(→Combos) |
m (fix motion tags) |
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Line 29: | Line 29: | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Shiden | {{MoveListRow | Shiden | ||
| qcf + p | | {{qcf}} + p | ||
| | | | ||
| | | | ||
}} | }} | ||
{{MoveListRow | Guren | {{MoveListRow | Guren | ||
| dp + p | | {{dp}} + p | ||
| | | | ||
| airok | | airok | ||
}} | }} | ||
{{MoveListRow | Shirotora Hou | {{MoveListRow | Shirotora Hou | ||
| b , f , lp + hp | | {{b}} , {{f}} , {{lp}} + hp | ||
| | | | ||
| unblockable | | unblockable | ||
Line 72: | Line 72: | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Rasetsu Zan | {{MoveListRow | Rasetsu Zan | ||
| qcf + lp + hp | | {{qcf}} + {{lp}} + hp | ||
| | | | ||
| | | | ||
}} | }} | ||
{{MoveListRow | Engetsu | {{MoveListRow | Engetsu | ||
| qcf + lk + hk | | {{qcf}} + {{lk}} + hk | ||
| | | | ||
| | | | ||
}} | }} | ||
{{MoveListRow | Plasma Field | {{MoveListRow | Plasma Field | ||
| qcb + lk + hk | | {{qcb}} + {{lk}} + hk | ||
| | | | ||
| airok If it hits, gives you infinite meter while it lasts. | | {{airok}} If it hits, gives you infinite meter while it lasts. | ||
}} | }} | ||
{{MoveListRow | Black Hayato | {{MoveListRow | Black Hayato | ||
| lp , hp , b , lk , hk | | {{lp}} , {{hp}} , {{b}} , {{lk}} , hk | ||
| | | | ||
| Three levels. Blockable. | | Three levels. Blockable. |
Revision as of 00:30, 9 December 2020


Introduction
Hayato's First appearance was made in Star Gladiator (PSX) and later on in Plasma Sword (DC).
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Shown Below...............
Normal Moves
Command normals
Dokuryuu: dash, hp (x2)
Sword Pierce (aironly): d + hk
Dash and Slash: dash + hp (x2)
Special Moves





Plasma Combos - Remember to hold back while doing these combos:
1.HP, HP
2.LP, LP, LP, LP
3.LP, LP, HP, HK, HP
4.HP, LP, HP, HP, HP
5.HP, LP, HP, LK, HP
6.HP, LP, LP, HP, HP
7.LP, LP, HP, HK, LP, LP
8.LP, LP, LP, HK, LP, LP
9.HP, LP, LP, LP, HK, LP, LP
10.HP, LP, LP, HP, HK, LP, LP
Super Moves











Plasma Field while super-jumping puts you back in a normal jump state: you can call assists.
Assist Moves
The Basics
Always play a mid/close range game. Try to get the enemy cornered and knock him out. Use his combos and moves well (since they have lots of lag).
Combos
-d.s.LP > s.LP > s.HP XX qcf + HP
-d.s.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.d + HK
-Jump HK \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HK
-d.s.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + LP
-Jump LK > LK \/ d.s.LP > s.LK > s.HP XX f,d,df + HP
-b + LP,LP,LP,HK,LP, d.c.HP /\ sj.LP > sj.LK > sj.LP XX f,d,df + HP
-Jump LP > LK \/ d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP
-Jump HP \/ b + LP,LP,HP,HK,LP, d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP XX qcb + KK
-Jump LP > HK \/ b + LP,LP,HP,HK,LP XX qcf + KK
-Jump LP > LK \/ d.s.LP > s.LK > s.HP XX qcf + HP XX qcf + PP
-Jump HK \/ b + HP,LP,HP,HP XX qcf + HP XX qcf + KK
-Jump HP \/ d.s.LP > s.LP > s.HP XX qcf + HP XX qcf + PP
-b,f + PP (f,f), LP,HP,b,LK,HK
-Jump HK \/ b + HP,LP,HP,HP XX LP,HP,b,LK,HK
-Jump LK > HK \/ d.s.LK > s.LK > f + HP, b + HP,LP,HP,HP XX qcf + HP XX LP,HP,b,LK,HK
-Corner Jump HP \/ b + LP,LP,HP,HK,LP, d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + LP XX qcb + KK \/ d.c.LK > s.HP XX LP,HP,b,LK,HK