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==Introduction== | ==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== | |||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | Standing Light Punch | n lp | 8 | 24 | -3 | 0 | 5 | All | }} | |||
{{PJMoveListRow | Standing Strong Punch | n hp | 15 | 43 | -2 | -19 | 14 | All | }} | |||
{{PJMoveListRow | Crouching Light Punch | d lp | 8 | 15 | +7 | +7 | 5 | Low | }} | |||
{{PJMoveListRow | Crouching Strong Punch | d hp | 17 | 36 | - | -14 | 16 | Low | }} | |||
{{PJMoveListRow | Standing Light Kick | n lk | 9 | 20 | +1 | +4 | 4 | All | }} | |||
{{PJMoveListRow | Standing Strong Kick | n hk | 12 | 47 | -6 | -23 | 11 | All | }} | |||
{{PJMoveListRow | Crouching Light Kick | d lk | 10 | 23 | +8 | -1 | 4 | Low | }} | |||
{{PJMoveListRow | Crouching Strong Kick | d hk | 19 | 40 | +1 | -18 | 10 | Low | }} | |||
{{PJMoveListRow | Jumping Light Punch | u lp | 11 | 1 | - | - | 5 | High | Recovery on landing | }} | |||
{{PJMoveListRow | Jumping Heavy Punch | u hp | 12 | 13 | - | - | 13 | High | Recovery on landing | }} | |||
{{PJMoveListRow | Jumping Light Kick | u lk | 13 | 1 | - | - | 4 | High | Recovery on landing | }} | |||
{{PJMoveListRow | Jumping Heavy Kick | u hk | 17 | 1 | - | - | 14 | High | Recovery on landing | }} | |||
{{MoveListFooter}} | |||
==Command Normals== | |||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | Shinai Hook | lp lp lp | 16 | 29 | +2 | -5 | 10 | All | }} | |||
{{PJMoveListRow | Indicating Thrust | f hp | 20 | 41 | - | -17 | 17 | All | Blowback | }} | |||
{{PJMoveListRow | Schoolyard Killer Kick | f hk | 18 | 41 | +1 | -17 | 13 | All | }} | |||
{{PJMoveListRow | Shinai Schooling | b hp | 21 | 37 | +4 | -13 | 16 | All | }} | |||
{{PJMoveListRow | Serious Spinning Heel Drop | b hk | 27 | 26 | +2 | -2 | 14 | High | Overhead | }} | |||
{{PJMoveListRow | Shinai Launcher | df hp | 19 | 36 | - | -12 | 14 | All | Rival Launcher | }} | |||
{{PJMoveListRow | Upper Kick | df hk | 17 | 44 | - | -20 | 8 | All | Mini Launcher | }} | |||
{{PJMoveListRow | Shinai Hazing | (air) f hp | 17 | 13 | - | - | 16 | High | Blowback, recovery on landing | }} | |||
{{MoveListFooter}} | |||
==Throws== | |||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | You idiot! | n lp + hp | 7 | 60 | - | - | 27 | - | }} | |||
{{PJMoveListRow | Wake up, already! | d lp + hp | 7 | 60 | - | - | 35 | - | }} | |||
{{PJMoveListRow | German Suplex | n lp + hp | 8 | 37 | - | - | 42 | - | Available when behind opponent | }} | |||
{{PJMoveListRow | Full-pelt Shrike Drop | (air) n lp + hp | 1 | - | - | - | 37 | - | }} | |||
{{MoveListFooter}} | |||
==Special Moves== | ==Special Moves== | ||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | Scolding Slash (LP) | qcf lp | 21 | 45 | - | -21 | 26 | All | Blowback | }} | |||
{{PJMoveListRow | Scolding Slash (HP) | qcf hp | 21 | 82 | - | -55 | 33 | All | Knockdown | }} | |||
{{PJMoveListRow | Aerial Scolding Slash (LP) | (air) qcf lp | 14 | 13 | - | +11 | 26 | All | Blowback, recovery on landing | }} | |||
{{PJMoveListRow | Aerial Scolding Slash (HP) | (air) qcf hp | 14 | 13 | - | +11 | 33 | All | Blowback, recovery on landing | }} | |||
{{PJMoveListRow | Counter Thrust | qcb p | 46 | 55 | - | -25 | 31 | All | Blowback, super armor from 1-49F | }} | |||
{{PJMoveListRow | Devastation Kick (LK) | dp lk | 10 | 13 | - | -50 | 12 | All | Cancels into Aerial Scolding Slash, recovery on landing | }} | |||
{{PJMoveListRow | Devastation Kick (HK) | dp hk | 10 | 13 | - | -50 | 28~38 | Mash to increase damage, recovery on landing | }} | |||
{{PJMoveListRow | Second Kick | qcb k | 15 | 76 | - | -15 | 22 | All | Blowback | }} | |||
{{PJMoveListRow | Rolling Smash | (air) qcf k | 20 | 13 | - | +11 | 42 | All | Fixed damage, throw tech possible, recovery on landing | }} | |||
{{MoveListFooter}} | |||
==Burning Vigor Attacks== | |||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | Burning Push Ups | qcf qcf p | 29 | 59 | - | -35 | 45 | All | Fixed damage, blowback | }} | |||
{{PJMoveListRow | Burning Cross Counter | qcb qcb p | 27 | 46 | - | -35 | 46~101 | All | Can be held to increase damage, super armor from 1F to first active frame | }} | |||
{{PJMoveListRow | Burning Windmill | qcf qcf k | 22 | 71 | - | -50 | 50 | All | Blowback | }} | |||
{{PJMoveListRow | Burning Stoic | qcb qcb k | 52 | 73 | - | - | - | - | - | Grants passive super armor for 222F after activation | }} | |||
{{MoveListFooter}} | |||
==Team Up Techniques== | |||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | Hot-Blooded Spirit Cannon | lp + lk or hp + hk | 20 | 59 | - | -35 | 48 | All | Team Up technique, damage type | }} | |||
{{PJMoveListRow | Cavalry Drop | p + p + k | 20 | 44 | - | -20 | 100 | All | Party Up technique | }} | |||
{{MoveListFooter}} | |||
==Combos== | ==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== | ==Videos== |
Revision as of 07:53, 29 August 2020
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
n lp
8
24
-3
0
5
All
Standing Strong Punch
n hp
15
43
-2
-19
14
All
Crouching Light Punch
d lp
8
15
+7
+7
5
Low
Crouching Strong Punch
d hp
17
36
-
-14
16
Low
Standing Light Kick
n lk
9
20
+1
+4
4
All
Standing Strong Kick
n hk
12
47
-6
-23
11
All
Crouching Light Kick
d lk
10
23
+8
-1
4
Low
Crouching Strong Kick
d hk
19
40
+1
-18
10
Low
Jumping Light Punch
u lp
11
1
-
-
5
High
Recovery on landing
Jumping Heavy Punch
u hp
12
13
-
-
13
High
Recovery on landing
Jumping Light Kick
u lk
13
1
-
-
4
High
Recovery on landing
Jumping Heavy Kick
u hk
17
1
-
-
14
High
Recovery on landing
Command Normals
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Shinai Hook
lp lp lp
16
29
+2
-5
10
All
Indicating Thrust
f hp
20
41
-
-17
17
All
Blowback
Schoolyard Killer Kick
f hk
18
41
+1
-17
13
All
Shinai Schooling
b hp
21
37
+4
-13
16
All
Serious Spinning Heel Drop
b hk
27
26
+2
-2
14
High
Overhead
Shinai Launcher
df hp
19
36
-
-12
14
All
Rival Launcher
Upper Kick
df hk
17
44
-
-20
8
All
Mini Launcher
Shinai Hazing
(air) f hp
17
13
-
-
16
High
Blowback, recovery on landing
Throws
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
You idiot!
n lp + hp
7
60
-
-
27
-
Wake up, already!
d lp + hp
7
60
-
-
35
-
German Suplex
n lp + hp
8
37
-
-
42
-
Available when behind opponent
Full-pelt Shrike Drop
(air) n lp + hp
1
-
-
-
37
-
Special Moves
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Scolding Slash (LP)
qcf lp
21
45
-
-21
26
All
Blowback
Scolding Slash (HP)
qcf hp
21
82
-
-55
33
All
Knockdown
Aerial Scolding Slash (LP)
(air) qcf lp
14
13
-
+11
26
All
Blowback, recovery on landing
Aerial Scolding Slash (HP)
(air) qcf hp
14
13
-
+11
33
All
Blowback, recovery on landing
Counter Thrust
qcb p
46
55
-
-25
31
All
Blowback, super armor from 1-49F
Devastation Kick (LK)
dp lk
10
13
-
-50
12
All
Cancels into Aerial Scolding Slash, recovery on landing
Devastation Kick (HK)
dp hk
10
13
-
-50
28~38
Mash to increase damage, recovery on landing
Second Kick
qcb k
15
76
-
-15
22
All
Blowback
Rolling Smash
(air) qcf k
20
13
-
+11
42
All
Fixed damage, throw tech possible, recovery on landing
Burning Vigor Attacks
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Burning Push Ups
qcf qcf p
29
59
-
-35
45
All
Fixed damage, blowback
Burning Cross Counter
qcb qcb p
27
46
-
-35
46~101
All
Can be held to increase damage, super armor from 1F to first active frame
Burning Windmill
qcf qcf k
22
71
-
-50
50
All
Blowback
Burning Stoic
qcb qcb k
52
73
-
-
-
-
-
Team Up Techniques
Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
Hot-Blooded Spirit Cannon
lp + lk or hp + hk
20
59
-
-35
48
All
Team Up technique, damage type
Cavalry Drop
p + p + k
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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