DOA5U Hayate 1.05 best consistent critical burst combos

Tulkas

Well-Known Member
Premium Donor
These combos are the most damaging as well as consistent after a critical burst I have found after an extensive research. It means these never drop if used in the indicated environmental situation. Also no special timing is needed. Because all combos start with same launcher after the critical burst, I just posted the juggles. The launcher is:


:6::P+K::P+K:
all juggles below are based on this launcher after the critical burst


Heavy weight
· open space: :6::6::K::K::K: 48-68
· closest: :P::P::P:, :7::K: 51-66
Middle weight
· mid range: :8::P:, :P::P::6::P::K: 50-70
· open space: :4::P::6::P+K:, :K:, :7::K: 54-74
· closest: :P::P::P:, :3::3::K::K: 55-70​

Light weight
· U.1 mid range only Lei & Pai: :8::P:, :P::P::6::P::K: 50-70
· open space: :4::P::6::P+K:, :K:, :7::K: 54-74
· U.1 close 90°: :P::P::P:, :P::P::6::P::K: 54-74
· U.1 mid range all but Lei & Pai: :4::K::6::K:, :3::3::K::K: 54-74​

Feather weight
· mid range: :6::K:, :8::P:, :P::P::6::P::K: 63-78
· close: :4::K::6::K:, :P::P::6::P::K: 63-78
· closest: :3::P:, :8::P:, :P::P::6::P::K: 63-78
· U.1 sidewards + open space: :4::P::6::P+K:, :K:, :P::P::6::P::K: 64-84
· open space: :4::P::6::P+K:, :K:, :P::P::K::K: 65-85
Note for juggle researchers: "Closest" juggle on feather weights fails sometimes in corners and much more in a weird situation which happends when launcher hits about 1 or 2 meters from wall with a small angle. "Close" juggle can also fail in same situation but it fails much less, moreover if it is delayed a bit after the launch then it seems that "Close" never fails.


Notes for enviromental situations and damage:
  • Close: means foe is about 3 meters or less from a wall u other vertical danger zone after the launcher move recovers
  • Mid range: means foe is very far to a vertical danger zone but is still close enough for :4::P::6::P+K:, :K: resulting in a splat
  • U.1 Sidewards: means launched foe moves sidewards the wall instead of floating close to the wall keeping his location. Follow up juggle mostly is one of the others depending in next approaching wall distance. Be aware :6::P+K::P+K: launcher often results in sidewards.
  • 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. Damage of stun game including CB hit should be added for total damage of whole combo, it is usually higher than 50 extra points. So basicaly, after adding the stun game damage, any of these CB combos takes 33%-45% of life bar in normal hit status just at open spaces or using common walls. I have counted up to 75% in high counter status...


It is being helpful for improving my results with Hayate, hope it can be helpfull for other Hayate players. The best way I've found for learning these combos is playing survival mode. I think I'll be adding juggles for specific danger zones in a future post. Every feedback, contribution, etc. is welcome, specially better combos than these ones.

:hayate:
 
Last edited:

Tulkas

Well-Known Member
Premium Donor
Some small updates added in first post due to slighty weight difference between lights. Previous "close" and "mid range" juggles were dropping with Lei and Pai. Longer explanation for proper juggles to be use in "sidewards" situation. Added +1 damage for Alpha sidewards juggle. See: "U.1" mark.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top