New/Old String Chat
7P
As I've said in a few topics, would be the new notation for a high punch resembling Hitomi's 7p and somewhat following the same criteria.
7PP would go from a high hook to a palm. From there he could finish with 7PPP which would be a mid punch sort of like her 4PPP ender or rather 9H~P punch. The animation would take a more masculine/balanced approach rather than Hitomi's which also seems like she's trying a little too hard. 7PP[[P]] would be the charged version which would be one of his Rekkuga guard breaks for +3 as usual.
7PK would go to a knee as well (like Kasumi's 6K animation). This would create the high to mid mix-up which would be a really good thing for him. It'd be a nice way to get a good high punch stun and if they happen to reaction low hold, you'll catch them with the knee which would be a lift/uppercut stun. 7PKP would end in a mid punch like Hitomi's 4KP basically but it could be more so a palm.
Hayate doesn't need new juggles but if people had an issue with 7PK really being a juggle option, then it could just knockdown an aerial opponent. Simple as that because he really doesn't need new juggles. Maybe something that's good for a NH 6p+k~p+k, which would be 7ppp no charge, but yea that's it.
2KK and 1K Mix-ups
2KK is self explanatory. 2K by itself is empty. He needs the, "will he do it or will he not do it", pressure. Giving this back would give that pressure.
1KP was a nice launcher and 1KK was a nice sweep to have. Adding these along side 1K6P+K would be a nice thing to have, since 1K was a really good unseeable low. Making this safer on hit would be nice too.
PP4P
Now I'm going to be honest... I don't actually care about this string. Yea the stun is deep and it will stop sidestep, plus it gives a low sweep option, with the high safe poke and guard break mix-up and I imagine they'd probably give him the wind dash cancel for it.
Frankly it's only there to stop sidestep though for me, with that sweep as another option. PK is there for immediate track but it's high. Not downplaying it though, PK is sufficient for immediate sidestep checking. A lot of other characters have that kind of stuff:
JL
p6p - hh
p6pk - hhm
p6p2k - hhl
p2p2k - hml
Kasumi
p6p - hm
p6pk - hml
ppk - hhh
pp2k - hhl
pp6k - hhm
The trend here is that they all have tracking options that come from 3 hits or below. Hayate has PK and PPK and that's where it ends. His low sweep is the 4th hit of PP2KK and his mid kick is the 4th hit of PP6PK. PP4P would be solid to have but it'd also be nice to get his PPK/H+K back a stun rather than the static launch it has now so that he can follow up on the good read rather than just the BS knockdown.
Wind Dash Chat P.2.
6P+K Properties
Frankly I only want the kick to become a launcher again and have 4h+k return as a raw move as well. This would help a lot and really make a move towards the double wind dash idea.
Speaking on the kick, if you add the launcher back, it becomes basically another 2 in 1 situation like 4k6k. See the downsides to a 2 in 1 launch are you sacrifice damage to reduce the guessing by 1 in the cases of the stun system in this game. In the end, it is worth it
Another important thing would be aerial retracking. If you play Tekken you'll know about Lars and his FF2 SE. Basically he slaps the person into the air and then wind dashes under them, but he turns around during the dash under allowing him to continue with a full juggle. This would help Hayate out a lot, especially with his Raijin throw or certain launches on CH.
By giving him the aerial retracking, Hayate would be able to do 4P6P+K(dash under and turn around)~K, PP6PK (70 damage) and 4P6P+K(dash under and turn around)~K, PPKK (71 damage). I know these numbers because the wind dash glitches at the wall sometimes allowing him to do this juggle. Also it can be done at invisible walls. Making this the juggle to do on the regular would be something really nice to have. 4K6K, 8P, PP6PK would reach 70 damage at the wall and keep them there if you need that option. This is godlike!!!!!!
There's no excuses either, because other characters can maximize their damage off of launching throws by as many as 5 points on NH and even more on CH and HCH. It's not much of a difference but it DOES make a difference.
New Cancels
3K6P+K - Mean it just seems so right... it just needs to link in so that he can pick between the two launchers as a mix-up situation and the throw for when they hold too much.
214P6P+K - I visualize this in my head and I find it very satisfying. Unnecessary though. All 214P needs is for the delay window to be opened up slightly on the last punch, but I wouldn't mind having the wind dash option just because.
H+K6P+K/PPK6P+K - Just like Kasumi's. He'd need the stun returned to its DOA4 status which would mean it being the same as JL's 8K and other like kicks. It'd be a 50/50 situation again for launches. People can complain all day about the guessing but if you got caught in the first place then you probably deserve a guaranteed launch over that. >_>
66KK6P+K - Change the 66K to a lift stun. 66KK can give sort of a fainting deep stun or stun like JL's 8K (holdable though) so that he'll get the, you guessed it 50/50 off of the wind dash launchers. In a juggle it'd allow him to finish with the uppercut and kick as enders. Unfortunately the kick WOULD be the best choice for damage but the uppercut would be there for aesthetics. Know what I'm saying?
8P8K6P+K/BT 7K6P+K - Special case, only on hit. In a juggle this would work to form a way of getting in your opponents face after the ender. Raw, it'd work as a good way of punishing your opponent for pressing buttons after 8P and it would give you a juggle, like (8P)8K6P+K~K, BT 7K or (8P)8K6P+K~K, PP6PK. The damage may be a bit too much though. I'll measure it up later.
8PK should become neutral or + on block as well so that for using it, you get some sort of structural advantage since it's such a slow move so that if they finally respect you, you're not having to work from a BT mix-up or having to go for a kick that's -31 on block.