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* '''Weak / Inconsistent hitboxes:''' A lot of Hayato's best pokes tend to start to whiff versus crouchers, and sometimes even standing opponents, if you aren't close enough. Considering most of Hayato's mileage is converting into super off either command grab or poke, this can be a really big deal in terms of missed opportunities. | * '''Weak / Inconsistent hitboxes:''' A lot of Hayato's best pokes tend to start to whiff versus crouchers, and sometimes even standing opponents, if you aren't close enough. Considering most of Hayato's mileage is converting into super off either command grab or poke, this can be a really big deal in terms of missed opportunities. | ||
* '''Weak Primary Specials:''' Hayato's specials are uniquely weak to labbing. QCF+B can be parried if opponents have 50% meter after blocking the first hit, and QCB+B can always be sidestepped in-between the second and third hit. While it is difficult to tell the two apart just off the first hit, it is nonetheless important to note that Hayato takes a big gamble everytime he does either of these moves, and he kind of has to use them due to their value as ranged whiff punishers and knockdown tools. | |||
* '''Potentially meter hungry:''' Hayato can be meter hungry depending on your needs. If you play Hayato, you might burn meter for his sword extensions and for Bayato, a Shinryuken super that controls the air game. 214AB is also a good punish tool for both characters, especially Bayato. | * '''Potentially meter hungry:''' Hayato can be meter hungry depending on your needs. If you play Hayato, you might burn meter for his sword extensions and for Bayato, a Shinryuken super that controls the air game. 214AB is also a good punish tool for both characters, especially Bayato. | ||
* '''Linear gameplay:''' Hayato has few tricks up his sleeve beyond Ashura, which can lead to Hayato being somewhat predictable. | * '''Linear gameplay:''' Hayato has few tricks up his sleeve beyond Ashura, which can lead to Hayato being somewhat predictable. |
Revision as of 13:20, 29 June 2024
Introduction
Story
Hayato is a rebellious young Japanese intergalactic bounty hunter who fights with a Plasma Sword and has a strong sense of justice when battling against the forces of evil.
One year later from within the events of Plasma Sword (Star Gladiator 2), Hayato has become a successful bounty hunter and has settled down with June, spending his days peacefully in rebuilding the orphanage with the bounties he has earned. One day after coming back home from another successful bounty hunting mission, Hayato is shocked to hear and learn that June has suddenly disappeared and that his friends had told him on what had happened. Realizing that Bilstein, who had shockingly and surprisingly returned from his supposed "death" at the end of the Final Crusade, is behind the unexpected situation, Hayato sets out to find June and to finish things with Bilstein once and for all.
Overview
Hayato is secretly a grappler, one with decent movement and close-to-mid-range pokes. Hayato excels at whiff punishment and spending his meter off of big command grab reads. Both Hayato and B. Hayato are valid, well rounded picks. Normal Hayato's multi-slash rave super converts easily off any standing string, and B. Hayato's column super is an excellent high damage utility anti-air.
Strengths | Weaknesses |
---|---|
|
|
Default VS Mirror
(Include a comparison of what makes Hayato different from Black Hayato)
Move List
(Startup does not include the first active frame)
Vertical Normals
5A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | -2 | - | - | Ground | |
Great speed, and occasionally a pretty good anti-air against further out jumps. Can be special cancelled into QCF+B for alright damage, but you have to be careful with the input, otherwise you might accidentally get DP. AB works consistently and safely, otherwise, but for less damage. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | X | -4 | - | Ground | |
Safe knockdown tool. Not special cancelable. Though minus, it has massive pushout on block. Unfortunately, the distance it sends the opponent on hit means you can't reliabily run up and command grab/poke mixup if they tech immediately away, so prepare for that. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
9 | - | 17 | - | - | 62 | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
9 | - | 15 | - | - | 49 | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
12 | - | 19 | - | - | 67 | - | - | - | Ground |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |