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• Dash Slash (Dokuryuu) •
Hayato dashes at his enemy and does a sword slash. Depending on the buttons you press, you'll do the following.
A quick two hit combo slashing twice with your sword.
One fast slash with your sword, followed by a jumping slash. This can be blocked low and does not combo.
A strong slash from the side you're dashing from followed by a slash from the other direction, i.e. the second hit 'crosses'.
• Flash Sword (Shiden) •
Hayato runs forward slashing twice quickly with his sword, this can easily be used in combos.
The Hard Punch version does more damage and has more range.
(Can also be done in the air)
• Crimson Sword (Guren) •
Basically a Dragon Punch with your sword. Hard Punch makes you run forward first offering additional range, plus it does more damage making it the ideal version for combos.
Light Punch travels straight up immediately making it handy for anti air situations.
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• Command Grab Launcher (Byakko Hou) •
A command grab with the same range as your regular throw, i.e. not much. Does a bit more damage than your normal toss though and it acts as a launcher move letting you juggle the other player after throwing them.
• Plasma Combos •
Hayato has several "dial a combo" sword slashes, they are:
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• Hyper Flash Sword (Rasetsu Zan) •
An improved version of your Flash Sword attack, except this has a little bit more start up time. It's not difficult to combo with even then, and coupled with some of your great sword slashes, this can end up being a very damaging way to end a combo.
One of the great benefits here is it doesn't suffer as much damage reduction as some other character's Hyper moves when used in large combos.
• Scimitar (Engetsu) •
Hayato raises his blade above his head and quickly slashes down creating a shockwave in his wake. Damage on this is also good, but if suffers more from damage reduction than his Hyper Flash Sword attack does. This is better to use in shorter combos though.
Also, it has a faster start up time than your Hyper Flash Sword.
(Can also be done in the air)
• Plasma Field •
Creates a ball of energy around you, if this connects a timer will start counting down. While this is active Hayato has infinite Hyper bar and it speeds up some of his regular moves.
When most players see you've connected this and know what it does, they're going to start running away as quickly as possible, but you've got an unlimited amount of Hyper bar to chase them down with — at least for 10 seconds.
You cannot do a Variable Combination Hyper move (summon your partners for their Super attacks), but in most other ways you've got unlimited bars to play with.
(Requires 3 Hyper bars)
• Black Hayato •
A Raging Demon-like attack that can be comboed into. Very powerful move here, get your execution down and you can land it whenever you start a basic combo with Hayato.
• Hien •
(In the air)
• Dai Oiuchi Kougeki •
| Type | Partner Assist | Variable Counter | Variable Combination | |
| A | Expansion Type | (H) Flash Sword | (H) Flash Sword | Hyper Flash Sword |
| B | Anti air Type | (H) Crimson Sword | (H) Crimson Sword | Scimitar |
| Y | Balance Type | (H) Flash Sword | (H) Crimson Sword | Scimitar |
my favorite plasma combo is lp lp hp hk lp engetsu/plasma field both can be used the same he a great characher
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