Here's a Hayabusa write-up for those who care.
razz With Ninja Gaiden Black, Hayabusa easily scored a spot in the top 5 badasses in video games, along with Kratos and Dante.
3nodding However, this isn't about that, this about his a**-kickiness in DoA2. Yup. Now, I'm no expert when it comes to character strategies, but hopefully this here will reveal dsome insight on s**t.
smile Style BreakdownOffense: ***
- As with most characters, Hayabusa's attacks can be easily read with enough practice. Also, against some the faster characters, the recovery on some of his attacks will lead you to writng your own epitaph. That's no fun.
sad Defense: *****
- His Izuna Drop reversals - and reversals in general - are easily the most damaging attacks in the game. Good eyes and quick reflexes will enable to literally toss your opponent around like a piece of meat.
Whatever kind of meat that is is strictly your perrogative (sp?).
Speed: *** 1/2
- Hayabusa is the third fastest male character (Zack is next, then Jann Lee) in DoA2. As you may have guessed, this gives him a small edge against certain opponents.
Learning Curve: ** 1/2
- The only move(s) you may have trouble learning is the Izuna Drop and Hayabusa's punch reversals, which are more damaging - and cooler looking - version of the aformentioned throw. Other than that, he's pretty easy to use.
3nodding Best MovesCognizance: I'm gonna use the standard notation for directions. If you don't know what those are... yeah.
stare Here's how the guide works:
[Move Input] (Properties) - description
- notes and strategy.
Get it? You don't get it, do you? For the love of shuriken, why do I bother...
[DF+K] (M) - an average speed kick to the abdomen
- While not looking like much, this kick can be a bit of a pain for your opponent. If it hits on counter hit - and chances are it will, it cause a lengthy stun enabling... juggles!
surprised [P, P, B+P, K] (H, H, M, M) - two punches, a chop, and a modified Tornado Kick... in that order
- This move is best used as a juggle ender, since the wind-up on the K will give your opponent just enough time to formulate a defense strategy. But as far as juggles go, this is a great move to use since it's slams the opponent on the ground and offers a chance to get in a wall hit.
3nodding [P, P, K, K, K] (H, H, H, H, H) - two punches, then three mid-air kicks
- Never, never, *
NEVER* use this move if both you and your opponent are standing; any part of this string can be interrupted - or rather, *reversed* - if blocked. However, this is your main option for ending a juggle, as there is a very good chance to get in a wall hit. And who doesn't like extra damage thrown into his/her combos?
[P, K, K] (H, H, H) - a punch, then a hook into a roundhouse
- On counter hit, I believe the last kick juggles, but I'm not certain. If it does, then you can throw in the above attack for easy damage.
[UB+K] (H) - a severly inverted roundhouse
- This attack juggles regardless of the hit, but the properties of the kick don't give you much time actually follow through with anything. This is best used when someone is getting a little too happy with the throw button.
[DF+P+K] (H) - a knife-hand uppercut of sorts that leaves Hayabusa's back turned
- This a good move to use if you suspect that your opponent is going high, as this attack will go under it. This attack juggles regardless of the hit, and you can easily throw in a [P, P, K, K, K], especially on counter hit. If the move *does not* hit on counter hit, then you have multiple options; if you don't wanna be all fancy and whatnot, just toss in K after the initial hit.
[HCF+Fr+P, HCU+Fr+P {yes... half-circle up}, 360+Fr+P] - Izuna Otoshi, best described as a spinning, mid-air German Suplex
- The coolest throw in the game and the second most damaging on Hi Counter, you want to get in this throw as much as possible. While somewhat difficult to pull off ont he fly, the results are well worth the efforts.
Senko-Izuna, Rekkeo-Izuna, and Yoko-Izuna - Hayabusa's high, mid, and low punch reversals, respectively
- *see above*
Good Match-upsNeed an easy win? Here you go.
Helena - In DoA2 at least, she's pretty easy to defend against. Most of her moves are high and easy to read.
Bayman - The average Bayman user tends to a little over-aggressive. Pull a Gaara and show him/her why it's usually a bad idea to attack all willy-nilly.
Ein - As an Ein user, I can tell you that he's pretty easy to read. Watch out for his low pokes and you're straight... I think. o.O
Bad Match-upsPurposely looking for an a**-whooping? You found one.
Kasumi - Don't let her cute face and gentle nature fool you, she is a nightmare and a half! Almost all her attacks can beat out Hayabusa's and she has some nice confusion tricks to keep the super-ninja at more than arms length.
Ayane - Ryu Hayabusa, meet Death in a Butterfly Ensemble. Ayane is *the* fastest character in the game... I'm sure you can ascertain the rest.
Jann Lee - Jann Lee *dares* you to mess up something. You're gonna be knocked around the whole stage effortlessly if you're not careful.
Tag PartnersHayabusa can work with the following characters:
Kasumi (default)*
Gen-Fu
Helena
Tina
Bass
Zack
Jann-Lee*
Ayane*
Ein
The characters with a "*" next to his/her name are Hayabusa's ideal tag partners.
3nodding And as that dude said in Def Jam: Fight for New York, that's all she wrote, Daddy. Or rather, that's all *I* wrote. I'll put up some combos to try out if anyone wants them.
- Sage