Hayato Tips and Tricks by Higher-Jin

I been playing hayato from when I first started… about 3-4 yrs ago…

I usually have tron as an assist to because if hayato has them in a plasma combo or any combo for that matter she can combo in for damage… and you know trons projectile assist is quite strong…

If I have their main and assist in a combo, I summon tron to come out and then I dash foward, s.lp, s.lp, s.hk (1hit) xx Snap out. The snap combos after the hk, you have to cancel quick enuf so the hk doesn’t push you back to far…

and dash c.lk to try to get the assist and keep launching them.

About the question about the LP Plasma combo. I’ve played Hayato for years, even though I haven’t had the chance to for a while. In my experience, the LP Plasma combo is good in two situations. You can buffer an opponents land, or dash-in, into the lag. It has enough range to actually catch a lot of people, and I frequently found it useful when people were attempting to protect or hiding behind an assist, since it passes through the assist, combos on the assist, and breaks super armor.

When people are landing, they’re pretty easy to hit with the LP Plasma because they don’t have moves with enough range that will execute falling fast enough, and the opening to counter on the ground is nonexistant.

The LP Plasma is somewhat good for pressure or if you’re doing a pincer with Tron Bonne or possibly Doom. I used to use it all the time. The biggest risk with the LP combo is ending it on the stab (use the low kick, not the stab, if it’s blocked)… and getting Guard Impacted. If someone knocks you far enough away, you whiff and they punish.

HP is better for countering dash-ins, but if someone’s getting predictable, LP works and combos into everything.

Favorite Plasma Field combo: c.lk, c.mk, s.hp, HP Guren, Field (Sends 'em to the top, wavedash to meed 'em.)

Favorite RZ combo: c.lk, s.mp, s.hk, HP Shiden (1 hit), RZ.

And that will be my small contribution to the topic.

^Oh shit you’re not dead! Glad to see ya Tron Jon READS

:smiley:

::laughs:: No, not dead. Just been retired for a while. Job got in the way of games. Still, though, I do know Hayato pretty well, even though it seems like Jin’s got the throw down better.

I’ve seen that throw reset to make a 100% combo that had Plasma Field, but no Black Hayato. I wish I knew the guy, or I’d write it down.

Oh man I wish I could locate some of your old guides.

They were very knowledgeable - I’ve been searching like crazy lol.

Favorite Air to GC:

j.lk, j.mk, land, c.lk, c.mk, c.hk, engetsu (chips off some good damage)

okay, thanks to higher jin and blackhayato, i’ve been messin around a little more with hayato’s commandgrab. i’ve thought of corner rushdown/pressure, it may be team specific tho, as far as the follow up goes. anyway, since i play mag/psy/hay, this is how it goes.

get em to the corner, i usually catch em with a c.lk, c.mk hitconfirm, then s.hk, RZ, since it brings them damn far. they recover, then hp plasma series(1st 3 hits)mag proj. asst, dash-in, repeat, dash in again, command grab. theroetically it should work, depending on the person ur playing. com wont fall 4 it tho lol. but anyway, after command grab, stall for a bit, jump(not super jump) j.lk, .mk+mag asst, stall, j.hk, assist hits, land, c.hp, magic series ending in hp guren XX plasma field. when i looked solely at the combo damage, with magic series xxplasma replaced w/ lp, lk, mp, hp, hk, it does 80 damage on cable. that’s a little more than half life, with no meter used, not to mention the fact that it can become the blackhayato for one meter if one so chooses. but i would like to know if anyone has any other somewhat safer ways to utilize his command grab? aside from the guard break that is

P.s. i’ve also accidentally landed a dashing fierce from landing after the assist hits. so it may lead to even more comboability. i would appreciate if sum1 could help me confirm this…even tho dashing fierce doesnt show much potential i’d like to be able to utilize all of hayato’s moves

I’ve controlled hayato’s LP plasma series so that it doesn’t lag as much via start-up.

Updating that I’m still working on the execution of the dark hayato combos.

Played around with Hayato. Definitely like the lk->mk->hp->HP Guren->Plasma ball combo best for corners… So much time to get ready for OTG, or set up an assist, etc. Gotta get my mixup goin’ better, tho’.

Haven’t played in sometime, but I’ll get around to mastering all of the D.Hayato combo’s submitted here.

I got like two down so far. :stuck_out_tongue:

Black Hayato isn’t all that important to Hayato’s game, though. It’s definitely a welcome addition to the arsenal, and gets more cool points than any other super in the game, however, its damage isn’t really all that impressive for a third level super. Amazingly, the 100% combo someone random pulled on me with their Hayato involved two resets (one involving Psy), Plasma Field but no Black Hayato. Made me sad.

And jealous. Oh, so jealous. I think his most easy-damage super is Engetsu, even if it’s tricky to get to land right 100% of the time.

lame

The only way I’ve been able to beat Zaza is with Rogue, not Hayato. He makes very quick work of my Hayato… =(

Usually I plasma field before attempting any B.hayato combos. Of course the Engetsu super is a nice addition for chipping and ending combos over the Ratsu-zan so it’s better overall. It has lag, but Ratsu-Zan has more lag - one of the biggest in the game if you miss.

True, Rasetsu Zan has lag, but if it’s comboed into correctly, it doesn’t matter, and it DHCs better than any of his other supers. Anything will combo off of it, while Engetsu requires ranged supers, and risks dropping them (although a DHC will usually make this impossible. I’d be interested in seeing DHC to drones, if that’d work.)

I pretty much have the same knowledge when comes to all of hayato’s supers. The lag can’t be helped and hayato has A LOT of slow start ups, but combo’s (emphasis on the PS) work well when chained together with supers. Normally I wouldn`t B.Hayato in a real battle, just for show off - he doesn’t have the best defense in the world but it’s not as bad as strider’s is.

I might B. Hayato in a real battle, actually. I’d need to go ahead and be doing it as an extension to a corner air combo, though. It’s the only one of his supers that can continue in the corner from an OTG… Engetsu needs space or the wave leaves you waiting to die… Rasetsu Zan lets them block. I need to test on a real opponent (read, wait a week), but I believe you can pre-OTG c.HK xx Black Hayato guaranteed off the Plasma Field combo I’ve already worked on.

You can also snap-out and potentially guard break at that point. I’m interested in seeing if I can reset into Black Hayato for more damage, or reset into anything, honestly. Getting a few good resets worked out, even assist based ones, would do wonders for him. I’m betting Byakko Hou is key, since it goes to everything.

Cool, I’m looking foward to the results. Most people find a way to dodge my B.Hayato combos, I would love to have better execution but I guess I need to brush up on the little things that lead up to that point.

Still gotta see if this can be rolled (if I time the c.HK right, supposedly it can’t, but I gotta test). But my goofy-ass team now has a Black Hayato combo that might be worth being very, very afraid of, worth doing in matches. OF course, it includes Tron, so go figure, right?

In Corner:
(Tron) c.lk, c.mk, s.HP, HP Guren xx Plasma Field… wait, wait, wait, c.HK xx B. Hayato.

1 super level, 1 Black Hayato, 1 assist, 113 points (full) damage on Cable.

Mmmm… Fun times. Lemme get to testin’ this. (By the way, this still leaves you with enough time for another super (50%), and plenty of time to get back over there and maybe guard break / reset, if you have the right assist. But it’s a dash, alright.

Est. 113 damage on Cable? Sweeeet, nothing is annoying than having somebody roll out of an attempted B.Hayato combo. I’ve had my fair shares of miss judging the timing of a plasma field-b.hayato super connection with a standard move.

Well, it works on the same concept as Tron’s unrollable corner throw (throw, c.lk (saw)): c.HK connects before they hit the ground, so it’s not an OTG, but their hit-frames are still the same as if it was an OTG. I guess it’s an as-they’re-landing move.

Anyway, I like the c.HK better in concept than any other OTG into B. Hayato because it’s slower (more frames of opportunity), and has a greater hit-zone vertically and horizontally. It doesn’t work well for the air combo -> LP Guren -> Field, because its windup is too long and the opportunity too small. That’s why this has to involve the grounded HP Guren… you have enough time to switch characters and taunt before they land.