Alright, since other people are starting to post things early I figure the Hayabusa-faithful deserve the same. I will update this post with things I think of or requests as necessary. I'm not going to add in frame data unless it's requested because everyone can just turn it on in a few days anyway.
New Moves:
PPKKP, H+KKP: Punch ender to the standard three kicks. Causes a deep stun but due to the way the animation works there really isn't any way to take advantage. Less knockback than the kick ender as well.
4H+K 3P/9P, WR4K 3P/9P, SS K 3P/9P: This is pure gold. You can cancel recovery into Hayabusa's forward flip. Completely opens up people used to holding the WR 4K followups and people who like to just hold block after. Shenanigans ensue.
WR H+K: This is the crazy helicopter kick that Hayabusa gained. Hits multiple times and causes a hard knockdown. Executes pretty quickly, is horribly unsafe, but is a good follow up to the new back-sliding stun you may have seen in vids. Has INSANE range (can chase down Bayman's new backroll stance). Does cause a wall splat. Also seems to scare people into not rushing in if they get hit with it a few times.
3P+K P+K (on hit), Ongyoin 2P+K P+K (on hit): This one...I just don't know yet. You teleport to the other side of the opponent in a crouching state. You can land the handstand into it's built-in follow ups, but nothing else that I've found yet including the new move just above this one. At max stun you do get the higher launch but I've found nothing crazy good with it yet. This seems to be more to re-position yourself and look cool. You can airgrab from it but that's not exactly a new ability from 3P+K.
44P: My favorite of his new moves. Double-hitting mid punch that adds a ton of stun and is guaranteed from 4H+K and similar moves. This move seems to complete his previously not so hot sitdown game as it adds a ton of stun to make people fear either CB or Izuna. This move will be a staple going forward for all Hayabusa players.
Some changes:
8H+P, Onyoin 8H+P: No longer an OH. False alarm on this one. Must have been a glitch.
3PPP: New stun on the last hit instead of a knockback which is nice.
Shoho Izuna can be used on opponents in a juggle state, but not immediately after a launch. See Hayabusa's Combo Challenge for a good example. This is doable in Singles now, not just Tag.
3H+K and its variants are now a quicker, non-guard-breaking attack that hits twice. The first hit requires a bit more height to connect than I'd like but the second has a similar timing to the old move from the original release. Highly unsafe and should really only be used to chase down an opponent at range that goes into stance or some other position they cannot quickly block from. Good whiff punisher as well. Using at close range is basically suicide.
4P2P: Not sure where this started but this is not advantage on guard or hit. Weird rumor that I figured I'd shut down.
Guard breaks with advantage are 66K (+4, +5 at extremely close range), 6KP (+9), and 4P+K (varies by charge time but a full charge is +15). Still at a disadvantage (-9) on H+KKK.
Here's his entire command training (I was already done but it'll still cycle through) as well as a few of his Combo Challenges. I only did the new ones or ones the game thought was hard (they're not).
New Moves:
PPKKP, H+KKP: Punch ender to the standard three kicks. Causes a deep stun but due to the way the animation works there really isn't any way to take advantage. Less knockback than the kick ender as well.
4H+K 3P/9P, WR4K 3P/9P, SS K 3P/9P: This is pure gold. You can cancel recovery into Hayabusa's forward flip. Completely opens up people used to holding the WR 4K followups and people who like to just hold block after. Shenanigans ensue.
WR H+K: This is the crazy helicopter kick that Hayabusa gained. Hits multiple times and causes a hard knockdown. Executes pretty quickly, is horribly unsafe, but is a good follow up to the new back-sliding stun you may have seen in vids. Has INSANE range (can chase down Bayman's new backroll stance). Does cause a wall splat. Also seems to scare people into not rushing in if they get hit with it a few times.
3P+K P+K (on hit), Ongyoin 2P+K P+K (on hit): This one...I just don't know yet. You teleport to the other side of the opponent in a crouching state. You can land the handstand into it's built-in follow ups, but nothing else that I've found yet including the new move just above this one. At max stun you do get the higher launch but I've found nothing crazy good with it yet. This seems to be more to re-position yourself and look cool. You can airgrab from it but that's not exactly a new ability from 3P+K.
44P: My favorite of his new moves. Double-hitting mid punch that adds a ton of stun and is guaranteed from 4H+K and similar moves. This move seems to complete his previously not so hot sitdown game as it adds a ton of stun to make people fear either CB or Izuna. This move will be a staple going forward for all Hayabusa players.
Some changes:
3PPP: New stun on the last hit instead of a knockback which is nice.
Shoho Izuna can be used on opponents in a juggle state, but not immediately after a launch. See Hayabusa's Combo Challenge for a good example. This is doable in Singles now, not just Tag.
3H+K and its variants are now a quicker, non-guard-breaking attack that hits twice. The first hit requires a bit more height to connect than I'd like but the second has a similar timing to the old move from the original release. Highly unsafe and should really only be used to chase down an opponent at range that goes into stance or some other position they cannot quickly block from. Good whiff punisher as well. Using at close range is basically suicide.
4P2P: Not sure where this started but this is not advantage on guard or hit. Weird rumor that I figured I'd shut down.
Guard breaks with advantage are 66K (+4, +5 at extremely close range), 6KP (+9), and 4P+K (varies by charge time but a full charge is +15). Still at a disadvantage (-9) on H+KKK.
Here's his entire command training (I was already done but it'll still cycle through) as well as a few of his Combo Challenges. I only did the new ones or ones the game thought was hard (they're not).
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