H A Y A T E FAQ Ver. 1.0 Street Fighter EX 2 Plus System-Playstation Author-Rei Lewis Unpublished work Copyright 1998-1999 Rhea Lewis This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical,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 kmegura@yahoo.com -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 8/27/00'