So this thread is going to be meant for discussing Hayabusa's best moves, when to use them, and why. I don't think 'Top 10' lists are worth a damn, so list however many you want. When we start to see moves showing up a lot, I'll update my list. Try to list the moves by notation unless it's a well known move like the Izuna Otoshi.
Ongyoin: Hayabusa's stance is significantly more useful in DoA5 as he has a larger stable of moves to choose from, all of which are useful in different circumstances. Accidental transitions can now be covered by a parry you initiate by canceling the stance with Hold, he has crushes, throws, a series of quick strikes with limbo stun capability, and long distance moves that are safe when blocked at range. Get used to his moves that auto-transition into this or that can transition. If you have breathing room and you aren't in Ongyoin, you're wasting opportunity.
8K: Ah, up kick. Still a ridiculously good move, if a little slower than before. Still launches on normal hit with full juggle capability on critical. Even on normal hit you are guaranteed his new air grab, which does decent damage and can wall splat opponents. Do not just throw it out raw if you can avoid it, though. If your opponent expects it they may be able to hold it on reaction, especially if they're fishing for it.
H+KKK: This sounds like a joke to series veterans, but it isn't. The three kicks are back but GOOD both in-string and on their own. The move is relatively fast, crushes some lows, and ends in a guard break. Just like any other move you shouldn't do it from too far away as you ca be low-grabbed if you whiff, but if they guard, you're going to break it and have time to recover. If it hits, it does decent damage and has the ability to wall splat, so try to break those old habits of avoiding this move!
3P+K: Hayabusa's excellent high crush (and sometimes mids, too) returns! This is a tracking crush that launches on critical, stuns on normal, and leaves you back-turned. From back-turn Hayabusa still has his normal punch strings for juggle purposes so don't let that seem like a bad thing. Just don't throw it out raw; getting back-grabbed sucks, even for a Super Ninja.
66K: After getting my skull crushed over and over against Rikuto, I finally started working this into my game, and lo and behold, the matches started going back and forth. The beautiful thing about this guard-breaking knee is the range, speed, and options after. You can use this move safely in nearly any situation, whether you're being pressured or on the offensive yourself. If the opponent blocks it, their guard is broken and they now have to respect every option you have from Ongyoin, including the incredibly good grab Hayabusa has from Ongyoin (H+P, 41236 H+P, 6987412 H+P), the PPP string that has limbo stun potential on the second hit and is chargeable on the final, the knee with critical launch properties that can go into air grab, and more. USE THIS MOVE.
I'll add more later.
Ongyoin: Hayabusa's stance is significantly more useful in DoA5 as he has a larger stable of moves to choose from, all of which are useful in different circumstances. Accidental transitions can now be covered by a parry you initiate by canceling the stance with Hold, he has crushes, throws, a series of quick strikes with limbo stun capability, and long distance moves that are safe when blocked at range. Get used to his moves that auto-transition into this or that can transition. If you have breathing room and you aren't in Ongyoin, you're wasting opportunity.
8K: Ah, up kick. Still a ridiculously good move, if a little slower than before. Still launches on normal hit with full juggle capability on critical. Even on normal hit you are guaranteed his new air grab, which does decent damage and can wall splat opponents. Do not just throw it out raw if you can avoid it, though. If your opponent expects it they may be able to hold it on reaction, especially if they're fishing for it.
H+KKK: This sounds like a joke to series veterans, but it isn't. The three kicks are back but GOOD both in-string and on their own. The move is relatively fast, crushes some lows, and ends in a guard break. Just like any other move you shouldn't do it from too far away as you ca be low-grabbed if you whiff, but if they guard, you're going to break it and have time to recover. If it hits, it does decent damage and has the ability to wall splat, so try to break those old habits of avoiding this move!
3P+K: Hayabusa's excellent high crush (and sometimes mids, too) returns! This is a tracking crush that launches on critical, stuns on normal, and leaves you back-turned. From back-turn Hayabusa still has his normal punch strings for juggle purposes so don't let that seem like a bad thing. Just don't throw it out raw; getting back-grabbed sucks, even for a Super Ninja.
66K: After getting my skull crushed over and over against Rikuto, I finally started working this into my game, and lo and behold, the matches started going back and forth. The beautiful thing about this guard-breaking knee is the range, speed, and options after. You can use this move safely in nearly any situation, whether you're being pressured or on the offensive yourself. If the opponent blocks it, their guard is broken and they now have to respect every option you have from Ongyoin, including the incredibly good grab Hayabusa has from Ongyoin (H+P, 41236 H+P, 6987412 H+P), the PPP string that has limbo stun potential on the second hit and is chargeable on the final, the knee with critical launch properties that can go into air grab, and more. USE THIS MOVE.
I'll add more later.