I have no idea what he is talking about. I have a feeling something is lost in translation.
Here’s something totally worthless and dumb that was probably in regular Super and AE…but it’s late and I am bored:
Roundhouse Kara-feint makes you go backwards by a few pixels. Retreat slowly from your enemies. Of course, Short kara-feint is still awesome as far as distance, but kinda useless.
Does anyone feel that c.MK is not as reliable an AA as it was in AE? Seems to be whiffing/trading a lot on opponents who are jumping in… I think its hitbox got ninja-nerfed. Also, makoto’s focus attack seems to have less range too… is it just me?
In this video
[media=youtube]AZXYXmdgNKk[/media]
at 1:50 Makoto’s Super doesn’t seem to have that amazing invincibility anymore. I hardly ever use Super, but why remove that little handy bit?
And its not like she gets any sort of extra defense from charging it to keep the opponent from just stuffing it with a 3F jab. I would MUCH rather they had given her super armor on level 4-5 hayate, or cut down the charge times by like 20% for level 3-5 instead of buffing the damage a bunch.
You can release after they reversal if they do makoto is pretty far from opponent in this scenario . There are a few chars with no good way out meaning they have to block. I actually think its a plus that they can tell if you cancel it I mean being able to provoke jumps isa really good arigato fukiage.
I can see how it could be a mindgame. If opponent reversals on wakeup, you get full charge hayate into fuki into ex tsurugi. If opponent jumps, you get fuki into fuki into EX tsurugi OR fuki into fuki into backdash into charge hayate to restart mindgame. If opponent is holding downback, then dash in and karakusa.
Same kind of thing can happen after U1. After U1, immediately charge hayate. The opponent recovers at the same moment makoto makes that sound for lvl5. It sets up another guessing game.
Now, it remains to be seen if this will be useful in an actual match… they are most likely not. But I’m just brainstorming here =]
I know you can hit a fully charged hayate on a stunned opponent, but is anyone have trouble comboing from it into a fukiage in the corner? It’s like you recover a few frames slower than EX Hayate, but I know you CAN combo from it cause I’ve done it before on T Hawk at least. Is character specific?
It is possible to mash out of dizzy before lvl5. Although most people probably won’t.
I was trolling my friends in endless with full screen L5 hayates today. The only time I could land a hit was when they made mistakes. Its new speed and range does give it some scare factor making that it possible to land raw hayates against some non fire ball characters (gief for one. but he can still SPD it for free). After making them aware of the range and speed they would try and jump when they think the hayate is going to release so I would try to hit them in the air.
So far the best way I found to use it is to troll them post U1. Just charge and wait to see when your opponent will do. Scares the shit out of players who do not know what to do against it (especially if they are low on life). Its fun. Try it.
I still maintain that lvl3 hayate and higher is practically useless though. Without hit confirming, hayate remains unreliable and risky. I would never release a lvl3 or higher in a tourney.
I really like TC1 into hayate though. It beats backdashes aswell as focus into combo for more damage.
I think that the buff to her forward dash (I’m guessing) lets you option select backdashes with cr.lp x2 os cr.hp that you couldn’t easily before. Like Guy’s backdash.