H A Y A T E
FAQ Ver. 1.0
Street Fighter EX 2 Plus
System-Playstation
Author-Rei Lewis <
[email protected]>
Unpublished work Copyright 1998-1999 Rhea Lewis This FAQ and everything included
within this file cannot be reproduced in any way, shape or form (physical,
electronical, or otherwise) aside from being placed on a freely-accessible, non-
commercial web page in it's original, unedited and unaltered format. This FAQ
cannot be used for profitable purposes (even if no money would be made from
selling it) or promotional purposes. It cannot be used in any sort of commercial
transaction. It cannot be given away as some sort of bonus, gift, etc., with a
purchase as this creates incentive to buy and is therefore prohibited.
Furthermore, this FAQ cannot be used by the publishers, editors, employees or
associates, etc. of any company, group, business, or association, etc., nor can
it be used by game sites and the like. It cannot be used in magazines, guides,
books, etc. or in any other form of printed or electronic media (including
mediums not specifically mentioned) in ANY way, shape, or form (including
reprinting, reference or inclusion), without the express written permission of
the author, myself. This FAQ was created and is owned by me, Rhea Lewis . All
copyrights and trademarks are acknowledged and respected that are not
specifically mentioned in this FAQ.
NOTE-This paragraph is basically Kao's Megura's basic plagiarism warning he
places on all of his great FAQs, so the credits are his for constructing that
paragraph.
-----------------------------------------
CONTENTS
-----------------------------------------
1.Background
2.Normal Attacks
3.Special Attacks
4.Meteo Attacks
5.Gaurd Break
6.Excel
7.Tactics
8.Combos
9.Trials
10.Misc.
------------------------------------------
KEY
------------------------------------------
LP-light punch
MP-medium punch
HP-hard punch
LK-light kick
MK-medium kick
HK-hard kick
PPP-all three punches simultaneously
KKK-all three kicks simultaneously
QCF-quarter circle forward-d,df,f
QCB-quarter circle back-d,db,b
DP-the dragon punch formation-f,d,df
RDP-reverse dragon punch formation-b,d,db
GAURD BREAK-press two attacks of the same strength together. For example, press
LP + LK. This will produce a glowing attack that will be unblockable and will
also stun the opponent. However it costs one super level.
EXCEL-press a punch and a kick of different strengths together. Your character
will flash and the background will change to a blue grid. During this you're
able to link almost anything together to form an original combo. The last
temporarily and will cost you one super level to perform.
SUPER COMBOS-these are super powered attacks that cost you one super level to
perform. These vary from character and can cause major damage if connected
right.
METEO COMBOS-very powerful attacks that cost a maxed out super bar (three
levels) to perform. These are usually high powered attacks that cause mega ton
damage. Again they also very from character to character.
SUPER CANCELLING-After performing a special move or a super combo you can cancel
it immediately by inputting a command for a different super combo. This can
allow you string together long and painful combos and will cost you one level
for each super combo you do.
CANCEL BREAKING-if your super combo or special move was blacked by the opponent
you cancel it with a guard break by doing the guard break maneuver. This will
cost you one super level.
-----------------------------------------
Hayate's Background
------------------------------------------
Hayate is Capcom's first swordsman in the Street fighter EX series. Most
of his moves are original and powerful, when used right is he's downright
unbeatable. But not much is known about him in terms of who is or where he comes
from. But I have some theories. First, ever noticed that Garuda's Meteo Combo is
really just all three of Hayate's supers strung together? So that backs me
theory up that he is somehow related to Garuda.
Now if you look back on Garuda you'll notice that he's some sort of
weapon made to stop the Hado of Evil Intent from spreading (Watch his ending in
EX I). So what if Hayate was sent out to destroy Garuda? It makes sense since
Garuda seems to have completed his mission as Evil Ryu and Gouki (Akuma) are
nowhere to be seen in EX 2 Plus. But then again thats just what I think.
------------------------------------------
NORMAL ATTACKS
------------------------------------------
Hayate's normal attacks are nothing really amazing. His attacks are all
just standard punches and kicks. You can link a crouching medium punch into a
crouching medium kick but that's the most you'll ever get out of his normal
attacks. Aside from footsie games you won't be using these very much when you
learn to use him well.
------------------------------------------
SPECIAL ATTACKS
------------------------------------------
THROWS
Madomoshi (close) forward + MP or HP
Kagura Houzan (close in air) down + MP or HP
COMMAND ATTACK
Enrakushishou forward + HP
-Hayate does a front flip forward ending with a downward slice with his katanna.
He covers about 1/3 to 1/4 of the screen and this attack also serves as an
overhead attack as well.
SPECIAL MOVES
Kamaitachi QCF + Any P
-Hayate does a very fast horizontal slash with his katanna. The punch used
determines the speed and damage of the slash. All in all it covers about 1/4 of
the screen in front of Hayate. It also has a very large priority as it can snuff
many special and super moves.
Oborozuki QCF + Any K
-Hayate dashes forward in a shoulder rush type fashion with katanna ready to be
drawn. The number of hits, range, speed, and damage all depend on the K used.
Sorasen forward + K after Oborzuki
-After the Oborzuki rush Hayate draws his sword for a quick horizontal slash.
Damage depends on the K used in the Oborzuki, which will be the kick used for
the slash. The slash also knocks the opponent away.
Hisen-Zan DP + Any P
-Hayate does a leaping forward flip with his sword drawn creating a spinning
airel slash. A Dragon Punch type attack but it only hits once. Also it can hit
opponents on the ground if they are a bit in front of Hayate and not crouching.
Shiraha Tanjin RDP + Any P
-Hayate draws his sword and strikes a pose with it above his head. He'll hold it
there for a moment then do a downward vertical slash. But if he is hit during
the stance he will counter the attack with a slightly more powerful version of
the same slash. Doesn't quite work well with projectiles.
------------------------------------------
Super Combos
------------------------------------------
Resshin Kamaitachi QCF, QCF + Any P
-Hayate whips out his katanna once again and performs a small combo with his
blade. The final hit sends the opponent flying into the air, also the combo can
work as an overhead since it has a few overhead slashes strung in it.
Raizan Sho QCF, QCF + Any K
-Hayate whips out his sword leaps vertically into the air while spinning. This
works somewhat like Ken's Shinshoryuken Super combo, only this works best if you
get the opponent while they're on the ground.
Tsumujikagero Kyoku QCB, QCB + Any P in the air
-In mid air Hayate somehow pulls out his katanna and hovers down to the ground
while spinning 'round and 'round. The super hits a few times but can be quite
hard to hit with since you have to be in the air to pull it off.
------------------------------------------
METEOR COMBO
------------------------------------------
Orochi Fujin QCB, QCB + PPP with MAX Super level
-Hayate does the counter stance from the Shiraha Tenjin attack. If he's not hit
he'll just do a very weak slash and you've wasted a lot of energy. But if he's
hit from the ground or the air by a physical attack a Kanji symbol appears on
the screen. (According to Kao Megura it means seal.) Then Hayate does a single
slash followed by a Oborouki, then a Resshin Kamaitachi, then finally follows
them in the air and impales them as they crash back to the ground. Long eh? This
does some pretty nasty damage but be sure you time it right or it's just a HUGE
waste of super levels.
------------------------------------------
Guard Break
------------------------------------------
Daigatana P + K of the same strength
-Hayate pulls out his katanna and raises it above his head before he does a
downward vertical slash. This slash is very slow and is very hard to use due to
it's slow speed.
------------------------------------------
Excel
------------------------------------------
Activation P + K of different strengths
-Well, I don't use Excel that much at all and couldn't think or do a powerful
one if I needed too. Here's the only Excel combo I do use if I decide to use
Excel at all.
Activate Excel-
Crouching MK, crouching MK, HP, HP, then as many Kamaitachis as you can do.
Overall the is about equal or less than a regular Super Combo. If you have any
better ones email me and I'll put em' here with your credits to it.
------------------------------------------
Tactics
------------------------------------------
Hayate is a well balanced character with no real damaging weaknesses. The
only weakness he has is the lack of any projectile weapon. Besides that he can
tackle any opponent without any real hurdle to overcome. I'll break the tactics
down into, offense, defense, and zoning.
OFFENSE-----
If you've noticed that Hayate doesn't have many offensive attacks then
you've got some good eyes. Hayate's only real offense is the Oborozuki attack.
This attack serves much better than the Kamaitachi and the Hisen Zan in the
terms of combos.
The Oborozuki is great and can be easily stringed off of a low MK and can
start off a nasty combo. But the drawback is that if it's blocked you can
receive a bad beating afterwards. Although even if blacked you may still have a
way out. Wait until the very last hit of the rush then pull out the slash
(forward + K) at the last possible second. If you're lucky the opponent will try
to counter after the rush and will hit by the slash! Great isn't it? Now if your
Oborozuki hits you have several options to which you can massacre the poor fella
on the receiving end. You can cancel the shoulder rush into a Resshin Kamaitachi
and go from there. Or you can go with the end slash of the Oborozuki and cancel
into a Raizan Sho which suck the opponent back in and take them for a ride. Both
options are easy on the your super meter and cause a good amount of pain.
Now you can use a Hisen Zan in a combo if you REALLY want to, but I don't
recommend it since there's better options. The Kamaitachi can combo but you have
to use the WP version since the MP and HP are too slow on the draw to use in a
combo. And yes, you can cancel a Kamaitach into a super combo if your fast
enough. Doing that can lead you into another combo string to raise some hell.
Another offensive weapon Hayate can use is the Enrakushishou command
attack (forward + HP). This can be used to nail turtlers (blocking opponents)
who love to block low. You can't combo off this but it does put some pressure on
the opponent and the distance he covers is good. So some opponents might
actually under estimate it's range. But beware the lag time after it's block is
pretty bad so if you miss, just close you eyes.
Defense-----
Hayate's special moves all seem to float around defense and they all work
well under defense as well. If you play Hayate as a turtler (one who blocks a
lot...) you can really frustrate a human player.
To begin with Kamaitachi (QCF + Any P) is a wonderful tool Hayate has
that can easily snuff and put a stop to an opponent's offense. The slash is very
fast and can halt many attacks before they start. Even some Super combos can be
snuffed, except for multi hitting projectile attacks. If your opponent is being
predictable you can easily pin them down with this and prevent any offense.
Then the Hisen-Zan (DP + any P)is your main anti-air weapon. I would
suggest sticking with the WP version since it has less lag time and the
difference in damage from the HP version is that big. Stick with this and never
waste your energy by hitting an airel opponent with the Raizan Sho (QCF, WCF +
Any K). Reason being you won't get the full damage from the super or the max.
number of hits if you use it on an airiel opponent. The super combo works the
best when used from the ground up. When dealing with jumpers, it's the Hisen Zan
all the way.
Last but not least at all is the Shiraha Tenjin (RDP + any P)counter
attack. If your a really good turtler and your opponent is constantly in your
face and you have realllyy good timing....then have a field day with this move.
You can counter just about any physical type attack that the opponent throws at
you. Just remember this does not work against fireballs, you'll find yourself
eating Hado-Kens if you try this on Ryu when he's fireball happy. Also, when
your comfortable with the Shiraha Tenjin, go ahead and start using the Orochi
Fujin (QCB, QCB + PPP at MAX level) Meteo combo. Catching someone with this just
plants a nice big smile on your face as you Hayate splice them to bits. But
rember this counter attack also has the same rules as the Shiraha Tenjin, no
fireballs, only physical attacks.
Zoning-----
When used correctly Hayate can prove to be a frustrating person to keep
you in the corner. You can use Kamaitachis (QCF + any P) and Hisen Zans (DP +
any P) together to keep an opponent trapped until they fall. Keep about a
character's length away form them at all times, that distance is about the apex
of the Kamiatachis distance. That way you can hit them but they can't hit you.
Continue to push them back and harass them with this move and knock them back
with a Oborozuki. After a few moments they should be trapped. now continue with
the Kamaitachis and peck them and snuff their attacks. Now if they jump, you
should now what to do. Hisen Zan? Correct, this move will put them right back in
the corner and you can continue your harassment. You can also throw in some
Enrakushishous (forward + HP) when you see the chance, to add more pressure to
the opponent. Keep the pressure up and they'll fall quickly.
------------------------------------------
COMBOS
------------------------------------------
Well here's the section I'm sure most all of you skipped too. Here's the
combos I use with Hayate in no particular order. NOTE- I won't list every combo
known to man by him as I find more fun to discover combos on your own.
1. Crouching MP, couching MK
2. Crouching MK, Oborozuki (QCF + Any K), Sorasen (forward + K after
Oborozuki)
3. Crouching WP, crouching WP, (WP)Kamaitachi (QCF + Any P)
4. Jumping HP, crouching MK, Oborozuki (QCF + Any K), Sorasen (forward + K after
Oborozuki), Raizan Sho (QCF, QCF + Any K)
5. Crouching WP, (WP)Kamaitachi (QCF + Any P), Resshin Kamaitachi (QCF, QCF +
Any P), Raizan Sho (QCF, QCF + any K), Tsumujikagero Kyoku (QCB, QCB + Any P in
the air)
------------------------------------------
Trial Mode
------------------------------------------
The trial modes are essentially just the CPU say do this and do this. The
trial modes are used to open new characters and secrets or learn new techniques
if your-that-new. Here's Hayate's list of trials that he has to accomplish.
REQUIREMENT (EXECUTION)
RANK E
1. Kamaitachi (QCF + Any P)
2. Oborozuki (QCF + Any K)
3. Hisen Zan (DP + Any P)
4. Shiraha Tenjin (RDP + Any P)
5. Resshin Kamaitachi (QCF, QCF + any P)
6. Raizan Sho (QCF,QCF + Any K)
7. Tsumujikagero Kyoku (QCB,QCB, + Any P in the air)
8. Orochi Fujinn (QCB,QCB + PPP at MAX level)
RANK D
9. Crouching MK, Oborzuki (crouching MK, QCF + any K)
10. Standing HP, crouching MK (Self Explanatory)
11. Kamaitachi through a Hadoken (QCF + any P as Ken throws his Hado
Ken)
Rank C
12. Hisen Zan, Tsumujikagero Kyoku.
(DP + Any P, QCB, QCB + Any P in the air)
Rank B
13. Jumping HK, standing HP, crouching MK, Kamaitachi.
(Jumping HK, standing HP, crouching MK, QCF + WP)
14. Guard Break, jumping HK, jumping HP, Tsumujikagero Kyoku.
(P + K of the same strength, jumping HK, jumping HP, QCB, QCB + Any P
in the air.)
Rank A
15. Jumping HP, crouching MP, crouching MK, Kamaitachi, Resshin
Kamaitachi, Raizan Sho, Tsumujikagero Kyoku.
(Jumping HP, crouching MP, crouching MK, QCF + WP, QCF + any
P((super cancel)), QCF, QCF + any K, QCB, QCB + any P in the air)
16. Jumping HK, Excel, standing LP, standing HK, Enrakushishou,
Kamaitachi, Hisen Zan, Tsumujikagero Kyoku.
(Jumping HK, P + K of the same strength, standing LP, standing HK,
forward + HP, QCF + any P, DP + Any P, QCB, QCB + any P in the air)
MANIAC MODE-----
Requirement-Do a MAX combo
Meaning destroy an entire life bar...good luck. I don't how to do it.
------------------------------------------
MISC.
------------------------------------------
HAYATE'S COSTUMES
-Pressing any P at the character select screen with get you Hayate's default
blue outfit with an orange trail after he slashes. IF you press K when selecting
him you'll get an orange outfit that has blue trails after he slashes.
TRANSLATIONS-courtesy of Kao Megura
Kagura Houzan Mountain Demolishing Dance
Enraku Shishou Swallow-Slaying Violet Rise
Daigatana Great Sword
Kamaitachi Whirlwind Cut
Oborozuki Hazy Moon
Sorasen "Flashing Through the Air"
Hisen Zan Flying Spin Slash
Shiraha Tenjin Clashing Blade Sword Turn
Resshin Kamaitachi Disastrous Earthquake Whirlwind Cut
Raizan Sho Flying Lightning Slash
Tsumujikagero Kyoku Extreme Heat Haze Whirlwind
Orochi Fujin Great Serpent Sealing Blade
CREDITS AND THANKS
Kao Megura
[email protected]
-Many thanks to his FAQ of EX 2 plus which had many names and translations of
many of Hayayte's special moves.
-BT's album "Movement in Still Life", without that I would have lost my mind
while typing this.
-Savage Garden's album "Affirmation" for keeping me happy even when my gf dumped
while I was typing this.
-My friends for allowing me to beat their a$$e$ over and over to see what works.
Rei Lewis <
[email protected]>
8/27/00'