, j. mp, j. mk, HP uppercut
xxx qcb+kk super. When they land do c. hk (juggle) into B. Hayato
This is mainly about the sweep into b. hayato part, which is also useful if you’re in infinite super mode and happen to land a command throw. Basically the trick is to input the b. hayato command immediately after pressing hk. With most moves, you can usually see some kind of hit confirmation or at least the start up of a move. Not in this case. Maybe I’m just slow, but the only way I can do it is if I assume the c. roundhouse will hit and start inputing the b. hayato command before the c. hk even starts up.
If you can land it after a qcb+kk air combo though, you can easily net damage of about 125 pts. on someone with 100% stamina.
Tip # 3: General gameplay.
As with any low tier you need patience and good blocking skills. Use your long reach and moderately strong air normals to your advantage. Know your character in and out and play to his strenghts. A good chain is: b. hp (plasma chain), lp, hp, lk. If you don’t hit and want to be completely safe you can just stop right there or even after a lp double slash in most cases, if you do hit you can do a lp double slash into a qcf+kk super for around 73 damage.
Another good bnb is max range c. lp, c. mp, lp double slash. If it’s blocked no big deal, but if you hit you can cancel the first hit of the slash into the qcf+pp super at max range.
That’s all I got for now, good luck!