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