"Nin!" Hayabusa Combo Section

TakedaZX

Well-Known Member
Well the last combo topic was a bust, so I'm going to be posting combos in this topic for each launcher so that we can all refer to the original post.

I'll have natural hit launch, counter hit launch, stun to launch, high threshold, post cb, wall splat combos, partition break combos, izuna launch combos, ceiling splat combos, and guaranteed setups in general. If you have anything new to add then just shoot me a message or post it here and I'll add it to the pool.

Without further a due lets get down to business. As always I write things in a certain way.

:[P]: = Half Charge | :[[P]]: = Full Charge | :~: = Ongyoin/Ninpo Transition |

Natural Hit Launch
  • Feather Weights
    • :236::P:
      • :3::3::P::K: - 47 Damage
      • :3::3::P::4: :~: Ongyoin :6::P+K: - 49 Damage
      • :8::P: :5: :3::P+K: - 38 Damage (Untechable)
      • :8::P: :5: :3::3::P::2::K: - 49 Damage
      • :8::P: :5: :3::P::P::P: - 54 Damage
      • :8::P: :5: :6::K::P: - 54 Damage (Ground Spike)
      • :8::P: :5: :H+K::K::K: - 57 Damage
      • :8::P: :5: :426::H+P: - 59 Damage
      • :6::K: :5: :6::K::P: or :6::K::K: 42 or 52 Damage (6KK will finish a juggle for damage. 6KP will gamble damage for a pseudo forced tech situation)
      • :6::K: :5: :8::K::K: - 54 Damage (Ground Spike)
      • :6::K: :5: WR :4::K::K: - 57 Damage (HARD execution)
      • :6::K: :5: :426::H+P: - 61 Damage
      • :P::P::4::P: :5: :7::K: - 55 Damage
      • :P::P::4::P: :5: :6::K::P: - 48 Damage (58 Damage if last hit lands) (Pseudo Forced Tech)
      • :P::P::4::P: :5: :426::H+P: - 67 Damage
    • :3::P+K:
      • BT :P::P::4::P::6::P: - 48 Damage
      • BT :P::P::4::P::P: - 51 Damage
      • BT:P::P::4::P::K: - 52 Damage (Ground Spike)
      • BT :P+K: :5: :6::K::P: or :6::K::K: - 40 or 50 Damage (6KK will finish a juggle for damage. 6KP will gamble damage for a pseudo forced tech situation)
      • BT :P+K: :5: :8::K::K: - 52 Damage (Ground Spike)
      • BT :P+K::P::[P]: - 52+ Damage
      • BT :P+K: :5: :426::H+P: - 59 Damage
    • :8::K:
      • :3::P::P::P: - 49 Damage
      • :P::P::4::P::6::P: - 49 Damage
      • :P::P::4::P::P: - 51 Damage
      • :P::P::4::P::K: - 53 Damage (Ground Spike)
      • :8::P: :5: :6::K::P: or :6::K::K: - 42 or 52 Damage (6KK will finish a juggle for damage. 6KP will gamble damage for a pseudo forced tech situation)
      • :426::H+P: - 54 Damage
  • Light and Middle Weights
    • :236::P:
    • :3::P+K:
    • :8::K:
  • Heavy Weights
    • :236::P:
    • :3::P+K:
    • :8::K:
Stun to Launch

Counter Hit Launch

High Threshold

  • :4::K: :~: Ongyoin :P:
    • :4::K: :~: Ongyoin :P: :5: :426::H+P: - 97 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :P: :5: :3::3::P::2::K: - 87 Damage
    • :4::K: :~: Ongyoin :P: :5: :3::P::P::P: - 92 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :P: :5: :6::K::P: - 92 Damage (Ground Spike with Wall Potential)
    • :4::K: :~: Ongyoin :P: :5: (slight delay) WR :4::K::P: OR WR :4::K::K: - 91 or 93 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :P: :5: :P::K::K: - 94 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :P: :5: :H+K::K::K: - 95 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :P: :5: :P::P::4::P::K: - 96 Damage (Wall Potential, delay last kick for possible untechable but -3 damage)
  • :4::K: :~: Ongyoin :P::P:
    • :4::K: :~: Ongyoin :P::P::[[P]]: - 102 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :P::P: :5: BT :2::K: - 83 Damage (Untechable for +14)
  • :4::K: :~: Ongyoin :K: :5: :3::3::P:(Takeda Special)
    • :4::K: :~: Ongyoin :K: :5: :3::3::P::K: - 94 Damage (Wall Potential) (Takeda Special)
    • :4::K: :~: Ongyoin :K: :5: :3::3::P::4: :5: Ongyoin :2::P+K: - 87 Damage (Untechable for +17 but leaves Ryu backturned) (Takeda Special)
    • :4::K: :~: Ongyoin :K: :5: :3::3::P::4: :5: Ongyoin :6::P+K: - 96 Damage (Wall Potential) (Takeda Special)
  • :4::K: :~: Ongyoin :K: :5: :8::P:
    • :4::K: :~: Ongyoin :K: :5: :8::P: :5: :P::P::4::P::K: - 93 or 102 (Pseudo Forced Tech - +20 on hit)
    • :4::K: :~: Ongyoin :K: :5: :8::P: :5: :6::K::P: - 101 Damage (Ground Spike with Wall Potential)
    • :4::K: :~: Ongyoin :K: :5: :8::P: :5: :426::H+P: - 106 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :K: :5: :8::P: :5: :3::P+K: 85 Damage (Untechable)
    • :4::K: :~: Ongyoin :K: :5: :8::P: :5: :3::3::P::2::K: - 96 Damage (Takeda Special)
    • :4::K: :~: Ongyoin :K: :5: :8::P: :5: :8::P: :5: :7::K: - 85 or 97 Damage (Pseudo Forced Tech for +9 on hit) (Guaranteed on Kasumi)
    • :4::K: :~: Ongyoin :K: :5: :8::P: :5: :P::P::4::P::6::P: - 101 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :K: :5: :8::P: :5: :3::P::P::P: - 101 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :K: :5: :8::P: :5: :H+K::K::K: - 104 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :K: :5: :8::P: :5: WR :4::K::P: or :4::K::K: - xx Damage
  • :4::K: :~: Ongyoin :K: :5: :6::K:
    • :4::K: :~: Ongyoin :K: :5: :6::K: :5: :6::K::P: - 89 or 99 Damage (Yolo Knees Pseudo Forced Tech for +25 on hit)
    • :4::K: :~: Ongyoin :K: :5: :6::K: :5: :6::K::K: - 99 Damage (Alternative Yolo Knees to just get damage for above combo)
    • :4::K: :~: Ongyoin :K: :5: :6::K: :5: :8::K::K: - 101 Damage (Ground Spike with Wall Potential)
    • :4::K: :~: Ongyoin :K: :5: :6::K: :5: WR :4::K::P: or :4::K::K: - 102 or 104 damage (Just Frame While Rising Ender with Wall Potential, very flashy)
    • :4::K: :~: Ongyoin :K: :5: :6::K: :5: :426::H+P: 108 damage (Wall Potential, and alternative to 8p on lightweights)
    • :4::K: :~: Ongyoin :K: :5: :6::K: :5: :3::P::P::P: 115 Damage [POST CB ONLY] (Wall Potential)
    • :4::K: :~: Ongyoin :K: :5: :6::K: :5: :3::3::P::2::K: - 110 Damage [POST CB ONLY] (Takeda Special)
  • :4::K: :~: Ongyoin :K: :5: WR :4::K:
    • :4::K: :~: Ongyoin :K: :5: WR :4::K: :5: :426::H+P: - 109 Damage (Beautiful. Wall Potential)
  • :4::K: :~: Ongyoin :K: :5: :3::P:
    • :4::K: :~: Ongyoin :K: :5: :3::P: :5: :7::K: - 95 Damage (Wall Potential)
    • :4::K: :~: Ongyoin :K: :5: :3::P: :5: :6::K::P: - 88 or 98 Damage (Pseudo Forced Tech for on hit + 25)
    • :4::K: :~: Ongyoin :K: :5: :3::P: :5: :8::K::K: - 100 Damage (Ground Spike with Wall Potential)
    • :4::K: :~: Ongyoin :K: :5: :3::P: :5: WR :4::K::P: or WR :4::K::K: - 101 or 103 Damage (Flashy. Wall Potential)
    • :4::K: :~: Ongyoin :K: :5: :3::P: :5: :426::H+P: - 107 Damage (Wall Potential)
  • :236::P: :5: :P::P::4::P:
    • :236::P: :5: :P::P::4::P: :5::8::K::K: - xx Damage (at wall, otherwise the last kick wont connect)
    • :236::P: :5: :P::P::4::P: :5: :426::H+P: - xx Damage (best option on normal hit)
    • :236::P: :5: :P::P::4::P: :5: :P::K::K: - xx Damage (best option on CH and HCH if you are not going for shoho)
    • :236::P: :5: :P::P::4::P: :5: :P::P::4::P::6::P: - xx Damage
    • :236::P: :5: :6::6::K: :5: :P::P::[P]:
    • :236::P: :5: WR :4::K: :5: WR:4::K::P: or WR :4::K::K:
  • :P+K::4: :~: Ongyoin :8::P:
    • Ongyoin:8::P: :5::8::P: :5: :426::H+P:
    • Ongyoin:8::P: :5::8::P: :5: WR:4::K::P: or :4::K::K:
Post Critical Burst

Izuna Launch

Izuna Holds

Wall Splat

Object Break

Dangerzone

Ceiling Splat
 

EvilJun

Member
there is sooo much you can do after a CB! basically you can just use your imagination and it will probably work haha

just a few here:

:236::P:, :P::P::4::P:, :8::K::K: < at wall, otherwise the last kick wont connect
:236::P:, :P::P::4::P:, :426::H+P: < best option on normal hit
:236::P:, :P::P::4::P:, :P::K::K: < pretty sure this is the best option on CH and HCH if you are not going for shoho
:236::P:, :P::P::4::P:, :P::P::4::P::6::P:
:236::P:, :6::6::K:, :P::P::[P]:
:236::P:, :3_::5::4::K:, :3_::5::4::K::K: or :3_::5::4::K::P:
(Ongyoin), :8::P:, :8::P:, :426::H+P:
(Ongyoin), :8::P:, :8::P:, :3_::5::4::K::K: or :3_::5::4::K::P:
:4::K:, :K:, :8::P:, :426::H+P:
:4::K:, :K:, :8::P:, :3_::5::4::K::K: or :3_::5::4::K::P:

there's so many more but i'll leave the rest up to Takeda :)
 
I have to say I completely agree, I actually dropped Hayabusa sometime after DOA4 came out for Kokoro. This video is seriously making me consider picking him back up. And for that, I thank you MASTER.

Also, the fact that you're able to pull off all these awesome combos on a freakin' 360 pad makes them all the more impressive.
 

SilverForte

Well-Known Member
Why is this section so dead? Anyways I found a cool scramble combo with Busa.

Powerblow- into danger zone, WR4K, WR4KP, 41236T, Shoho.

Whether or not they get wall slammed seems to depend on various things, but seems random right now, maybe other s can test it.
 

TakedaZX

Well-Known Member
Why is this section so dead? Anyways I found a cool scramble combo with Busa.

Powerblow- into danger zone, WR4K, WR4KP, 41236T, Shoho.

Whether or not they get wall slammed seems to depend on various things, but seems random right now, maybe other s can test it.
After Master posted the video, there wasn't much reason for me to add on to the topic. This is DOA5 though. In 5U things are definitely different but no one is really sharing much in writing.

On that note, I don't really play Hayabusa anymore. I just know his optimal combos in memory but not in practice.
 
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