These combos are the most damaging ones as well as consistent which are guaranteed follows up for these:
.
So these are the best I have found after a decent research. By "consistent" I mean these combos never drop if used in the indicated environmental situation. When special timing is required it is indicated and the timed input is marked with the icon: . However the best non-timing alternative is also shown.
Any weight
Heavy weight
These combos takes around 20%-45% of life bar just in open spaces or using common walls. Maximum damage is reached in high counter status.
Combos for where taken from @Nate post: 236T options.
I am just starting to learn these combos, hope it can be useful for other Hayate players. I'll be practicing it in survival mode as usual. Please keep in mind every feedback, contribution, etc. is welcome, specially better combos than these ones.
· .
·
· .
· vs jumping attack.
·
· .
· vs jumping attack.
So these are the best I have found after a decent research. By "consistent" I mean these combos never drop if used in the indicated environmental situation. When special timing is required it is indicated and the timed input is marked with the icon: . However the best non-timing alternative is also shown.
Any weight
· open space &
..sidewards: 56
..sidewards: 56
Heavy weight
Middle weightvs air kick
· open space: , 61-81
· close 90° &
..sidewards: , 63-78
· any situation: 70-90
· open space: same as vs air kick 71-91
· close 90° &
..sidewards: same as vs air kick 73-88
· close 90°: , 84-94
Light weightvs air kick
· close 90°,
..sidewards &
..far range: , 67-82
· open space: , , 68-88
· open space: , 73-93
· open space + timing: , , 74-94
· close 90°: , , 80-95
· open space: , , 73-93
· close: , 77-92
· farthest: , , 78-93
· close 90°: same as heavies
Feather weightvs air kick
same as middles
same as middles
· close + timing: , , 80-95
· farthest + timing: , , 81-96
· any other: same as middles
· close 90° to wall behind + timing: , 91-101
· any other: same as middles
vs air kick
· open space: , , 69-89
· any other: same as middles
· any situation: , , 75-95
· close: , , 76-96
· open space: , , 77-97
· open space + timing: , , 80-100
· close + timing: , , 84-99
same as lights
Notes for enviromental situations and damage:
- Close: means wall is close enough for farther combos to fail. For Hayate faces the wall, in all other cases wall is behind him. 90° is indicated when combo fails in sidewars situacion.
- Sidewards: means launched foe moves sidewards the wall instead of floating close to the wall keeping his location.
- Mid range: means foe is far to a vertical danger zone but is still close enough for , resulting in a splat.
- Farthest: means the combo is the one which cover the maximum distance and last hit causes wall splat.
- Damage: is based on normal hit and counts every hit from laucher. It is shown as min-max, considering as maximun only damage caused by regular walls and exploding ones (damge of other danger zones such as falls or high bouncing walls are not considered, it will likely be covered in a future post). Most the time damage achieved by these combos are 5 points more than then minimun shown. Maximun damage corresponds to exploding walls.
These combos takes around 20%-45% of life bar just in open spaces or using common walls. Maximum damage is reached in high counter status.
Combos for where taken from @Nate post: 236T options.
I am just starting to learn these combos, hope it can be useful for other Hayate players. I'll be practicing it in survival mode as usual. Please keep in mind every feedback, contribution, etc. is welcome, specially better combos than these ones.
Last edited: