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- For other uses, see Hayate.
|All appearances||+ ( to charge, to cancel)|
Executed by performing a quarter-circle forward motion and pressing punch, Makoto draws back her fist while her scarf flutters in the wind, then suddenly dash forward fist-first. How long she stands with her fist drawn back is determined by how long the punch button is held; if not released after a certain amount of time, she performs the dash anyway.
The delay "charges" the attack: the longer she waits before dashing, the more damage the attack will inflict if it hits; the attack also becomes unblockable when charged to maximum. If kick is pressed while she stands in this position, she will cancel the attack and return to stance.
How far she dashes and how much damage the attack can do (charge notwithstanding) is determined by the punch button used: light punch version travels a minimal distance and inflicts the least damage; heavy punch version travels across almost the entire screen and does the most damage; and medium punch version goes in-between.
The EX Special version cannot be charged, launching immediately after execution; it does the same amount of damage as the uncharged medium punch version, travels as far as the heavy punch version, and knocks the opponent down if it hits. In the Street Fighter IV series, the EX version also possesses Armor Break capabilities.
The Hayate is a good punish as it covers a lot of ground very fast. However the recovery is significant against a blocked foe so caution should be taken to using the attack liberally. If at mid-range, it is somewhat safer to use the crouching medium punch as a punish and then cancel into the Hayate as a hit confirm instead of using the Hayate alone. The Hayate is a common, unmetered follow-up to a standing hard punch (which can be guaranteed if done after a Karakusa).
The cancel attribute of the attack can be used as a combo tool, as canceling a basic move into the Hayate followed by instantly stopping the attack (done by pressing both punch and kick at the same time when performing the move, which will cancel the Hayate without charging it) provides better recovery than connecting with the punch, allowing a basic move with a long enough hit stun (such as a standing hard punch) to combo into something other than the Hayate. An example of this can be seen in Makoto's final Super Street Fighter IV trial, where the player is asked to perform a standing hard punch into an instant Hayate cancel and then a crouching light punch that will successfully combo.