Dunno if this is old tech or not. I know Rojikku found a cool teleport home combo for Hayate, but I'm gonna leave this here in case if it hasn't been found yet. Thoughts?
14~25 of charge frames. Counter Hit multiplier. ~ means cancellable range, cancelling right after the 14th frame is the easiest and most common timing 7 of teleport "startup". Counter Hit multiplier. This is the only part that is shown in the Move Details list. 33 of teleport recovery. Normal Hit multiplier. The actual teleport occurs on the 1st frame of this animation. TL;DR-but-inaccurate-version: Hayate's teleport is 21(1)32
Here's another optionImpressive combo! I never considered using the teleport as an anti-WUK tactic. I just tried it out in training mode, it does take some solid timing: if I teleport before the training dummy starts the WUK then the dummy will turn and hit me when I get to the other side. I'm also going to have to practice that combo itself, I'm realizing my Hayate juggles are leaving a lot of damage on the table as I'm not getting in quite that many hits.
Let me compare notes with you on the other tactics I use when my opponent is on their back, please let me know if I'm missing any other ones:
Beat both High/Low WUK:
236P: my default if I have enough room, gets both low and high kicks. Unsafe on block so I try to only use it when I see the kick coming. You have to position yourself at mid-range a bit outside their WUK's hit zone.
I used to think this was a guaranteed wake up kick killer, but I've ran into a situation using the same tech with Ein where I've been mid-countered. It's strange because on my screen it looks like my fist is hitting my opponent's foot, but I still got countered by 2 different opponents so I don't think it was just a lag glitch. Regardless this is still the best overall one I've found.
Beat Low WUK Only:
3H+K: one of my favorite conditioning moves anyway, as most skilled opponents I've fought like countering after the opening kick so I've got some quality damage by hitting just the 3H+K, stopping the string, and 33T'ing them from there. One the downside it's massively unsafe on block (-15) so if I guess wrong and my opponent is awake I'm taking some punishment.
214K: this doesn't have the mixup potential of 3H+K, but it's +2 on block so if I do end up hitting my opponent's guard I have advantage on the next move. It's good for pressuring even if I suspect my opponent isn't going to WUK
214PPP: also unsafe on block, though not as bad as 3H+K. Decent damage launcher if you free cancel after 214PP then do PP6K while they're mid-air.
Beat High WUK Only:
2H+K: this sweep is more for style points than actually being worth much, but I like to use it for variety's sake. You have to be spaced out to mid-range to get them with it, though set right you'll get more range off of it than they will from their high WUK so you can interrupt it. Opponents also like to hold after 2H+K (in my experience) so I've also got high counter damage out of opening with this. Works identically for Ein as with the 236P.
you're right 4P+K master race I do it with Hayabusa since DOA2UWhy not just do 4p+k as an anti wake up kick option? It spaces out the wake up kick perfectly and crushes it if you use it well. That way you don't have to guess if your opponent is going to do a wake up kick or not to get the teleport into back turn 3k. Also 4p+k is -4 on block, +3 fully charged (although reactable), and if you can hit your opponent by the wall that's a free wall combo just because they decided to wake up kick. Not taking anything from your set up I just feel like 4p+k is slept on.
The input that you are looking for is his 66P+k6. (Forward-forward, Punch+Kick, Forward) You can just mash the last forward input as many time as you'd like, that's how I do it to make sure I don't get the mid punch version without the teleport.Hey can anyone tell me how to do hayates teleport without stringing it into a combo? Like just the teleport by itself? I recently started playing again but can't remember how to do it.
thanks buddy. Could not remember that for the life of me for some reason.The input that you are looking for is his 66P+k6. (Forward-forward, Punch+Kick, Forward) You can just mash the last forward input as many time as you'd like, that's how I do it to make sure I don't get the mid punch version without the teleport.