m (→Throws) |
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{{PJMoveListHeader}} | {{PJMoveListHeader}} | ||
{{PJMoveListRow | You idiot! | {{lp}} + {{hp}}, Near Opponent | 7 | 60 | - | - | 27 | - | Standing Throw | }} | {{PJMoveListRow | You idiot! | {{lp}} + {{hp}}, Near Opponent | 7 | 60 | - | - | 27 | - | Standing Throw | }} | ||
{{PJMoveListRow | Wake up, already! | {{d}} + {{lp}} + {{hp}}, Near Opponent | 7 | 60 | - | - | 35 | - | | {{PJMoveListRow | Wake up, already! | {{d}} + {{lp}} + {{hp}}, Near Opponent | 7 | 60 | - | - | 35 | - | Crouching Throw | }} | ||
{{PJMoveListRow | German Suplex | {{lp}} + {{hp}}, When Behind Opponent | 8 | 37 | - | - | 42 | - | Back Throw | }} | {{PJMoveListRow | German Suplex | {{lp}} + {{hp}}, When Behind Opponent | 8 | 37 | - | - | 42 | - | Back Throw | }} | ||
{{PJMoveListRow | Full-Pelt Shrike Drop | (Air) {{lp}} + {{hp}}, Near Opponent | 1 | - | - | - | 37 | - | Air Throw | }} | {{PJMoveListRow | Full-Pelt Shrike Drop | (Air) {{lp}} + {{hp}}, Near Opponent | 1 | - | - | - | 37 | - | Air Throw | }} |
Revision as of 18:29, 2 May 2021
Introduction
Hayato's last name is Nekketsu, which literally translates to "hot-blooded". In what is perhaps the most incredible example of nominative determinism ever, he is a fierce, hot-headed PE teacher who values love, friendship and self-improvement above all else. Hayato is a very solid pick in Project Justice, with a simple yet very effective gameplan centered around his long-ranged footsies and the only instance of a low short that confirms into full combos, which makes his poking and mixups that much scarier compared to most other characters.
Normal Moves
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Standing Light Punch


8
24
-3
0
5
All
Standing Strong Punch


15
43
-2
-19
14
All
Crouching Light Punch


8
15
+7
+7
5
Crouching
Crouching Strong Punch


17
36
-
-14
16
Crouching
Standing Light Kick


9
20
+1
+4
4
All
Standing Strong Kick


12
47
-6
-23
11
All
Crouching Light Kick


10
23
+8
-1
4
Crouching
Crouching Strong Kick


19
40
+1
-18
10
Crouching
Jumping Light Punch


11
1
-
-
5
Standing
Jumping Heavy Punch


12
13
-
-
13
Standing
Jumping Light Kick


13
1
-
-
4
Standing
Jumping Heavy Kick


17
1
-
-
14
Standing
Command Normals
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Shinai Hook



16
29
+2
-5
10
All
Indicating Thrust


20
41
-
-17
17
All
Blowback
Schoolyard Killer Kick


18
41
+1
-17
13
All
Shinai Schooling


21
37
+4
-13
16
All
Serious Spinning Heel Drop


27
26
+2
-2
14
Standing
Overhead
Shinai Launcher


19
36
-
-12
14
All
Rival Launcher
Upper Kick


17
44
-
-20
8
All
Mini Launcher
Shinai Hazing
(Air)


17
13
-
-
16
Standing
Blowback
Universals/Generics
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Turn Around Punch

10
16
+2
+8
8
All
Turn Around Kick

9
37
-
-13
7
All
Blowback
Running Shoulder Tackle

12
31
-
-7
13
Standing
Overhead, Blowback
Low Slide Kick

12
28
-
-6
10
Crouching
Blowback
Flying Jump Kick

12
32
-
-8
11
Standing
Overhead, Blowback
Throws
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
You idiot!


7
60
-
-
27
-
Standing Throw
Wake up, already!



7
60
-
-
35
-
Crouching Throw
German Suplex


8
37
-
-
42
-
Back Throw
Full-Pelt Shrike Drop
(Air)
+
, Near Opponent


1
-
-
-
37
-
Air Throw
Special Moves
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Scolding Slash (LP)


21
45
-
-21
26
All
Blowback
Scolding Slash (HP)


21
82
-
-55
33
All
Knockdown
Aerial Scolding Slash (LP)
(Air)


14
13
-
+11
26
All
Blowback
Aerial Scolding Slash (HP)
(Air)


14
13
-
+11
33
All
Blowback
Counter Thrust


46
55
-
-25
31
All
Blowback, super armor from 1-49F
Devastation Kick (LK)


10
13
-
-50
12
All
Cancels into Aerial Scolding Slash
Devastation Kick (HK)


10
13
-
-50
28~38
All
Mash to increase damage
Second Kick


15
76
-
-15
22
All
Blowback
Rolling Smash
(Air)


20
13
-
+11
42
All
Fixed damage, Throw tech possible
Burning Vigor Attacks
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Burning Push Ups



29
59
-
-35
45
All
Fixed damage, Knockdown
Burning Cross Counter



27
46
-
-35
46~101
All
Knockdown, Can be held to increase damage, super armor from 1F to first active frame
Burning Windmill



22
71
-
-50
50
All
Blowback
Burning Stoic



52
73
-
-
-
-
Grants passive super armor for 222F after activation
Team Up Techniques
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Hot-Blooded Spirit Cannon




20
59
-
-35
48
All
Team Up technique, damage type
Cavalry Drop






20
44
-
-20
100
All
Party Up technique
Combos
- cr.LK,LK, st.LP > st.HP > b+HP xx qcf+HP/qcf,qcf+HP
- ...df+HK, j.LP,LP > j.HP xx j.qcf+HP
- df+HP, j.LK,LK > j.HK, j.LP,LP > j.HK, j.LP,LP > j.HK xx j.qcf+HP
Videos
Skip to 3:14
Colors
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