1) I do feel like WR4K is a distinct-enough move that when you see it, who know exactly what move it is and what options he can come out of it with. It's not like Kokoro or Rig where a bunch of their moves look similar. The handstand is a handstand. Pretty distinct among Hayabusa's animations. Coming out of it, he has only slow, reactable options.Yeah, that was kinda me covering all bases. Neutral, then.
Alone, a move like WRK4K, 66K, etc. would be telegraphed. But I feel he's got a *lot* of moves that are like that, enough that even when, say, Hayabusa is crouching at R1F, I'm not *exactly* sure what he's going to do. (With Tina, it's H3P or maybe throw at most).
2) Crouching before match start isn't too useful here. WR4K is a WR move, not a hold3 move. You can do it near instantly (enter crouch only briefly, faster than anyone could react to, right before the match starts). If he's ducking before the match begins, he's just doing it to mess around and psych you out in hopes that you don't know how meaningless that crouch is. He's more unpredictable and has all the same options, plus more, if you see him remain standing.
3) It doesn't matter if you you are "exactly" sure or not because you can beat them all the same way. The stuff that can't be beaten the same way is the stuff you can patiently wait for and react to (save tick throws). If he's crouching, he might do 1P, 2P, WR4K, WRH+K (lol) or maybe get up and 6P. If you standing guard, his first hit will not be threatening in any of these scenarios. His second will either be non-threatening or very risky/telegraphed. You might say "tick throws" but again, everyone has access to that. But wait, there's more! A 13 frame mid (which all characters save Bass and Lisa have) will directly beat all of those (save the 6P thing which you'll either beat or tie with depending on your character).
I disagree. What are these few "overwhelming tools" he's got from neutral?He doesn't have a ton of overwhelming tools, but in neutral he's got enough of them that are convincing that they're stronger than Tina. I haven't felt when I'm fighting Hayabusa that I'm fighting, so to speak, someone and their stupid, because he has enough tools that reasonable variation will get him a few decent methods of attack without going towards insanity.
At range he has better options, but honestly, his range options aren't as godly as people make them out to be. They are easily blanketed and unless you're being reckless with stance whoring or intentional range whiffing (which he is great at punishing), his options to close in are very risky. Tina simply doesn't do better which is why range goes to Ryu, no question. But compared to say Hayate, Ryu's range options are actually fairly limited. Even when successful they rarely open the stun game (his super-scary spot). Though a few do, yes.Up close, he and Tina are probably in similar positions, but I'm probably less afraid of him because he's scarier in stun than she is. He's missing that low crush, which is unique to her, but that's about it. From not immediate range, far more, because she doesn't have buttons that don't make her blatant for days where he's coming in at various ranges with a ton of different tools throughout every space up to me,
Still, that's not giving him some great advantage that compensates for his CQ shortcomings.
I know what you're trying to say and it is a valid point in certain regards. And to that extent, I agree with you. But even so, the idea of "You have tick throws in neutral" is just not a very compelling argument to me. The exception would maybe for characters who have a Hitomi/Mila style 6T.to the point where his run up and grab is far more potent than most character's on reactability
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