In a hopefully-not-vain attempt to start some Hayate chatter on here, I'm going to post a bunch of words as if I know what I'm talking about:
Hayate tricks/preferred attacks in my playbook follow. What are yours?
1) 236T, 6P~mixups/wall-hit (as per thread)
I know nobody is a fan of giving up guaranteed damage in DOA, but sometimes it's worth it. I'll punish a -8 move with Raijin (12F) just to train my opponent to duck to ensure I use the proper punish. After they do that, you can usually get a mid to land or some other mix-up. Same concept here, but safer/more intelligent.
2) Wind Dash K, 44
If Wind Dash K is blocked, and you press 44, you space very quickly because of the turn-around animation. This isn't unique to Hayate, as any Ayane player will tell you this. You can often go straight into a quick mid or 8P+K, P for a counter-hit.
3) (optional side-step) P+K
This move is real good. Sure it's unsafe, but you should be poking with it intelligently or using it as your mid "launcher" after a single hit stun.
4) All guard breaks, such as PP 6(P)
Under-rated IMHO. Esp now that you can teleport out of being held. Don't forget your post-attack mix-up includes just blocking if they poke back using unsafe attacks... look for that... then 236T mini-blender them...
5) 3H+K all day long
Hey, you know what, I don't care it's unsafe. I'm pretty sure the low and mid follow-ups are still a 2-in-1 (confirm?) so the following wall-hit makes it's all worth it. Pure guessing game here. The real win with Hayate is to read which type of opponent you have: tries to punish, or tries to counter-hit. You like the latter kind... as you can just guard and always be safe! Should it be the former, play them walls. Hayate is all about them walls! So many knockbacks.
... I'm done for now. Posting from work and feeling guilty!
So share some of the less obvious stuff you've been having success with. Or don't. Jerks.
Hayate tricks/preferred attacks in my playbook follow. What are yours?
1) 236T, 6P~mixups/wall-hit (as per thread)
I know nobody is a fan of giving up guaranteed damage in DOA, but sometimes it's worth it. I'll punish a -8 move with Raijin (12F) just to train my opponent to duck to ensure I use the proper punish. After they do that, you can usually get a mid to land or some other mix-up. Same concept here, but safer/more intelligent.
2) Wind Dash K, 44
If Wind Dash K is blocked, and you press 44, you space very quickly because of the turn-around animation. This isn't unique to Hayate, as any Ayane player will tell you this. You can often go straight into a quick mid or 8P+K, P for a counter-hit.
3) (optional side-step) P+K
This move is real good. Sure it's unsafe, but you should be poking with it intelligently or using it as your mid "launcher" after a single hit stun.
4) All guard breaks, such as PP 6(P)
Under-rated IMHO. Esp now that you can teleport out of being held. Don't forget your post-attack mix-up includes just blocking if they poke back using unsafe attacks... look for that... then 236T mini-blender them...
5) 3H+K all day long
Hey, you know what, I don't care it's unsafe. I'm pretty sure the low and mid follow-ups are still a 2-in-1 (confirm?) so the following wall-hit makes it's all worth it. Pure guessing game here. The real win with Hayate is to read which type of opponent you have: tries to punish, or tries to counter-hit. You like the latter kind... as you can just guard and always be safe! Should it be the former, play them walls. Hayate is all about them walls! So many knockbacks.
... I'm done for now. Posting from work and feeling guilty!
So share some of the less obvious stuff you've been having success with. Or don't. Jerks.