View Full Version : Basic Hayato Combos
Bojack
02-05-2003, 02:42 PM
Okeedokee, here are pretty much all Hayato combos you will EVER need.
c.lk, c.lk, s.Hp, Shiden (one hit) xx Rasetsu Zan
c.lk, c.lk, s.Hp Shiden (one or two hit) xx Engetsu
c.lk, c.lk, s.Hp, Shiden (one hit) xx B Hayato
c.lk, c.lk, c.Hp, lp,lk,lp,lk, lp Guren xx Plasma Field
Plasma String Tag Out Combo (if I remember right)
b+lp,lp,Hp,Hk,lp xx Tag Out
Combos with Command Grab.
Byakko Hou, s.Hk (one hit) Shiden (one hit) xx Engetsu
Byakko Hou, c.lk, c.Hp, lk,lk, lp Guren xx Plasma Field
Byakko Hou, s.Hk (one hit) xx B Hayato
Byakko Hou, Engetsu
---B.j.
KawaiiSonson
02-06-2003, 02:33 AM
Originally posted by Bojack
Okeedokee, here are pretty much all Hayato combos you will EVER need.
c.lk, c.lk, s.Hp, Shiden (one hit) xx Rasetsu Zan
c.lk, c.lk, s.Hp Shiden (one or two hit) xx Engetsu
c.lk, c.lk, s.Hp, Shiden (one hit) xx B Hayato
c.lk, c.lk, c.Hp, lp,lk,lp,lk, lp Guren xx Plasma Field
Plasma String Tag Out Combo (if I remember right)
b+lp,lp,Hp,Hk,lp xx Tag Out
Combos with Command Grab.
Byakko Hou, s.Hk (one hit) Shiden (one hit) xx Engetsu
Byakko Hou, c.lk, c.Hp, lk,lk, lp Guren xx Plasma Field
Byakko Hou, s.Hk (one hit) xx B Hayato
Byakko Hou, Engetsu
---B.j.
I like hayato. o_o;
Hes gonna be one of my mains.
I was playing around with him, and i looked here, and you were here ^_^ Happyness! hehe but anyways, i like some of his strings, and they are easyer for me to do...well some of the easy stuff.
Nice moves! Hopefully i get good at this game sooner or later @______@;;
~KawaiiSonson~
Or ~KC~ ^_~
TheGreaterForce
02-06-2003, 06:10 PM
hayato is the best character in mvc2. PPL shall see.
Bojack
02-06-2003, 06:14 PM
Originally posted by KawaiiSonson
Hes gonna be one of my mains.
Heh, you sound like a Soul Calibur player when you say that ~_^
---B.j.
Musourenka
02-11-2003, 09:42 PM
Heh. You've convinced me to turn on my DC (my MvC2 copy is legit!) and try out a few things.
Originally posted by Bojack
c.lk, c.lk, s.Hp, Shiden (one hit) xx B Hayato
I generally use s.lp, s.lp due to ease and range, but c.lk is far superior in every other aspect. I should start using his c.lk much more often.
c.lk, c.lk, c.Hp, lp,lk,lp,lk, lp Guren xx Plasma Field
Never realised you could cancel into a Plasma Field until I saw someone do it last week.
Plasma String Tag Out Combo (if I remember right)
b+lp,lp,Hp,Hk,lp xx Tag Out
Tested. It does work. By the way, is there a difference between the third hit of this plasma combo (b+lp, lp, hp OR lp, hk, lp), or is it merely a matter of preference?
Combos with Command Grab.
Byakko Hou, s.Hk (one hit) xx B Hayato
Holy crap! I tested that, and it works! Sweet!
A few others:
Easiest move to buffer in the Black Hayato is s.HK (both hits), but you will never get the opportunity to do so.
j.HP, s.HK (two hits), hp.Shiden (one hit) xx Black Hayato works if the opponent is in the corner, though.
Another Plasma Chain combo:
j.HP, b+LP, LP, HP, HK, LP, (dash forward) c.LK, c.HP , lp lk lp lk lp.Guren (two hits) xx Plasma Field.
Timing is a little screwy on that, though. The air hits seem harder to do than the basic c.lk c.lk s.hp -> Air Combo.
And, I guess if you see an opening in your opponent's defense and you are about 3/4th screen distance, you could :
hp.Shiden (one hit) xx Black Hayato.
Though I doubt the opponent will leave such an opening.
Any combos utilizing his f+hp? I heard rumors that it could be linked (not chained/two-in-oned) into all sorts of stuff.
j1lLFaN
02-12-2003, 08:21 PM
how exactly do you do his command throw?
Musourenka
02-12-2003, 09:25 PM
Command throw: Byakko Hou: b, f + 2P.
You have to be quick with the back, forward movement, or you will dash instead.
And in case you or someone else was wondering, the Black Hayato is Hayato's Level 3 super. It is performed with lp, hp, b, lk, hk.
wipeout2049
02-17-2003, 11:05 AM
You're missing some.
1.Hold Back+hp, hp, lp, hp, Jab Shiden.
Add a super if you want. I like this combo due to the effective startup. The hp plasma starter is really fast, has range, and has little lag. You can nail the opponent with just the tip of the hp plasma chain starter and still land an entire combo unlike a jab which will push the opponent out of range. What's more is that if the opponent is lucky enough to block, you can continue the chain while calling in an assist without worry of lag between moves. The reason why I didn't put a hp Shiden in the combo is that I suspect that the opponent recovers BEFORE Hayato does after getting HIT by a hp Shiden. I try not to end combos with a hp Shiden unless I am asking to be AHVBX3.
2.Crouching lp, cr.mp, cr.hk, 2 hit Shiden XX Engetsu
Really nice long range combo. Pause a split second before you OTG with Shiden. Most of Hayato's chains will whiff if you connect with just the tip of the lp with this being an exception. If the opponent rolls, then don't cancel into super. This combo is also useful to start with the sweep, then follow with the rest of the combo. Don't try to do it in corners though unless you want to be AHVBX3.
Musourenka
02-17-2003, 10:07 PM
Originally posted by wipeout2049
1.Hold Back+hp, hp, lp, hp, Jab Shiden.
You can do the HP.Shiden instead, which is what I usually do. Slightly more damage, and slightly more time to cancel into supers. Also, a variant of the chain has the fourth hit as lk (b+hp, hp, lp, lk). It LOOKS like it hits low, so I'm wondering if using the lk-variant would be better.
2.Crouching lp, cr.mp, cr.hk, 2 hit Shiden XX Engetsu
Really nice long range combo. Pause a split second before you OTG with Shiden. Most of Hayato's chains will whiff if you connect with just the tip of the lp with this being an exception. If the opponent rolls, then don't cancel into super. This combo is also useful to start with the sweep, then follow with the rest of the combo. Don't try to do it in corners though unless you want to be AHVBX3.
Several things:
One: the c.hk will miss if you start with the tip of the c.lp
Two: c.lk is generally more effective, despite having less range
Three: This combo is generally not effective because if they time their roll, the Shiden will whiff completely. I used to do a variant of this without the Shiden (i.e. doing the Engetsu after the sweep) until I saw that enemies could easily roll out of it.
I will say this, though: If they DON'T roll, that combo does very nice damage; almost as much as some of his combos into the Black Hayato. Timing seems to be an issue, because a few times, I would get one hit off the Engetsu, and that's it.
wipeout2049
02-18-2003, 12:40 PM
Originally posted by Musourenka
You can do the HP.Shiden instead, which is what I usually do. Slightly more damage, and slightly more time to cancel into supers. Also, a variant of the chain has the fourth hit as lk (b+hp, hp, lp, lk). It LOOKS like it hits low, so I'm wondering if using the lk-variant would be better.
I agree, but a few things first. I usually only continue the plasma chain if it actually hits, or else you might eat a nasty assist. If the Hp plasma chain starter doesn't connect, then I sometimes just repeat it a few times as a poke. Also, the hp Shiden has way more lag at the end than a lp Shiden so the opponent has more time to play some high/low games with me which I don't like (The opponent recovers quickly in midair). I use HP Shiden to combo into super and, on certain pesky characters, LP Shiden or HP Shiden+assist to end the combo. I'm not sure, but I think that the opponent recovers BEFORE Hayato does after a HP Shiden. I dont' want to test it or if it's true, everyone might find out.:confused:
Several things:
One: the c.hk will miss if you start with the tip of the c.lp
Two: c.lk is generally more effective, despite having less range
Three: This combo is generally not effective because if they time their roll, the Shiden will whiff completely. I used to do a variant of this without the Shiden (i.e. doing the Engetsu after the sweep) until I saw that enemies could easily roll out of it.
I will say this, though: If they DON'T roll, that combo does very nice damage; almost as much as some of his combos into the Black Hayato. Timing seems to be an issue, because a few times, I would get one hit off the Engetsu, and that's it.
Sometimes, it's good to maintain a distance to keep the opponent in check instead of dashing in with cr.lk just to get your face stuffed by an AA assist. I agree that cr.lk is better that lp in every aspect except for range. Anyway, at long range, almost everything else will whiff besides this combo. You have to time the OTG so that the first hit of the Shiden hits them right when they are open for an OTG (It takes timing). If you sweep and go straight into Engetsu, it does less damage and they still can roll behind and have enough time to AHVBx3 the living daylights out of Hayato. If you do a Shiden, at least you won't have to waste a super and then have to waste another super to DHC safely.
Musourenka
02-19-2003, 05:32 PM
Originally posted by wipeout2049
I agree, but a few things first. I usually only continue the plasma chain if it actually hits, or else you might eat a nasty assist. If the Hp plasma chain starter doesn't connect, then I sometimes just repeat it a few times as a poke. Also, the hp Shiden has way more lag at the end than a lp Shiden so the opponent has more time to play some high/low games with me which I don't like (The opponent recovers quickly in midair). I use HP Shiden to combo into super and, on certain pesky characters, LP Shiden or HP Shiden+assist to end the combo. I'm not sure, but I think that the opponent recovers BEFORE Hayato does after a HP Shiden. I dont' want to test it or if it's true, everyone might find out.:confused:
But in a combo, isn't HP Shiden better? That was my point, but if on hit they recover quicker than Hayato, that may be a problem, and then I can see why you would use LP Shiden instead.
Sometimes, it's good to maintain a distance to keep the opponent in check instead of dashing in with cr.lk just to get your face stuffed by an AA assist. I agree that cr.lk is better that lp in every aspect except for range. Anyway, at long range, almost everything else will whiff besides this combo. You have to time the OTG so that the first hit of the Shiden hits them right when they are open for an OTG (It takes timing). If you sweep and go straight into Engetsu, it does less damage and they still can roll behind and have enough time to AHVBx3 the living daylights out of Hayato. If you do a Shiden, at least you won't have to waste a super and then have to waste another super to DHC safely.
Thing is, I can't get the combo to work at the c.lp's maximum range (I can do it at about 2/3 the sword's range). Even if you use an LP.Shiden, will quick characters have time to counter you if they roll? That's my concern.
Might as well inform everyone about the crazy properties of c.mp (s.lp/s.lk/c.lp/c.lk, c.lp):
This has TREMENDOUS lag. If you hit with it and end the chain there, you are at a disadvantage. That's right; YOU ARE AT A DISADVANTAGE ON HIT, AND CAN BE COMBOED. However, the strange thing about it is that you can cancel it into a Hard Punch or Hard Kick attack, f+HP, a special move, or a super move. Basically, you can cancel it into nearly anything during the recovery period. I'm wondering if this can be used to feign vulnerability, and then you can attack them (if you are quick) if they try anything.
wipeout2049
02-19-2003, 09:17 PM
Forget what I said. I rarely sweep anyway. Maybe only as a surprise long range attack if I know that it's going to catch the opponent off guard. Bojack's combos are really all you need plus the b+fierce combos. What the heck, use HP Shiden.
Anyway, if you OTG with Shiden but the opponent rolls, you are in a better situation than OTGing with Engetsu cause you went the other way and now you have a huge gap of distance between the opponent and you. The opponent might only be able to make you block a beam or wavedash only to reach you blocking. Cable will be happy though (he always is).
Musourenka
02-19-2003, 10:43 PM
No objection there. I never Engetsu as a ground-attack anyways.
Bojack
02-19-2003, 10:43 PM
Yes, ending a string with c.mp or s.mp is heinous to Hayato's health. Either chain to a s.Hp or Byakko Hou if you want to.
---B.j.
BTW, no combos but the ones I listed are really worth Hayato's while.
There's a pretty neat tactic with Hayato's sword stomp (Down+Roundhouse). It works pretty much like anyone else with a stomp move like Wolvie, IM, etc. People will expect a free combo when they block a stomp b/c of the lag. However, you can cover the lag by calling out Capcom AAA. It helps cover your ass when you're recovering and it may hit your opponent. Try it with just about any assist that benefits Hayato.
You have nice combo options with Hayato/Sent/Capcom. The drones will enable you to rush down w/o as much worry and can open up possibilities.
myleftshoe
02-20-2003, 03:17 PM
Yeah i like Hayato, but could you PLEASE list which moves are what? Like Rasetsu Zan,Engetsu,Guren...and so on.
Oh and BTW my friend told me his inf a loooong time ago, but i don't remember what it is, does anyone know it?
wipeout2049
02-20-2003, 03:33 PM
Shiden=qcf+p
Guren=dp+p
Ransetsu Zan=qcf+pp
Engetsu=qcf+kk
myleftshoe
02-20-2003, 03:59 PM
Thanks that clears that up.
So Does anyone know the infinite?
I think it's like one of the plasma combos but there is a repeated last hit.
wipeout2049
02-20-2003, 05:16 PM
Originally posted by myleftshoe
Thanks that clears that up.
So Does anyone know the infinite?
I think it's like one of the plasma combos but there is a repeated last hit.
I believe that's B+lp, lp, hp, hk, lp, repeat. But I never tried it out or pulled it off. I don't think that you need it to win. The timing must be tricky or something. Nobody told me how to do it but they say that if you wait too long, the opponent can roll out of it.
Bojack
03-04-2003, 11:48 PM
New Hayato Flashy combo (well as flashy as his ass can get)
c.lk, c.lk, s.Hp, Hp Guren xx Engetsu
Ok, this is actually a tricky one, you have to cancel the Guren after the first hit while he STILL ON THE GROUND.
---B.j.
That's all for now.
Clear Sky
03-07-2003, 03:00 PM
Originally posted by Bojack
New Hayato Flashy combo (well as flashy as his ass can get)
c.lk, c.lk, s.Hp, Hp Guren xx Engetsu
Ok, this is actually a tricky one, you have to cancel the Guren after the first hit while he STILL ON THE GROUND.
---B.j.
That's all for now.
It looks awesome. Damage is decent.
Bojack
03-11-2003, 10:41 AM
This just in, new Hayato combo that does sick damage for a single super combo that is this easy to pull off.
j.Hp, dash in, c.lk, c.lk, c.Hp xx Engetsu
If you do it right the Engetsu still tags them. Does 79 points damage on regular characters and sets up nicely for all kinds of DHCes.
---B.j.
complication
03-19-2003, 06:47 PM
this is most stylish combo strings i use dealing with plasma combos
b. lp, lp, lp, hk, lp when they spiral into the air in a electrical aura i either
1. engetsu (by itself, or after the first two hits send a partner out with a projectile super)
2. quickly dash foward and c.lp/c.lk, c.hp, /\, sj.lp, sj.lk, sj.mp, sj.mk, pause, then air throw. but if your not quick enough the opponent could land out of the last hit of the plasma combo and roll out your launcher. it takes off about a good 1/3 of the opponents life.
wassup
03-19-2003, 09:25 PM
i was wondering why no one posted a Plasma Field into OTG Black Hayato combos, but i guess that's because people roll every single time :bluu: but it's still good to know ya? like emm ... in corner -
j.hk, dash-in, s.lk, s.mk, s.hk (both hits) XX Shiden (both hits) XX Plasma Field, OTG with whatever into Black Hayato
besides if you end a combo with Plasma Field, what do you do with the infinite supers??? Hayato's supers don't chip much, and aren't very safe as well, and it's not like the Plasma Field blast does a lot of damage either
Tron Jon
03-26-2003, 12:36 AM
Gotta plug the LP plasma combos... While they aren't as damaging as doing a corresponding normal combo, they have more range, almost no lag off the HK (if you whiff), and Combo into the Shiden or extended air combo easy. If you have the choice, go with a normal... but tagging someone into a super without the risk of a countered Shiden is always nice.
They also work well after an opponent's landing... If you dash in for a LK or LP, you can get stuffed by a high priority jump-in... but the LP catches a lot of people if you time it right.
Also, during the part of the LP plasma that sends them spiralling... you can connect with almost any assist, and extend the combo even further.
And, by the way, that Guren -> Engetsu combo sounds just incredible... I'll have to give it a try. Nice.
Tron Jon
Combo Master
03-27-2003, 01:14 PM
There's a nice Hayato combo at the beginning of the Joo Vol.5 Mvc2 combo vid. He's doing a plasma combo on Ruby Heart and it ends with a basic combo into his Sword Combo super (im not gonna bother to type the name of the super in Japanese, dont have the time to! lol). Well anyway, anyone know how to string plasma combos into regular combos?
complication
03-31-2003, 06:31 PM
read my previous entry in this thread
you can do the b. lp lp lp hk lp into a dash then launcher for an air combo
Tron Jon
04-13-2003, 12:01 AM
Cool looking Hayato combo...
b+(HP,LP,HP,HP), HP Shiden (1 hit), Engetsu (or RZ).
BTW, I've figured out what's best about the Plasma series. They let you counter (you have to anticipate) a move with a potential super combo, switch-in, or air combo at a range where you could normally only land a poke. In addition, if you do the combo right, you can cancel out with absolutely *no* lag, so no chance for punishment.
Other fun things... pulling the switch-up. A person crosses you up when you're hitting with an HP Shiden, but you've connected with their assist... call Engetsu in the direction of their assist. You will, 90% of the time, turn around and hit your opponent, who's dashing in at you to save their assist from pain and torment. The other 10% of the time, you hit the assist, and get pain and torment inflicted on you, and maybe the assist.
Unless they time the hit perfect, and the Engetsu *turns around* an hits them. And then you combo them as they land.
Tron Jon
Tron Jon
04-23-2003, 01:00 AM
I know this works, but I need to learn the ending better...
Hayato's longest combo (so far)...
In the corner:
(Call Tron) jump-in HP, (Tron connects), b+(LP,LP,HP,HK,LP), dash-in, c.lk, c.hp, /\, sj.lp, sj.lk, sj.mp, sj.mk, d+HK, LP Guren (1-2 hits), Plasma Field, land, s.lp, B.Hayato.
HP Guren can combo instead of the LP, but it's easier to whiff, meaning that you give the opponent a lot of time to get ready to kick your behind.
I also feel that I could put Tron in there more, just for pain's sake.
Overall: about 33 hits, and lotsa damage.
Fun times.
T. Jon
best way to combo in the Black Hayato is: C.lk,c.lk,s.HP, qcf+lp (one hit), BH. The trick here is to buffer in the HP during the qcf+lp. I do it like this... s.HP, qcf + lp~hp (the buffer)..finish it hk~lk (LvL.3 super). So easy.
If the notation for the super is worng, sorry...forgot. I haven't played Hy in a long ass time.
sypher
04-28-2003, 03:24 AM
Whick one is better Hayato or Strider Hiryu cause i think this two was both rival in Plasma Sword....?? which one you'l go.....?
vyper
05-19-2003, 05:07 PM
Originally posted by sypher
Whick one is better Hayato or Strider Hiryu cause i think this two was both rival in Plasma Sword....?? which one you'l go.....? i would say that strider is better but hayato is definitely funner to play with
sypher
05-19-2003, 08:56 PM
well your ryt hayato is fun to play! but he's cheap strider is more damaging and very danger to mess with!
vyper
05-21-2003, 02:38 PM
yes he is very dangerous he is definitelly a contender and if it was a excellent hayoto vs. an excellent strider strider owns hayato scrawny ass
sypher
05-22-2003, 06:46 AM
its depends on the player strider has more stamina that hayato plus strider has that pets that can make ur meter more faster and dr.doom has good cover with strider and anti air with CapCom... but hayato has less stamina and no pets around him to get meter work a little faster.... :)
vyper
05-22-2003, 09:07 AM
hayoto is just made to fight with your not supposed to run or build meter with him he's just an ass kickin motherfucker:cool:
CoOkIeMoNsTeR
05-22-2003, 01:13 PM
:lol: :lol: :lol: :lol: :lol: :lol: LOOK ANTHER GAY ASS CHAR U PLAY WITH VYPER U MUST FUCKEN SUCK!!!
P.S. Guile still blows!!
sypher
05-22-2003, 07:51 PM
Originally posted by CoOkIeMoNsTeR
:lol: :lol: :lol: :lol: :lol: :lol: LOOK ANTHER GAY ASS CHAR U PLAY WITH VYPER U MUST FUCKEN SUCK!!!
P.S. Guile still blows!!
guile maybe i can get him using mag. or either strom and cable!... :lol: :)
vyper
05-23-2003, 06:56 PM
Originally posted by sypher
guile maybe i can get him using mag. or either strom and cable!... :lol: :)
dont hate guile kicks ass and some people can kick anybody's ass with guile im not that good cause i cant take mag out but cable gives me no comp and storm i can beat her but it is hard
sypher
05-23-2003, 07:25 PM
yeah your right its hard to get those character's and very dangerous to fight with cause they have flights and air dash combos and triagle jump's you need and anti air and nice fast projectal assists
Dave 0991
06-15-2003, 05:00 PM
I didn't really read any of the combos after the first post, so I'm sorry if this has already been posted...
<In the Corner> [Plasma String] B+LP LP HP HK LP (DON'T hit LP again, that'll screw it up...), c.LP (OTG, I'm almost certain they can roll, though...), c.HP /\ LP LK MP xx LP Shiden (Guren? I can't remember, it's the uppercut one you can actually do in the air...) xx Plasma Field, \/ c.LP (Those damn OTGs... However, if you hit them like... at the exact right time, they can't roll because it'll like be an air hit and crap...) xx Shiden (Or Guren, the rushing one you CAN'T do in the air...) xx Rasetsu Zan, Engetsu, or B. Hayato (Gee, I wonder which one I would pick...)
I've never actually been able to get past the \/ c.LP, but in theory it should work, and crap like that... So if anyone actually pulls this off, then I humbly say... *Homer Simpson voice* "Woo-hoo!!"
sypher
06-22-2003, 04:49 AM
anybody has a video on hayato!
Magnetic Hail
11-01-2003, 10:00 AM
you can roll away if you connect a plasma field in an air combo after the guren ?
And after you have done the previous, does c.lk XX blackhayato combo on everyone ? does it even combo at all ?
Tron Jon
11-02-2003, 12:53 AM
Yep! On the landing, you can roll... though it is possible to start your c.lk, or s.hk at exactly the right moment, so rolling is impossible. You need to hit with one of these, or an assist... I've had absolutely no luck landing the B.Hayato straight. Using an assist is definitely fun... if you didn't do one earlier in the combo.
C.lk, B.Hayato combos on everyone, but you need to be fast about it. It's hard to time so that they don't roll... and there's plenty of time to roll. S.hk, I believe, is easier to prevent rolling with... but you need to start entering the super command before you connect with the first hit, so you have to be sure you've timed it right.
Then again, I'm not really the one to ask... my comboing into the B. Hayato really isn't impressive, or reliable. It's getting better, though.
Tron Jon
Magnetic Hail
11-02-2003, 01:11 PM
Is Hayato's super that resembles magnetic shockwave, does it have the same property of when it comes out, it will keep going no matter what ?
Tron Jon
11-03-2003, 12:32 AM
Hayato's Engetsu (shockwave) has some interesting properties...
The first: It's fast, but the first hit is a melee hit... a downward slash of his sword. After that, the wave comes out. The wave cancels projectiles (HSF), ignores beams, and keeps going to the end of the screen. It does more damage the closer you are to the center of the spikes, I believe... it does not reach extremely high, so it's best to combo it, or call it in response to or during an opponent's projectile super (i.e. HSF, Legion, etc.)
If you whiff, Hayato's end pose lasts long enough to be AHVB'd. Don't toss it out.
It can be DHC'd out of after the first hit of the wave, and continues travelling until its last normal hit, making it good for DHCs.
Finally, the (almost useless) glitch. If Hayato whiffs the Engetsu while the opponent is crossing him up, so long as the wave has already started travelling, it will turn around when he gets hit. Most of the time, it hits the opponent, or prevents the combo. But it's dumb as hell to whiff the Engetsu, so you won't see it much.
---
Engetsu does good damage when successfully comboed. It suffers a lot from Damage reduction, but makes up for it by being a good DHC. 50% on a good combo.
The Best Engetsu Combos seem to happen off the first hit of the shiden (plenty of time). It combos after the second hit as well, but certain notable characters *cough* Sentinel, Dr. Doom *cough* fall out of it, which is more than inconvenient when they roll behind you halfway through. Does more damage off the second hit, but it's guaranteed not to get you killed off the first. Your choice.
Rasetsu Zan, Hayato's other super, is also a good DHC, and seems to suffer less from Damage reduction. But that may just be me. It's more difficult to combo, though, because it has horrific startup time. I'm just beginning to appreciate it's ability to catch assists, and combo into beams, however.
Tron Jon
ThE CRoW
11-28-2003, 07:02 AM
Originally posted by Magnetic Hail
Is Hayato's super that resembles magnetic shockwave, does it have the same property of when it comes out, it will keep going no matter what ?
i believe so
Combo Master
12-15-2003, 04:22 PM
Originally posted by Musourenka
Command throw: Byakko Hou: b, f + 2P.
You have to be quick with the back, forward movement, or you will dash instead.
And in case you or someone else was wondering, the Black Hayato is Hayato's Level 3 super. It is performed with lp, hp, b, lk, hk.
You really only need 2, if you connect with the Plasma Field and the screen goes to super combo mode (color blue with meteors in the background), the B.Hayato is only 1 level:evil: !!
gadzap
12-31-2003, 10:50 AM
Hi everyone I'm relatively new to MVC2 and Hayato's in my team. Like using him cos his melee attacks have huge range and Plasma Combos are unique to him...
It is possible for your opponent not to roll out in this Plasma Combo if you do a s.LK instead of c.LK (which is an OTG). The s.LK hits the opponent in mid-air and so you can connect to the launcher...
Hold Back, LP, LP, HP, HK, LP, recover from lag and dash in with s.LK (timing required), c.HP, sj.Aerial Rave
I always like to end aerial raves with Plasma Field (QCB+2K). Any hyper combos within the time given are FREE :) ! So if s.HK (2 hits) ever connects, you can take your time while the 2 hits are executed to do LP,HP,Back,LK,HK for B.Hayato which is FREE instead of 3 levels. I find the QCF+P (1 hit) into B.Hayato not exactly that reliable cos it may be difficult to tell whether you should connect into BH within that short time of 1 hit. In case the opponent blocks BH, you're a goner. So in my opinion s.HK's 2 hits give you enough time to contemplate.
Hope this may be useful cos I'm a newbie...
The Bucket Of Truth
09-19-2004, 12:06 PM
does hayato have any overheads he can follow up with? i was thinking lower tiers could be playabel but most need some cross up to be able to fight the high tiers. without a decent overhead most of the lower tiers can never land a hit =\
ShoryuSwordsman
01-28-2006, 04:52 PM
I didn't really read any of the combos after the first post, so I'm sorry if this has already been posted...
<In the Corner> [Plasma String] B+LP LP HP HK LP (DON'T hit LP again, that'll screw it up...), c.LP (OTG, I'm almost certain they can roll, though...), c.HP /\ LP LK MP xx LP Shiden (Guren? I can't remember, it's the uppercut one you can actually do in the air...) xx Plasma Field, \/ c.LP (Those damn OTGs... However, if you hit them like... at the exact right time, they can't roll because it'll like be an air hit and crap...) xx Shiden (Or Guren, the rushing one you CAN'T do in the air...) xx Rasetsu Zan, Engetsu, or B. Hayato (Gee, I wonder which one I would pick...)
I've never actually been able to get past the \/ c.LP, but in theory it should work, and crap like that... So if anyone actually pulls this off, then I humbly say... *Homer Simpson voice* "Woo-hoo!!"
damn, haven't been on here in awhile...anway, change it up just a lil bit, and u can make the full thing connect:
In corner b+lp,lp,hp,hk,lp, c.hp (havent done it in a while, but should connect from corner, if not, then use psylocke AAA after plasma combo, then c.hp, 100% guaranteed hit w/out OTG) /\ sj.lp,sj.lk,sj.mp,sj.mk, fierce guren (1 or 2 hits, one recommended) xx plasma field (watch position, other wise, u will cross em up during the plasma field, and knock 'em across to the end of the screen and out of the corner) land, wait, then OTG c.lk c.hp /\ sj.lp,sj.lk,sj.mp,sj.mk,sj.hp,sj.hk (if u time it, rolling is impossible. u should be able to black hayato after the c.lk, but u gotta be real fast about it.
Is Hayato's super that resembles magnetic shockwave, does it have the same property of when it comes out, it will keep going no matter what ?
yes
ShoryuSwordsman
01-28-2006, 05:24 PM
I know this works, but I need to learn the ending better...
Hayato's longest combo (so far)...
In the corner:
(Call Tron) jump-in HP, (Tron connects), b+(LP,LP,HP,HK,LP), dash-in, c.lk, c.hp, /\, sj.lp, sj.lk, sj.mp, sj.mk, d+HK, LP Guren (1-2 hits), Plasma Field, land, s.lp, B.Hayato.
HP Guren can combo instead of the LP, but it's easier to whiff, meaning that you give the opponent a lot of time to get ready to kick your behind.
I also feel that I could put Tron in there more, just for pain's sake.
Overall: about 33 hits, and lotsa damage.
Fun times.
T. Jon
good shit, good shit...but i got a longer one,variation of the video...in or near corner: jump-in hk,dash-in,lk,lk,f+hp,b+hp,lp,hp,hp,fierce shiden xx plasma field, OTG weak shiden xx black hayato (buffered) dashing hp, cable proj. assist, lk,lk,f+hp,b+hp,lp,hp,weak shiden xx black hayato (buffered)
if i remember correctly it's 56 hits, damage=Death.
i probably already posted this somewhere on the threads, sorry if i did tho, Tron Jon's is probably more reliable due to the fact that in mine you can roll out before you even hit the first b.hayato. also gotta make sure you're in the corner before the plasma field, otherwise it won't hit. works on most characters, save a few, but works on all except Servbot when you're in the corner. one mor thing: timing between the dashing hp and cable assist is crucial...i still have trouble with it...but then again...i'm only using a controller...i wanna get a joystick, otherwise i probably can't get better....but anyway, enough about my life story
Ephidel
03-16-2008, 05:24 PM
Yeah bumping forgotten thread :D
Actually I wonder if anybody still plays him. I know some peeps last year came outta nowhere to revive discussion, for what it's worth I still can't byko grab well in a real match and have trouble following up some plamsa strings (not all of them). I run psylocke now for OTG support and usual drones for rush in. I'll work at him a bit more again and see if I can pull off some of these old advance chains. :p
mr. newbie
04-14-2008, 12:32 AM
^i started playing with him. i'm probably wasting my time. i'm thinking cyke, hayato, sent.
can i have some vids?
Ephidel
04-14-2008, 12:49 AM
Wish I had some. There were some good vids of him a while back people posted up but I can't seem to find them anymore.
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