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- LP: Used a fair amount. It's +2 on all scenarios. You can use it as anti air to cross under. You can also use it for mixups or tick karakusa and dash cancel, however not the fastest option for it.
- f.LP: Accidentally used in most cases. A worse LP in all cases: less active frames, more recovery and 0 on all scenarios. Avoid using it.
- cr.LP: A better LP in most cases. Better recovery and +3 on all scenarios, however less active frames and 1f slower than LP on startup, use it for applying mixups and dash cancelling.
- j.LP/j.LK: You can see them used as air reset or after SA2. j.lk is better hitboxes wise.
- LK: The go-to cancelling button. It can be combo'd into LP hayate, hayate feint and sa1. It can also be cancelled into all oroshi's versions and also can be kara cancelled into all of her grounded specials, mainly karakusa.
- f.LK: Used after ex.hayate it in the corner. Works on everyone and vs some it's possible to dash under afterwards.
- cr.LK: Used to punish high blocking the most, especially after hayate loops (only for 2 loops though). Cancel it into lp hayate. You can also cancel it into ex.oroshi to punish low blocking.
- MP: Best mixup normal in the game. +6 ob, making it a good pressure tool and hard to counterattack against it, although the startup of the normal itself (8f) can be quite annoying at first. Can be combo'd into HP hayate and SA1 (even as a confirm). Can be linked into LK > LP hayate. Can be used for tick karakusa. Also a good AA, if parried makoto can cancel MP into a special, SA or a dash.
- f.MP: Used to gain distance. You can link it into SA1.
- cr.MP: Long-ish range which makes it an ideal poking tool and niche AA. It can be cancelled into a special or SA if parried. You can also cancel it into HP hayate or sa1.
- j.MP: A slower j.lp. Not useful or used.
- MK: Used rarely after LK because of the TC potential (can beat guard jump os) or as an AA, though without the cancelling advantage of MP, cr.MP or HP. Niche poke against Hugo's normals.
- f.MK: Never ever used.
- cr.MK: A really good low poke. It's +3 ob so you can harass with it (with caution). Can beat other cr.MKs. Can also be linked into sa1 after karakusa, though it does the same dmg of HP > lvl1 MP hayate > sa1, just a cool looking combo.
- j.MK: it's a nice jumping poke both aggressively or defensively, though it's very active, be careful against AAs. Can be combo'd into sa1 or LK > LP hayate. It can also crossup.
- HP: Another go-to cancelling move. Can be combo'd into all lvl1 and EX hayate, EX oroshi and all SAs. Whiffs on most of the cast except tall characters, against them it's ~+1 ob if hayate feint'd afterwards. It can be cancelled into a special or SA if parried. High risk high reward.
- f.HP: Useful to make the opponent respect the distance wanted and can stuff many moves, though slow on startup.
- cr.HP: The sweep, not punishable by other sweeps, but punishable by supers. Use it with caution.
- dj.HP: A safe jumping move (from +1 to +13 ob). Can be combo'd into HP (however it takes a while to get used to due to timing) and can crossup some chars.
- HK: Same-ish deal of f.HP, however this works better against low pokes but works worse against dash-ins. Also used in the SA2 TOD and kara hayate against twin's divekicks.
- f.HK: The normal version is VERY RARELY used, the feint version is used mostly to confuse the opponent and/or apply pressure afterwards, basically another dash.
- cr.HK: Used sparringly against some chars (mainly Elena and Dudley). Can beat long medium/hard normals if spaced right.
- j.HK: Same deal as j.MK, however the hitbox is only horizontal and it's a better A2A move. If done low enough it can be combo'd into HP.
- UOH: Underrated mixup tool, used to apply pressure, beat cr.MKs and can be used as a sneaky AA. Used to also confirm SA1 or LK too if meaty'd enough.
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