KING JAIMY
Well-Known Member
Surprisingly, I haven't come across a top 10 moves thread for Hayabusa so I decided to make one. Feel free to post your own top 10 moves as well. Here are mine, in no particular order:
- 15 frame mid punch. Both an extremely reliable stun extender and stun opener. Has delayable follow-ups, too. This move on BT opponents guarantees a 4K launch as well.
- 18 frame mid punch launcher which is +0 on block. High crushes and has awesome reach. Definitely a must for any Hayabusa player I'd say.
- Hayabusa's quickest launcher at i14. Quite useful in stun if you need a quick launch and also useful in juggles. If I recall correctly, 8P crushes high strikes, too. It's unsafe on block though, so be careful.
- i27 mid punch sit-down stun with ridiculous range. Works extremely well against low wake-up kicks since this move crushes lows. Gives +24 on fastest SE, so that means you'll get a free Critical Burst on LV 3 threshold. It's safe on block (-5), too.
- Quite slow at i21, but the amount of frame advantage you'll get will make the move well worth it on hit (+31). Stuns on NH too and has the option of going into Ongyoin. Safe on block as well (-5). Last but not least, this move has wall splat properties.
- Moderately fast at 15 frames. Gives a decent lift stun which allows for multiple follow-ups. Can also be used in juggles.
- 15 frame high kick launcher which has an automatic Ongyoin transition which allows for damaging combos. Semi-safe at -7 on block, which is good considering all of his other launchers except for 33P4 are unsafe on block.
- i22 sit-down stun which is only -4 on block. Guarantees a 666P bound stun or several stun extenders, such as: 6P, 3P or 6K.
- Izuna-Otoshi. Self-explanatory.
- Only 6 startup frames but this move is so godlike on Hi-Counter. You'll either get 3P > 1P or 3P > 4K guaranteed. Should you decide to go for 3P > 1P, I recommend doing a 4H+K9P afterwards. Almost every time, the opponent will hold after you hit them with 4H+K9P. Then you can go for another hi-counter 46T to keep them in the blender or punish their whiffed hold with an Izuna.
- 15 frame mid punch. Both an extremely reliable stun extender and stun opener. Has delayable follow-ups, too. This move on BT opponents guarantees a 4K launch as well.
- 18 frame mid punch launcher which is +0 on block. High crushes and has awesome reach. Definitely a must for any Hayabusa player I'd say.
- Hayabusa's quickest launcher at i14. Quite useful in stun if you need a quick launch and also useful in juggles. If I recall correctly, 8P crushes high strikes, too. It's unsafe on block though, so be careful.
- i27 mid punch sit-down stun with ridiculous range. Works extremely well against low wake-up kicks since this move crushes lows. Gives +24 on fastest SE, so that means you'll get a free Critical Burst on LV 3 threshold. It's safe on block (-5), too.
- Quite slow at i21, but the amount of frame advantage you'll get will make the move well worth it on hit (+31). Stuns on NH too and has the option of going into Ongyoin. Safe on block as well (-5). Last but not least, this move has wall splat properties.
- Moderately fast at 15 frames. Gives a decent lift stun which allows for multiple follow-ups. Can also be used in juggles.
- 15 frame high kick launcher which has an automatic Ongyoin transition which allows for damaging combos. Semi-safe at -7 on block, which is good considering all of his other launchers except for 33P4 are unsafe on block.
- i22 sit-down stun which is only -4 on block. Guarantees a 666P bound stun or several stun extenders, such as: 6P, 3P or 6K.
- Izuna-Otoshi. Self-explanatory.
- Only 6 startup frames but this move is so godlike on Hi-Counter. You'll either get 3P > 1P or 3P > 4K guaranteed. Should you decide to go for 3P > 1P, I recommend doing a 4H+K9P afterwards. Almost every time, the opponent will hold after you hit them with 4H+K9P. Then you can go for another hi-counter 46T to keep them in the blender or punish their whiffed hold with an Izuna.
Last edited: