Kizuna Encounter/Hayate

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Sho Hayate

Introduction

IF YOU WANT TO BE LIKE ME
YOU MUST MASTER FU-UN!

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
  • 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
  • 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

Light Attacks

c.5A
c.5A
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
5 4 8 ±0 +5
c.5B
c.5B
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
6 5 8 ±0 +5
f.5A
f.5A
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
5 2 10 -2 +3
f.5B
f.5B
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
6 2 10 -2 +3
2A
2A
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
5 4 8 ±0 +5
2B
2B
Damage Guard Cancel Level
- L o 1
Startup Active Recovery Block Adv Hit Adv
5 4 9 -1 +4

pursuit

Strong Attacks

c.6A
c.6A
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
6 5 12 ±0 +4
c.6B
c.6B
Damage Guard Cancel Level
- H/H x/o 1/2
Startup Active Recovery Block Adv Hit Adv
7/10 3/4 12 ±0 +4
f.6A
f.6A
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
6 4 12 ±0 +4
f.6B
f.6B
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
7 4 12 ±0 +4
3A
3A
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
6 4 12 ±0 +4
3B
3B
Damage Guard Cancel Level
- L RC 1
Startup Active Recovery Block Adv Hit Adv
7 4 20 -12 Knockdown

pursuit

Weapon Attacks

c.5C
c.5C
Damage Guard Cancel Level
- H o 3
Startup Active Recovery Block Adv Hit Adv
9 6[3+3] 15 ±0 +4
f.5C
f.5C
Damage Guard Cancel Level
- H o 3
Startup Active Recovery Block Adv Hit Adv
9 6[3+3] 15 ±0 +4
c.2C
c.2C
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
9 6[3+3] 15 ±0 +4
f.2C
f.2C
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
9 6[3+3] 15 ±0 +4
6C
6C
Damage Guard Cancel Level
- H/H x/o 2/3
Startup Active Recovery Block Adv Hit Adv
7/16 4/6[3+3] 21 -6 Pop-up
3C
3C
Damage Guard Cancel Level
- L/L o/o 1/3
Startup Active Recovery Block Adv Hit Adv
7/22 4/6[3+3] 17 -2 +2

Jumping Attacks

j.A
j.A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
4 - - - -
j.B
j.B
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
3 25 - - -
j.6A
j.6A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
4 11 - - -
j.6B
j.6B
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 8[5+3] - - -
j.C
j.C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
7 8[4+4] - - -
j.6C
j.6C
Damage Guard Cancel Level
- H/M o/o 1/3
Startup Active Recovery Block Adv Hit Adv
3/13 4/7[4+3] - - -

Universal Mechanics

3+A
3+A
Damage Guard Cancel Level
- L o 2
Startup Active Recovery Block Adv Hit Adv
8 12 13 -1 +3

pursuit

B+C
B+C
Damage Guard Cancel Level
- M x 3L
Startup Active Recovery Block Adv Hit Adv
11 11 17 -10 +4

best: B±0F/H+14F

GC
GC
Damage Guard Cancel Level
- H/H/H/H - 1/1/3/1
Startup Active Recovery Block Adv Hit Adv
5/8/14/17 2/2/2/2 38(9) -33 Pursuit OK KD

Special Moves

41236A
Kyoretsu Zan
41236A
Spiral Slash
Spiral Slash
Normal
41236A
Damage Guard Cancel Level
- H/H/H o 3/3/3
Startup Active Recovery Block Adv Hit Adv
6/40/42 31/2/4 33 -15 Knockdown
  • 6F weapon drop window.

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.

Follow-up
41236A on hit or block
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
- 4 (1) -26 Pursuit OK KD
j.2A
Reppuu Satsu
j.2A
j.2A Follow-up
j.2A Follow-up
Normal
j.2A
Damage Guard Cancel Level
- H/H/H/H - 1/1/2/3
Startup Active Recovery Block Adv Hit Adv
3(14) - (16) -2 +2
  • 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.

Follow-up
j.2A on hit or block
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
- - -16 -37 Pursuit OK KD
  • Worst: B-42F
623B
Hiten Sho’oukyaku
623B
6B Follow-up
6B Follow-up
3B Follow-up
3B Follow-up
Normal
623B
Damage Guard Cancel Level
- H/H/H/H - 1/1/3/1
Startup Active Recovery Block Adv Hit Adv
8/13/19/22 2/2/2/2 38(9) -34 Pursuit OK KD
  • 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.

Straight Rush
6B on hit or block
Damage Guard Cancel Level
- H/H/H/H - 1/1/2/2
Startup Active Recovery Block Adv Hit Adv
- - 22 -11 Pursuit OK KD

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.

Rising Rush
3B on hit or block
Damage Guard Cancel Level
- L/H/M - 3/3/3
Startup Active Recovery Block Adv Hit Adv
- - 42(21) -24 Pursuit OK KD

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.

63214C
Nendou Hikon
63214C
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
17 44 64[16] -6 Pursuit OK KD
  • 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.

[2]8A/B/C
Genei Hikon
[2]8A/B/C
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.

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.

General
Controls
FAQ
Glossary
HUD
System
Esoterics
Training Room
Characters
Rosa
Gozu
King Lion
Chung
Hayate
Kim
Mezu
Gordon
Joker
Eagle