Dead or Alive 2

Ryu Hayabusa

Version 1.5

Contents

A. Before you continue reading...
1. General Advantages + Disadvantages
2. What I think
3. Some useful Advise
4. Keys to what to do with attacks
5. Hayabusa's Costumes
5.1. How to Get her costumes
6. Attacks
6.1. General Blows + Combos
6.1A. Handstand Attacks
6.2. Throws
6.2A. Combo Throws
6.3. Down Attacks
6.4. Defensive Holds
6.5. Taunts/Special Behaviour
7. Hayabusa Vs...
7.01. Bass
7.02. Ein
7.03. Gen-Fu
7.04. Helena
7.05. Jann-Lee
7.06. Kasumi
7.07. Lei-Fang
7.08. Leon
7.09. Ayane
7.10. Tengu (Story mode only)
7.11. Tina
7.12. Zack
8. Tag Teams
8.1. Best Tag teams
8.2. Hayabusa's Tag Attacks
B. Contacts
================================================================================
A. Before you continue reading...

I created this guide after a lot of hassle, several continues, giving 40 to
the nice people at Game, a few hours on Notepad and various other things too
stupid to mention.  You can use this guide for your own purposes but it would
be better if you'd e-mail me at ldriver.kasumi@merseymail.com and ask for my
permission.  Also could you give me credit if you do use this guide for that
purpose.  ThanX
And before I get various E-mails from US gamers I am from the UK somewhere so
don't winge if the details are wrong as they are correct for the PAL version
although they might work for the US/NSTC version
================================================================================
This guide could be on the following web sites:

http://DreamCastStuf.homestead.com
http://www.GameFAQs.com

If it is on another site then e-mail me and I will sort it out
================================================================================
1. General Advantages + Disadvantages

Hayabusa is one of the characters you might want to play with after a few goes
with the sparring mode.  He is one of the characters who has a superior
countering ability.  He is similar to Ein although he has more speed than
strength.  One of the fastest men in the game.
Unfortunately his lack of speed means he has to use powerful attack or attacks
which result in a critical hit to get the advantage.
================================================================================
2. What I think

Hayabusa is a specialist character.  You may need to practise with him and
master his attacks.  His throws like the Izuna and his punch counters when
mastered can be devastating.
================================================================================
3. Some Useful Advise

Use some of the shortcut buttons which allow you to press 2 buttons, yet you're
only pressing one button(i.e. the B button which is defaultly set as F+P - the
throw button)
Although it isn't much use keep the R trigger as F+P+K - It's essential
especially in Tag mode (F+P+K tags you're partner in and is part of the tag
throw attack)
If you are using the standard DC pad, use the analogue stick for free movement
rather the D-Pad + L Trigger so then you can...
...Configure the L trigger as another attack - I'd recommend P+K or F+K
If you are using the Arcade Stick keep one button as free movement and make
sure you can keep hold of it whilst you are pressing other buttons
It is best to remember this: Throws beat holds beat blows beat throws (remember
that stone paper scissors game?)
If you get stuck in a throw or combo throw perform a throw maneuve of your own
to get out of it (F+P works most of the time)
================================================================================
4. Key to what to do with attacks

u,t,d,b        - Press up, forwards (Towards opponent), Down or Back (away from
opponent) A                       capital indicates a longer press (if needed)
ut             - Up + Towards Diagonal
dt             - Down + Towards Diagonal
db             - Down + Back Diagonal
ub             - Up + Back Diagonal
QCB            - Quarter Circle Back.  This is usually in a bracket - use the
direction given
                 before the bracket.
QCF            - Quarter Circle Forward.  This is usually in a bracket - use
the direction given
                 before the bracket.
HCF            - Half Circle Forward.  This is usually in a bracket - use the
direction given
                 before the bracket.
HCB            - Half Circle Back.  This is usually in a bracket - use the
direction given
                 before the bracket.
360            - Rotate the joystick in a circle.  This is usually in a bracket
- use the                          direction given before the bracket.
P              - Punch (Default = X button)
K              - Kick (Default = Y button)
F              - Free (Default = A button)
F+P+K          - The Free, Punch Kick Button (Default = R Trigger)
F+P            - The Throw button (default = B Button)
Wall(Face)     - Wall throw that needs you to be facing the wall.
Wall(behind)   - Wall throw that needs you to have your back to the wall
Back           - You must be behind your opponent
Low            - You and your opponent must be ducking (or in AofP in Helena's
case)
Recover        - You must have been floored before you can do this.
Movement       - Results in enemy with back turned or you move by using them
(like a throw)
Handstand      - Results in handstand
Handstand(MBI) - Must Be In Handstand
================================================================================
5. Hayabusa's Costumes

NOTE: Theese are for the PAL version - so don't moan
C1: black outfit
C2: Exactly like C1 only it's white
C3: Blue ninja outfit

5.1. How to get her costumes

NOTE: This is how I managed to get them - You may have to do something else in
order to get the other costumes.  You can use any difficulty unless specified
C1: Default (already have it)
C2: Default (already Have it)
C3: Complete story mode with either C1 or C2
================================================================================
6. Attacks
NOTE: All attacks or throws damage is only done as a normal attack and not as a
Counter or High Counter also a dash between attacks mean a pause.

6.1. General Blows

Attack                Command                   Damage          Notes
Rengeki               PPP                       24
Kusen                 PPbPtP                    28
Mekki                 PPtPK                     36
Renki                 PPKKK                     20
Jinpuren              PPdK                      25
Hatou                 PKK                       28
Hatotsu               tPKK                      25
Raishin               ttP                       28
Tentotsu              uP                        18
Kushin                bPtP                      28
Hayou                 bPK                       30
Eiuchi                ubP                       24
Jisen                 DBPK                      25
Garyo                 d(QCF)P                   28
Jaki                  KP                        26
Dansha                KK                        36
Nichirin              utK                       35
Hagen                 uKK                       30
Tenrin                ubK                       40
Onibishi              K                         29              Recover
Rijiso                dtKdK                     24
Haja                  tKK                       25
Jisuberi              ttK                       28
Jinpugeki             dbKDK                     25
Jinren                dbKdbKDK                  25
Riei                  tbK                       17
Korin                 bK                        33
Maikiri               d(QCF)K                   34
Soku                  P+K                       25
Gao                   bP+K                      42
Rekku                 dtP+K - K                 28
Kikoku                F+K - KK                  30
Jisho                 bF+K                      32
Jinkyaku              dF+K                      25
Zamma                 dtF+K                     40

6.1A. Handstand Attacks

Attack                Command                   Damage
Kotensei              P                         10
Senjin                KK                        45
Tenpou                P+K                       35
Busou                 F+K                       25

6.2. Throws
NOTE: Damage for ALL throws (including combo throws) is total amount of damage

Throw           Command           Damage           Notes
Jui             F+P                40
Kubikiri        tF+P               45
Shoro           tF+P               55              Wall (face)
Shiho           dtF+P              48
Yama            bF+P               56
Hayabusa        ttF+P              50
Genei           btF+P              00              Movement
Rakujinsho      d(QCB)F+P          60
Uranage         F+P                52              Back
Kandachi        bF+P               55              Back
Rakuryu         ttF+P              58              Back
Zanshu          dF+P               55              Low
Hane            dbF+P              62              Low
Takitsubo       dF+P               37              Low, Back

6.2A. Combo Throws

Throw                      Command                                   Damage
Izuna                      b(HCF)F+P - d(HCF)F+P - b(360)F+P         110

6.2B. Handstand Throws

Throw                      Command                     Damage
Kirimomi                    F+P                         48
Kabuto                      bF+P                        50

6.3. Down Attacks

Name          Command               Damage
Naraku         uP+K                  18
Koga           dP                    10

6.4. Defensive Holds

Hold           Command                        Type                Damage
Sen Izuna      ubF - d(HCF)F - t(360)F        High Punch          110
Rekko          bF - d(HCF)F - t(360)F         Mid Punch           110
Yoko           dbF - d(HCF)F - t(360)F        Low Punch           110

6.5. Taunts/Special Behaviour

Name                Command           Notes
Nin                 btbF+P+K
Rin                 fbfF+P+K
Rei                 ddF+P+K
Tenchi              dP+K              Handstand
Koten               d                 Handstand(MBI)
Urakaze             dtP
Korobi              bb                Handstand(MBI)
Asuka               t                 Wall (Behind)
================================================================================
7. Hayabusa Vs...

Theese tactics work in any mode

7.01. Bass

Bass has a difficult time dealing with Hayabusa's tremendous speed and
quick-hitting attacks.  However you can't just attack at random as Bass'
countering ability is far above average.  Make sure you don't commit yourself
too much to any particular multi-hit combination attacks.  Use hard-hitting
quick attacks, especially Hayabusa's various kicking attacks that span the
range of attack heights.  Stay out of Bass' throw range and wait patiently to
deliver a strong blow when he's out of position.

7.02. Ein

Ein and Hayabusa share extremely similar styles, but Ein is stronger whilst
Hayabusa is faster.  Each character can dominate the other for short periods of
time.  With a slight speed advantage Hayabusa is in a better position to
dictate how the fight unfolds.  Keep your distance from Ein, look for any
openings or weaknesses in his defences, and then use your speed to fly in and
take advantage of them.

7.03. Gen-Fu

Hayabusa's ability to utilise abrupt attacks with increased range can leave
Gen-Fu stunned, making it difficult for him to use his normal battle plan. 
Don't let Gen-Fu bring the fight into close quarters, because his attacks in
this case are broad and escape is futile.  You will have to counter Gen-Fu's
attacks which are in the mid and high ranges.  If you can't counter his attacks
or block them.  You may be powerless to escape his Iron Fist.

7.04. Helena

Helens's speed is superior even to Hayabusa's so you will be overwhelmed by her
superior agility and quick attacks if you're not prepared.  Keep your distance
from Helena and whittle her down.  Hayabusa's explosive attacks such as the Gao
and the Kushin can catch her off guard, especially if she's trying to advance
onto you.  Helena is fast enough to counter or avoid almost anything, so be
willing to gamble a little.  If Helena catches you out of position, reestablish
a safe distance and continue to follow the same strategy.

7.05. Jann-Lee

Jann-Lee's incredible speed and comparable power make this a difficult match
but Hayabusa's superior countering ability can give you the winning edge. 
Jann-Lee is slightly predictable in his attacks.  Your Rekko counter hold is
very effective and can put distance between the two of you..  Otherwise you're
going to be stuck predicting what Jann-Lee will do giving him a chance to
overwhelm you with his potent arsenal.  As long as you don't get too far behind
you will always have a chance of winning.  Even if Jann-Lee is remotely
vulnerable to attack.  Just make things quick and simple.

7.06. Kasumi

She is quite adept at landing long strings of multi-hit combination attacks, so
avoid getting caught up in the whirlwind.  Kasumi is also very good at mixing
up her attack ranges, so don't just stay in one position or she'll quickly
adjust and pummel you accordingly.  Forget about speed on this one and use very
powerful blows to establish control.  Also your punch counters; the Rekko, Sen
Izuna and Yoko, are useful and can make difference between a win and a loss.

7.07. Lei-Fang

Lei-Fang style is to turn yours on it's head (well your head) repetitively. 
She is fast enough to attack you at unexpected angles and create general havoc
with your offence.  Your aim in this match up is to at least get a few planned
attacks without getting countered.  Most of her best attacks are in the high or
middle range so try to nail her once you have finished blocking a barrage. 
Also watch out for her very nasty throws.  If you get too concerned with
blocking, you'll end up being a standing target.  A perfect target for
Lei-Fang's sneakiest part of her fighting style.

7.08. Leon

With power greater than Hayabusa and with reasonable mobility he can really put
the screws to you if you get caught out of position.  Once Leon gets his hands
on you it's pretty hard to get out of his grasp.  Use your superior mobility to
stay out of his reach and launch an attack as a counterattack his advances. 
Low attacks are the safest to use as they're fast but no attack is 100% safe
against Leon's superior grappling ability.  Keep mixing up your attack range
and be ready to unleash your strongest and quickest ones when he messes one of
his throws and multi-hit attacks.

7.09. Ayane

Ayane can easily dispatch Hayabusa with her amazing arsenal of quick and
powerful attacks.  Because of her amazing countering ability, you may find
yourself on the wrong end of one of your own attacks.  To survive against Ayane
you must counter at least one of her attacks during a match.  Otherwise, her
speed and variety of attacks will overwhelm you.  If nothing seems to be
working in your favour block or counter her attacks.  Ayane is always trying
something offensive so if you get her in the middle of an attack you can start
a combo of your own.

7.10. Tengu - Story mode only

The biggest challenge is to stay away from Tengu's throws.  If he catches you
more than once and/or counter one of your attacks you're done for.  Stay a
moderate distance from Tengu and let him bring the fight to you.  If Tengu
jumps use the Tenrin to tag him before he even scratches you.  Keep your
approach simple and act quickly.

7.11. Tina

Tina likes to throw but it is more difficult for her because of his superior
speed.  However Tina uses other moves to soften you up so be prepared to handle
her offensive barrages.  Keep your distance and counter her relatively slow
conventional attacks, especially her low kicks, which can be a real pain.  Use
quick attacks that knock her of her throw attempts.  Take your time and play a
smart game.

7.12. Zack

Zack and Hayabusa are almost evenly matched.  All the almost is is that
Hayabusa doesn't have the quick-hitting and unconventional moves that are
Zack's trademark.  You will have to turn Zack's speed against him and
countering his long strings of kick attacks are probably easy to concentrate
on.  If you can Land one Rekko Counter you might win.  Don't count on Zack to
give you that opportunity.  Try to mount an offence on your own and use your
handstand attacks to help.  But don't overuse it.
================================================================================
8. Tag Teams

8.1. Best Tag Teams
Hayabusa Works effectively with the following characters as partners
Kasumi - obviously his opposite number she is good at doing floater combos then
letting Hayabusa have a go to mop any remaining energy.
Ayane - One of my personal favourite tag teams.  And is much the same as
Kasumi.
Ein - He is fast and strong.  Can start a juggle and keep it going.  He is much
the same as Hayabusa.

8.2. Hayabusa's Tag Attacks
NOTE the character with a * after their name must be in the ring fighting or it
won't work
Attack             Command                        Damage            Tagged with
Kazaguruma         ttF+P+K                          70                   Kasumi
Yougeki 2          ttF+P+K                          70                   Ayane
Ayase 2            bbF+P+K                          64                   Ayane
Oboro 2            bbF+P+K                          64                   Kasumi
Sen Izuna          ttF+P+K - d(HCF)F+P - t(360)F+P  110                 Anyone*
Sen Izuna          bbF+P+K - d(HCF)F+P - t(360)F+P  110               
Everyone*
================================================================================
B. Contacts

If you want to contact me about this guide - or perhaps something else DOA2
related you can E-mail me at ldriver.kasumi@merseymail.com my E-Mail account is
active so I will answer you're queries within a few days at least.  Please make
sure your query is DOA2 related or I will probably not answer!  If you are a
member of IGN you can find me posting messages at http://boards.ign.com/
sticking up for DOA2!  Also I have A Dreamcast Exclusive Web site at
http://DreamCastStuf.homestead.com/index.htm  It isn't quite finished yet but
it is worth a look! (this FAQ is also there!)
================================================================================
Legal Stuff

This guide is (C) 2000 By L_Driver (ldriver.kasumi@merseymail.com)
DOA2, Ryu Hayabusa and related things are (C) 1995-2000 by Tecmo including.
================================================================================
One last thing...

If I have in any way copied any one else's work on the FAQ's page (and I hope I
haven't) I will have to thank those people so I will.  Thank you anyone who
thinks I copied their work!
================================================================================
The Final Farewell...

Good Bye from the L00niest of all Drivers!

L_Driver
