Introduction
“
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IF YOU WANT TO BE LIKE ME
YOU MUST MASTER FU-UN!
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”
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martial art combining boomerang and martial arts
Note: Hayate's special move names are taken from Japanese sources as opposed to localized names because of inconsistencies between the arcade panel scans and the ACA re-release that conflict on which names are used where.
Strengths |
Weaknesses
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- Solid neutral presence with good normals and projectiles
- Strong, reliable combos, including an infinite on Gordon and King Lion/Leo
- Air projectile enables tricky left/right mixups and combos
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- Poor high-low mixup options thanks to his really bad overhead
- Somewhat linear neutral game
- Has to manually catch his boomerang when it comes back, leaving him open
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Light Attacks
c.5A
c.5A
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Damage
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Guard
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Cancel
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Level
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-
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H
|
o
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1
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Startup
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Active
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Recovery
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Block Adv
|
Hit Adv
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5
|
4
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8
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±0
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+5
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c.5B
c.5B
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Damage
|
Guard
|
Cancel
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Level
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-
|
H
|
o
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6
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5
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8
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±0
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+5
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f.5A
f.5A
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Damage
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Guard
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Cancel
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Level
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-
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H
|
o
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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5
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2
|
10
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-2
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+3
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f.5B
f.5B
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Damage
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Guard
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Cancel
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Level
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-
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H
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o
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6
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2
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10
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-2
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+3
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|
2A
2A
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Damage
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Guard
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Cancel
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Level
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-
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H
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o
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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5
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4
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8
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±0
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+5
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|
2B
2B
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Damage
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Guard
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Cancel
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Level
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-
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L
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o
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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5
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4
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9
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-1
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+4
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pursuit
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Strong Attacks
c.6A
c.6A
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Damage
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Guard
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Cancel
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Level
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-
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H
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o
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2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6
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5
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12
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±0
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+4
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c.6B
c.6B
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Damage
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Guard
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Cancel
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Level
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-
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H/H
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x/o
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1/2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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7/10
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3/4
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12
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±0
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+4
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f.6A
f.6A
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Damage
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Guard
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Cancel
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Level
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-
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H
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o
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2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6
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4
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12
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±0
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+4
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f.6B
f.6B
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Damage
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Guard
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Cancel
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Level
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-
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H
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o
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2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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7
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4
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12
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±0
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+4
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|
3A
3A
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Damage
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Guard
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Cancel
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Level
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-
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H
|
o
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2
|
Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6
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4
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12
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±0
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+4
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|
3B
3B
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Damage
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Guard
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Cancel
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Level
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-
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L
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RC
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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7
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4
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20
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-12
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Knockdown
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pursuit
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Weapon Attacks
c.5C
c.5C
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Damage
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Guard
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Cancel
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Level
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-
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H
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o
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3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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9
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6[3+3]
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15
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±0
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+4
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f.5C
f.5C
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Damage
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Guard
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Cancel
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Level
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-
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H
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o
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3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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9
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6[3+3]
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15
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±0
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+4
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c.2C
c.2C
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Damage
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Guard
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Cancel
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Level
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-
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L
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o
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3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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9
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6[3+3]
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15
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±0
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+4
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|
f.2C
f.2C
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Damage
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Guard
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Cancel
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Level
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-
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L
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o
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3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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9
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6[3+3]
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15
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±0
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+4
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|
6C
6C
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Damage
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Guard
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Cancel
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Level
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-
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H/H
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x/o
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2/3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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7/16
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4/6[3+3]
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21
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-6
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Pop-up
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3C
3C
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Damage
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Guard
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Cancel
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Level
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-
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L/L
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o/o
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1/3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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7/22
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4/6[3+3]
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17
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-2
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+2
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Jumping Attacks
j.A
j.A
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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-
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-
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-
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-
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j.B
j.B
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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3
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25
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-
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-
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-
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j.6A
j.6A
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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4
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11
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-
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-
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-
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|
j.6B
j.6B
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Damage
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Guard
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Cancel
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Level
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-
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M
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o
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2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6
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8[5+3]
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-
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-
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-
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|
j.C
j.C
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Damage
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Guard
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Cancel
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Level
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-
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M
|
o
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3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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7
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8[4+4]
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-
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-
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-
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|
j.6C
j.6C
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Damage
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Guard
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Cancel
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Level
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-
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H/M
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o/o
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1/3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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3/13
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4/7[4+3]
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-
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-
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-
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Universal Mechanics
3+A
3+A
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Damage
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Guard
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Cancel
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Level
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-
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L
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o
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2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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8
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12
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13
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-1
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+3
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pursuit
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B+C
B+C
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Damage
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Guard
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Cancel
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Level
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-
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M
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x
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3L
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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11
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11
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17
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-10
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+4
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best: B±0F/H+14F
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GC
GC
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Damage
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Guard
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Cancel
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Level
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-
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H/H/H/H
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-
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1/1/3/1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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5/8/14/17
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2/2/2/2
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38(9)
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-33
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Pursuit OK KD
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Special Moves
41236A
Kyoretsu Zan 41236A Spiral Slash Spiral Slash
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Normal 41236A
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Damage
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Guard
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Cancel
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Level
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-
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H/H/H
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o
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3/3/3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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6/40/42
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31/2/4
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33
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-15
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Knockdown
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Sho dashes forward with an upward swing of his boomerang. This is Sho’s primary combo ender thanks to its range and damage, making it a very reliable confirm, especially thanks to its follow up in Spiral Slash (41236A).
Officially translated as Slash of Fury, or Savage Slash in the ACA NeoGeo re-release.
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Follow-up 41236A on hit or block
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Damage
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Guard
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Cancel
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Level
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-
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H
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o
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2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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-
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4
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(1)
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-26
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Pursuit OK KD
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j.2A
Reppuu Satsu j.2A j.2A Follow-up j.2A Follow-up
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Normal j.2A
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Damage
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Guard
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Cancel
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Level
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-
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H/H/H/H
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-
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1/1/2/3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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3(14)
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-
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(16)
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-2
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+2
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- When only the 1st attack hits at the lowest position, B-8F/H-3F
Sho dives down with a flurry of blows -- in other words, it’s a dive punch. As with all dive type attacks, it’s good for movement and the occasional niche punish from the air. Has a follow-up with j.2A, which knocks the opponent down.
Officially translated as Wind of Wham.
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Follow-up j.2A on hit or block
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Damage
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Guard
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Cancel
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Level
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-
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H
|
o
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2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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-
|
-
|
-16
|
-37
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Pursuit OK KD
|
|
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623B
Hiten Sho’oukyaku 623B 6B Follow-up 6B Follow-up 3B Follow-up 3B Follow-up
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Normal 623B
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Damage
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Guard
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Cancel
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Level
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-
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H/H/H/H
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-
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1/1/3/1
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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8/13/19/22
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2/2/2/2
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38(9)
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-34
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Pursuit OK KD
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- When the 4th attack whiffs, B-25F/H-24F
Sho spins while moving forward, hitting the opponent twice before following up with one of three options. Letting the move rock on its own will cause Sho to leap upward with a rising knee attack, knocking the opponent down. The other follow ups make this move a bit more enticing, but its lack of range means that using it in combos is difficult, and the damage you get is generally not worth it compared to confirms into Kyoretsu Zan. It does, however, make for a pretty decent guard cancel.
Officially translated as Spirit Blast, or as To the Moon Kick on the ACA NeoGeo re-release. Oddly enough Spirit Blast is assigned to [2]8A/B/C in the re-release.
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Straight Rush 6B on hit or block
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Damage
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Guard
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Cancel
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Level
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-
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H/H/H/H
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-
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1/1/2/2
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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-
|
-
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22
|
-11
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Pursuit OK KD
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Sho adds a third hit to his spin before throwing out a three hit combination to knock the opponent down, allowing for an OTG. Not all that different from the other follow up.
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Rising Rush 3B on hit or block
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Damage
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Guard
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Cancel
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Level
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-
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L/H/M
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-
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3/3/3
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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-
|
-
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42(21)
|
-24
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Pursuit OK KD
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Sho follows up the spin with a sweep into two rising kicks. Potentially a gimmick since the first hit of this follow up must be blocked low, but otherwise it’s basically the same as Straight Rush.
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63214C
Nendou Hikon 63214C
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Damage
|
Guard
|
Cancel
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Level
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-
|
H
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
17
|
44
|
64[16]
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-6
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Pursuit OK KD
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- Rank B projectile.
- 9F weapon drop window.
Sho throws his boomerang straight towards his opponent before it returns to him. The primary benefit to this projectile compared to Hikon Nagejutsu is the higher durability on the projectile, which can make it useful in some projectile battles you may end up fighting. Worth keeping in your back pocket.
Officially translated as Column of Concentration, or Eagle Fire Slam in the ACA NeoGeo re-release.
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[2]8A/B/C
Genei Hikon [2]8A/B/C
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A [2]8A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
17
|
43
|
73
|
-6
|
Pursuit OK KD
|
B [2]8B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
17
|
33
|
82
|
-6
|
Pursuit OK KD
|
C [2]8C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
17
|
33
|
79
|
-6
|
Pursuit OK KD
|
- All versions are Rank B Projectiles.
- 9F weapon drop window.
Sho throws his boomerang into the air, and suddenly there are three of them -- two are illusions, one is the real thing. Which one is the real boomerang depends on the button pressed: A for horizontal, B for diagonal, C for vertical. This is a pretty gimmicky form of “fake-out” space control that probably won’t see a whole lot of use, especially since Sho has much better projectiles to be throwing out.
Officially translated as Flying Phantom Crunch, or Spirit Blast in the ACA NeoGeo re-release.
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|
236C
Hikon Nagejutsu 236C (air OK) Ground Ground Air Air
|
Ground
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
3L
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
16
|
49
|
68[16]
|
±0
|
+14
|
Air
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
3L
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
10(15)
|
55
|
-[16]
|
-3
|
+11
|
- Both versions are Rank C projectiles.
Sho throws his boomerang at the opponent, traveling in a low arc before it returns to him. Great for space control on the ground and in the air, as it will reliably trade with other weapon projectiles. The air version also has the added benefit of being usable for a really gross ambiguous left/right mixup when performed close to the opponent, which can confirm into a combo if it hits and potentially grant frame advantage on block if it lands reasonably deep.
The air version will be two hits if the boomerang connects as soon as it spawns. The easiest way to see this is TK (2369C) and the hit advantage will vary greatly depending on the distance. On close contact, H+13F on Kim & Eagle, H+10F on Jyazu, and H+23F for everyone else.
Officially translated as Soaring Throw in the ACA NeoGeo re-release only.
|
|
Desperation Moves
632146A
Hiou Musou Ranbu 632146A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6
|
23
|
20
|
-5
|
Pursuit OK KD
|
Sho rushes forward quickly, unleashing a flurry of blows when it connects, finishing with a Kyoretsu Zan. This is a pretty good super, as it reliably combos from your main confirm chain, deals decent damage, allows an OTG, and is even safe on block should you mess up your combo.
Officially translated as Hayate Dance.
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