Marvel vs Capcom 2/Hayato: Difference between revisions

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Hayato Kanzaki is an intergalactic Japanese bounty hunter who made his debut in ''Star Gladiator Episode I: The Final Crusade'' in 1996 and reappeared in the game's sequel ''Plasma Sword: Nightmare of Bilstein'' in 1998. He wields a plasma blade and does battle against the mad Dr. Bilstein and his Fourth Empire.
Hayato Kanzaki is an intergalactic Japanese bounty hunter who made his debut in ''Star Gladiator Episode I: The Final Crusade'' in 1996 and reappeared in the game's sequel ''Plasma Sword: Nightmare of Bilstein'' in 1998. He wields a plasma blade and does battle against the mad Dr. Bilstein and his Fourth Empire.


In ''Marvel vs. Capcom 2'' Hayato's sword based gameplay allows him to poke with decently ranged plasma blade, but he is rather lacking in another areas. Hayato possesses unique "Plasma Combos", which allow him to chain together Plasma strikes with specific button sequences.
In ''Marvel vs. Capcom 2,'' Hayato's sword-based gameplay allows him to poke with decently ranged plasma blade attacks, but he can be weak in another areas as well as reliant on meter for damage. Hayato possesses unique "Plasma Combo" rekkas (detailed in his Command Normals section), which allow him to chain together strikes with specific button sequences to keep pressure on or open his opponents up.


== Character Summary ==
== Character Summary ==
{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Command Normals & Specials|content=
{{Content Box|header=Command Normals and Specials Moves|content=
;'''Hien'''
;Hien
*{{f}} + {{hp}}
*{{f}} + {{hp}}
;'''Dai Oiuchi Kougeki'''
;Dokuryuu
*{{d}} + {{hk}} (Air Only)
*{{hp}} while forward dashing
;'''Shiden'''
;Soryuu
*{{qcf}} + {{lp}} or {{hp}}
*(After Dokuryuu hits) {{hp}}
;'''Guren'''
;Dai Oiuchi Kougeki
*{{dp}} + {{lp}} / {{hp}} (Air OK)
*j.{{d}}{{hk}} (Air Only)
;'''Dokuryuu'''
 
*{{f}} {{f}} + {{hp}}
;Shiden
;'''Soryuu'''
*{{qcf}} + {{p}}
*(During Dokuryuu) {{hp}}
;Guren (Air OK)
;'''Byakko Hou'''
*{{dp}} + {{p}} (Air OK)
*(Close to opponent) {{b}}{{f}} + {{lp}} {{hp}}
;Byakko Hou
*(Close to opponent) {{b}}{{f}} + {{lp}}+{{hp}}
}}
}}


|content2=
|content2=
{{Content Box|header=Super Moves|content=
{{Content Box|header=Super Moves|content=
;'''Rasetsu Zan'''
;Rasetsu Zan
*{{qcf}} + {{lp}} + {{hp}}
*{{qcf}} + {{lp}} + {{hp}}
;'''Plasma Field'''
;Engetsu
*{{qcf}} + {{lk}} + {{hk}}
*{{qcf}} + {{lk}} + {{hk}}
;'''Engetsu'''
;Plasma Field (Air OK)
*{{qcb}} + {{lk}} + {{hk}}
*{{qcb}} + {{lk}} + {{hk}}
;'''Black Hayato'''
;Urarasetsu-Giri / Black Hayato (Level 3)
*{{lp}} {{hp}} {{b}} {{lk}} {{hk}}
*{{lp}} {{hp}} {{b}} {{lk}} {{hk}}
}}
}}
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{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types|content=
;Type α - Expansion Type
;Type α - Expansion Type
*Cross-Over Assist: {{hp}} Shiden
*Assist: {{hp}} Shiden
*Cross-Over Counter: {{hp}} Shiden
*Counter: {{hp}} Shiden
*Cross-Over Combination: Rasetsu Zan
*Combination: Rasetsu Zan
;Type β - Anti-Air Type
;Type β - Anti-Air Type
*Cross-Over Assist: {{hp}} Guren
*Assist: {{hp}} Guren
*Cross-Over Counter: {{hp}} Guren
*Counter: {{hp}} Guren*
*Cross-Over Combination: Engetsu
*Combination: Engetsu
;Type γ - Balance Type
;Type γ - Balance Type
*Cross-Over Assist: {{hp}} Shiden
*Assist: {{hp}} Shiden
*Cross-Over Counter: {{hp}} Guren
*Counter: {{hp}} Guren*
*Cross-Over Combination: Engetsu
*Combination: Engetsu
}}
}}
}}
}}
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{{ProConTable
{{ProConTable
|pros=
|pros=
*  
* '''Has a sword:''' Great range thanks to his sword normals. His kicks aren't half bad, either. He outranges a lot of characters outright, and can get nice mileage out of whiff punishes even at midscreen range.
* '''Determined:''' A lot of his attacks move him forwards different distances, which helps with combo consistency and in some cases can counteract pushblocking.
* '''Solid supers:''' Hayato's Hyper Combos have nice damage if they fully connect, and depending on the combo, each one has uses.
* '''Great damage potential:''' Simple one-bar combos can easily deal half health on most characters. With Plasma Field, he can spend one bar to get infinite meter for almost eight seconds, which is necessary for his double Level 3 combos. Plasma Field in the air can also be a chance to DHC if you don't mind passing on the 'free' meter if you combod into it.
* '''A few nice extras:''' Hayato's Plasma Combos, j.2HK, and 6HP all give him additional tools on offense and smart usage can give you an edge.
|cons=
|cons=
*
* '''Double-edged sword:''' Lack of significant disjoint on his sword prevents him from utilizing his range risk-free, as it can be hit even after the active frames.
* '''Slow buttons:''' At the cost of having nice range, a lot of his buttons are slower than other characters' moves. In some cases, they even have a lot of recovery, which means he can't swing blindly or else he's punishable (and in this game, that can be fatal).
* '''Volatile Supers:''' Hyper Combos can drop depending on the opponent's state or screen positioning, which can make DHCs a bit of an issue when he's after your point character.
* '''Meter-hungry:''' Hayato's damage is pretty dependant on whether or not he has access to meter, especially for Plasma Field. Black Hayato can be great for kills when Rasetsu Zan won't do enough, but the three-bar cost is hefty.
* '''Odd assists:''' Hayato's A and Y assists always start him fullscreen, so in combos you'll have to adjust your timing based on your point character's positioning. His B assist ''is'' an anti-air, but its startup prevents it from being one you can rely on in a pinch like the popular picks.
}}
}}
}}
}}
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}}
}}
}}
}}
}}
== Moves List ==
=== Assists ===
{{MoveData
|image=
|caption= Type α
|name= Expansion Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= HP Shiden. Alpha Counter is HP Shiden. Team Hyper Combo super is Rasetsu Zan. Hayato will always come out from the wall behind you, no matter where your point character is. Thanks to the distance he travels and the hitboxes on his sword, this assist has fullscreen reach and each hit deals nice damage. Since he always starts from the side of the screen behind you, he might take a while before he reaches your opponent.
}}
}}<br>
{{MoveData
|image=
|caption= Type β
|name= Anti-air Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= HP Guren. Alpha Counter is HP Guren*. Team Hyper Combo super is Engetsu. This assist covers an almost exclusively vertical range, since Hayato starts behind your point character, then does HP Guren which has him dash forwards a bit before rising straight up with three hits for decent damage if it all hits. The final hit sends very high into the air, and the hitboxes themselves last for a while, so it can be a pretty useful air to air.
}}
}}<br>
{{MoveData
|image=
|caption= Type γ
|name= Balance Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= HP Shiden. Alpha Counter is HP Guren*. Team Hyper Combo super is Engetsu. You'll be using this assist similarly to how you'd use A assist. If you like A assist's attack, but would rather have Engetsu for your THCs (since Rasetsu Zan is inconsistent when used on aerial opponents) and/or *prefer B's Alpha Counter-exclusive version of Guren over HP Shiden, pick this assist.
}}
}}<br>
=== Normal Moves ===
-When grounded, Hayato has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning he can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
==== Ground Normals ====
{{MoveData
|image=
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato does a quick horizontal swipe inwards in front of himself. Nice range for a light, and the speed is decent too.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A diagonal swing outwards that's long enough to combo off of a maximum distance 5LP.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato slams his sword downwards in front of him. The tip of the hitbox is a bit disjointed, but the hitbox is only in front of where his head is while the sword trail is at its longest. One of his key OTG options.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A moderately high reacing standing kick forwards. Faster than 5LP, but a good bit shorter.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato turns his body a little while sticking his leg out straight forwards. Like most mediums, it's combo filler, and like most of his kicks, it has less range than its punch counterpart.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato swings his sword twice, first with a scooping motion with a hitbox close to the ground then another angled upwards with a hitbox at most characters' standing heights. Both hits are a good bit disjointed forwards at the end make it nice for poking, and the damage can make it preferable to 5HP in the corner or off jump-ins, where both hits can connect.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= {{d}}+{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 2LP is 5LP's lower hitting, farther reaching, and OTG-friendly counterpart. The slight increase in reach can make it better for short-range poking than 5LP and 4HP, and 2LP is a solid choice for OTGing into Black Hayato since that move's input starts with an LP press.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= {{d}}+{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 2MP has great reach at the cost of long recovery, but in a game with whiff-cancelling, it's less a drawback and more an opportunity to frame trap with special or super cancels.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= {{d}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 2HP is Hayato's launcher, and while it ''is'' partially disjointed, unfortunately it's not nearly as big as the sprites suggest. The hitbox is a rectangle that almost exclusively hits in front of him, and surprisingly it reaches low enough to OTG.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= {{d}}+{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato's first low. This button is a key tool in Hayato's strike/throw game, as going low is his main way to quickly open people up since he doesn't have an instant overhead.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= {{d}}+{{lk}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato's 2MK is his second low, and it reaches a bit farther than his 2LK. It's got enough range to combo close to 5LP's maximum reach, so if you're too far for 2LK to hit, using 5LP > 2MK can net you a sneaky low opening.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= {{d}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Sweep
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato's sweep has great range, as it covers the floor with a half-screen hitbox with a good portion of disjoint at the end. If they don't roll, you can use Shiden or Engetsu to OTG.
}}
}}<br>
==== Air Normals ====
-When in the Normal Jump state, Hayato has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning he can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
{{MoveData
|image=
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato points his sword at a downwards angle in front of him. The hitbox only covers the 'inner' half of the sword, and the tip half of the sword is covered with a hurtbox so this move isn't disjointed at all. It reaches lower than j.LK, but not farther, so its better for close range jump-ins if you have the time to chain into a heavy when it connects.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato swipes his sword inwards similarly to 5LP. j.MP has a bit of disjoint at the tip and great horizontal range, so it's both nice as an air-to-air after air lights as well as in air combos.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Flying Screen trigger
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato winds up for a slam with his sword, similar to 5HP. Unfortunately, another thing it shares with 5HP is the huge sword trail that doesn't accurately represent its attack range. The hitbox on j.HP is still great though, as it covers in front of Hayato while also having a disjointed portion at the bottom which can make it harder to challenge with anti-airs than some other air normals.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato kicks at a similar angle to his 2LK. It reaches farther forwards than j.LK, but not as low, so its better for far range jump-ins if you have the time to chain into a heavy when it connects.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}} or j.{{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato's j.MK is similar to his 2MK, aside from the fact it's an overhead. Like j.MP, its long range makes it nice in air combos, and you may prefer this button after deep jump-in lights since it's faster than j.MP and his air heavies.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Flying Screen trigger
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato swings his sword in front of him like in his 2HK. The horizontal range on j.HK fits the sword trail well, and this move's horizontal reach complement's j.HP's vertical reach. The farthest 1/3rd of the hitbox is disjointed, and it's a few frames faster than j.HP as well.
}}
}}<br>
==== Command Normals ====
{{MoveData
|image=
|caption=
|name= Hien
|linkname=
|input= {{f}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato moves forwards slightly with a hopping spinning slash. Hien has a lot of frames where his hurtbox can high-profile. You can link off of Hien if you're close enough by using his LPs, as well as 4HP (his LKs are too short-ranged after Hien's pushback to link).
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Dokoryuu
|linkname=
|input= {{hp}} during a forward dash
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato slides across the screen with 5MP's sprites. Due to the dashing requirement and its long recovery (which doubles as the input period for Soryuu), Dokoryuu isn't particularly useful solo outside of it's quirk of crossing up on hit if he's close enough, plus its unique ability to restand airborne opponents on hit.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Soryuu
|linkname=
|input= {{hp}} after Dokoryuu hits
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= The followup attack to Dokoryuu that unfortunately takes too long to come out to naturally combo from it. Soryuu is designed to work after Dokoryuu crosses the opponent up, but with the 'wrong' spacing, it can whiff entirely by not autocorrecting, making Hayato keep going in his original direction.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Dai Oiuchi Kougeki
|linkname=
|input= j.{{d}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A unique and useful tool in Hayato's kit that gives him another option when in the air. Dai Oiuchi Kougeki has Hayato pause for a split second before plummeting straight down quickly with his sword pointed downwards below him with an active overhead hitbox until landing. On hit, Hayato will bounce up and backwards off of the opponent, unable to press anything on the way down except for air Guren or air Plasma Field. If you Normal Jump before using j.2HK, you can call assists after the bounce as well. However, if you Super Jump before using it, for some reason you ''won't'' be able to cancel air Guren into Plasma Field.
}}
}}<br>
=== Plasma Combos ===
Hayato's unique Plasma Combos (taken right from his home series) are one of his defining traits, and allow him to sort of 'freestyle' with their branching trees and long windows where you can input the followup attacks. Upon using 4LP or 4HP, Hayato will start flashing blue, and ''so long as he's flashing, he can cancel into the next available attack(s)''. Plasma Combo attacks are also treated like normals, so they can be cancelled into specials, supers, and raw tags. Most of the attacks in Plasma Combos give Hayato some forwards movement at the start, which helps keep the combos themselves consistent even at long ranges. Some of them hit low, some end with an overhead, and a few even recover fast enough to be linked into other normals.
The threat of ranged frame traps with largely delayed attacks (on top of special and super kara- or whiff cancels) can turn Hayato into a monster on block, especially with assists to keep the blockstring tight or mask his next move. The reused attack animations and minor flashing effect can also make his sequences trickier to read: for example, the first four hits of HP Plasma Combo are visually similar to doing 5LP > 5MP > 5HK, but keen observers may notice that their sword swing sounds differ. The sounds used on Hayato's sword attacks are based on the button strength, so while 5LP and 4HP share sprites, you can tell them apart by the sound they make when used (and if he's flashing blue).
==== Suzaku Ranbu ====
Hayato does a sequence of four slashes, the last of which knocks the opponent back.
{{MoveData
|image=
|caption=
|name= Suzaku Ranbu
|linkname= Suzaku Ranbu
|input= {{b}}+{{lp}} > {{lp}} > {{lp}} > {{lp}}
|data=
{{AttackData-MVSC2
|version= Hit 1: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato does a one-handed downward cut. Slower than his other grounded normals, but its big range and followups make it a solid choice. Also a valid OTG choice, if you can manage to hit the right Plasma Combo on an aerial opponent after.
}}
{{AttackData-MVSC2
|version= Hit 2: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato points his sword forwards, at a slight upward angle. Fortunately, this move reaches lower than the animation suggests, which lets it connect at surprising distances.
}}
{{AttackData-MVSC2
|version= Hit 3: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with 2HP and 3HP, but with a farther reaching hitbox with some disjoint at the edge.
You can actually also access LP Plasma Combo 2 from this move by pressing HK instead of pressing LP again.
}}
{{AttackData-MVSC2
|version= Hit 4: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with 5HP, but it knocks back on hit instead. It has a tight Super Jump Cancel window once it hits.
}}
}}<br>
==== Kegon #1 and #2 ====
Kegon #1 and #2 have the same first two hits as Suzaku Ranbu, so those two attacks aren't listed below with Plasma Combo 2 since they're listed above.
Hayato performs a series of six slashes, ending with a leap followed by an overhead hit when he lands. The only difference between 1 and 2 is whether the third hit is LP or HP. So, after doing 4LP > LP, you can also choose to press:
{{MoveData
|image=
|caption=
|name= Kegon
|linkname= Kegon
|input= {{b}}+{{lp}} > {{lp}} >
{{lp}} (or {{hp}}) >
{{hk}} > {{lp}} > {{lp}}
|data=
{{AttackData-MVSC2
|version= Hit 3b: HP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with 2MP, and has great horizontal reach thanks to it. If you're strapped for time, you can press LP instead to get the faster Hit 3 from Suzaku Ranbu and chain into the rest of the Kegon combos by pressing HK after it. This move has the longest recovery out of all his Plasma Combo normals, so feel free to end your turn here, cancel into something, or suddenly hit them low by pressing HK at any point.
}}
{{AttackData-MVSC2
|version= Hit 4: HK
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with 2MK, and also hits low. As a low, it's one of Hayato's most important Plasma Combo attacks. Thanks to the forward movement it has, it can reach farther than you might expect. If you're delaying your button presses, it won't always connect, but it reaches at most ranges.
}}
{{AttackData-MVSC2
|version= Hit 5: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Sends the opponent into a much shorter version of the spinout hitstun state raw tags apply. The knockdown this move applies is unrollable, so if you press LP again for Hit 6, it'll combo.
}}
{{AttackData-MVSC2
|version= Hit 6: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato's only 'grounded' overhead. The jump he does goes about a normal jump's height upwards before he lands with the hitbox. Doesn't provide great reward on raw hit, and due to the long startup and lengthy five-attack setup before it can be used, it's a telegraphed and punishable (if it isn't just interrupted first) overhead. At the end of Kegon #1 and #2 however, the forced roll from it hitting them OTG can give you corner carry midscreen.
}}
}}<br>
==== Guren #1 and #2 ====
Not to be confused with Guren, his 623P.
Hayato performs a series of four slashes, ending with a rising attack in place similar to LP Guren. The only difference between 1 and 2 is whether the fourth hit is HP or LK.
{{MoveData
|image=
|caption=
|name= Guren
|linkname= HP Plasma Combo
|input= {{b}}+{{hp}} > {{lp}} > {{hp}} >
{{hp}} (or {{lk}}) >
{{hp}}
|data=
{{AttackData-MVSC2
|version= Hit 1: HP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with 5LP, but with even shorter recovery.
}}
{{AttackData-MVSC2
|version= Hit 2: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with 5MP. Has long range, and with the forward movement it'll always combo off of 4HP. Just be sure not to try delaying this move too much, as you can only use this during the very short recovery of 4HP. On the other hand, the long recovery of this attack gives you another key opportunity for changing your strategy with delaying the next move, or opting for something else instead.
}}
{{AttackData-MVSC2
|version= Hit 3: HP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with the first hit of 5HK.
}}
{{AttackData-MVSC2
|version= Hit 4a: HP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with the second hit of 5HK. Another hit with recovery that can be used to your advantage.
}}
{{AttackData-MVSC2
|version= Hit 4b: LK
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with 2MK, and like both it and hit 4 of Kegon, hits low. Similar usage to the Kegon one, but the longer recovery here can be useful.
}}
{{AttackData-MVSC2
|version= Hit 5: HP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato jumps upwards, similar to LP Guren, but with only one hit. Since he rises in place, it won't always combo if your 4HP hit at the end of its range, or if you had delays in your string beforehand. '''Cannot be super cancelled.'''
}}
}}<br>


==Plasma Combos==
Hayato's unique Plasma Combos (taken right from his home series) are done by holding backward and pressing a sequence of buttons. Some of the Plasma Combos hit low, some of them end with an overhead, and some of them can be cut short and linked into other moves.


(Remember, *hold backward* when starting a sequence. Once one of the starters makes contact (either hits or is blocked), you can just press the necessary buttons without needing to hold backwards.)<br>
=== Universal Mechanics ===
''Suzaku Ranbu'' - LP xx LP xx LP xx LP


''Kegon #1'' - LP xx LP xx HP xx HK xx LP xx LP
{{MoveData
|image=
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= {{df}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Visually similar to 2HP, but it starts up faster at the cost of recovering much slower.
}}
}}<br>


''Kegon #2'' - LP xx LP xx LP xx HK xx LP xx LP
{{MoveData
|image=
|caption=
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= {{f}}+{{hp}} // {{b}}+{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato plunges his sword into the opponent for a second, before removing it with an arcing cut backwards. Knocks back high on hit.
}}
}}<br>


''Guren #1'' - HP xx LP xx HP xx HP xx HP
{{MoveData
|image=
|caption=
|name= Air Throw (Kick)
|linkname= Air Throw (Kick)
|input= j.{{f}}+{{hk}} // j.{{b}}+{{hk}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato brings the opponent down with his full body weight, then rolls backwards once they land. The knockdown is throw applies is unrollable.
}}
}}<br>


''Guren #2'' - HP xx LP xx HP xx LK xx HP
{{MoveData
|image=
|caption=
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprite with j.MK. Has a very horizontal hitbox, so it works well in tag combos.
}}
}}<br>


= The Basics =
{{MoveData
|image=  
|caption=  
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description= Shares sprites with hit two of 5HK.
}}
}}


== General Gameplan ==


Always play a mid/close range game.  Try to get the enemy cornered and knock him out.  Use his combos and moves wisely (since they have lots of lag).


== Combos ==
=== Special Moves ===


-d.s.LP > s.LP > s.HP XX qcf + HP
{{MoveData
|image=
|caption=
|name= Shiden
|linkname= Shiden
|input= {{qcf}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Hayato advances forwards with two slashes. LP Shiden reaches a bit past half-screen, while HP travels farther (but not fullscreen). Shiden is Hayato's go-to special to use in combos, especially with meter to cancel the first hit into Rasetsu Zan or either hit into Engetsu.
}}
}}<br>


-d.s.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.d + HK
{{MoveData
|image=
|caption=
|name= Guren
|linkname= Guren
|input= {{dp}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Guren is Hayato's main anti-air, but its quirks make it a bit of a weird one. LP Guren goes straight upwards a short distance, with three hits. HP Guren, on the other hand, has Hayato dash forwards some before rising to almost Super Jump height. The forwards movement followed by the purely vertical attack range gives HP Guren a sense of space control few other moves have. Guren is Hayato's best way to route into Plasma Field, for reasons I'll go into on his Strategy page. *For Hayato's B and Y assists, their Alpha Counter is an exclusive version of HP Guren that only hits once for 8 damage and has Hayato show up in his Black Hayato form.
}}
}}<br>


-Jump HK \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HK
{{MoveData
|image=
|caption=
|name= Byakkou Hou
|linkname= Byakkou Hou
|input= {{b}}{{f}}+{{lp}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Byakkou Hou has Hayato stick his hand up for a true command grab that sends the opponent flying into the air, knocking down on landing. The range is very short, but the reward on hit is fantastic: you get ample time to go for a Juggle, use a super, launch for an air combo, or even Super Jump to meet them on their way down with air normals!
}}
}}<br>


-d.s.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + LP


-Jump LK > LK \/ d.s.LP > s.LK > s.HP XX f,d,df + HP


-b + LP,LP,LP,HK,LP, d.c.HP /\ sj.LP > sj.LK > sj.LP XX f,d,df + HP
=== Hyper Combos ===


-Jump LP > LK \/ d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP
{{MoveData
|image=
|caption=
|name= Rasetsu Zan
|linkname= Rasetsu Zan
|input= {{qcf}}+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato readies his blade, then strikes with seven slashes. The last hit knocks back, but the first six will keep grounded opponents on their feet. Each hit also does a point of chip, except for the last hit which does two points of chip. This super is a solid way to spend a bar, and it can be a much better choice than Engetsu if you're in the corner.
}}
}}<br>


-Jump HP \/ b + LP,LP,HP,HK,LP, d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP XX qcb + KK
{{MoveData
|image=
|caption=
|name= Engetsu
|linkname= Engetsu
|input= {{qcf}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato slowly brings his sword above his head, then slashes down, making five pillars of plasma erupt from the floor in a wave pattern. The slash itself has a hitbox that knocks back and combos into the pillars, and every hit can both chip and OTG. The pillars will continue once the first one spawns, even if Hayato gets hit. In the corner, the pillars will continue to spawn offscreen, so you'd be better off comboing into Rasetsu Zan.
}}
}}<br>


-Jump LP > HK \/ b + LP,LP,HP,HK,LP XX qcf + KK
{{MoveData
|image=
|caption=
|name= Plasma Field
|linkname= Plasma Field
|input= {{qcb}}+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Hayato unleashes an electric bubble around him, and if it hits, '''''he can use his other Hyper Combos for free''''' for about 8 seconds (it creates a timer above the Hyper meter). Plasma Field is a very important tool in Hayato's offense, and practiced usage of it will significantly increase his damage output, so you'll want to get familiar with using this super and finding ways to combo into his other supers during the time limit. The DHC window on Plasma Field is ''very'' short, since he can't DHC while the timer is on screen.
}}
}}<br>


-Jump LP > LK \/ d.s.LP > s.LK > s.HP XX qcf + HP XX qcf + PP
{{MoveData
|image=
|caption=
|name= Black Hayato
|linkname= Black Hayato
|input= {{lp}}, {{hp}}, {{b}}, {{lk}}, {{hk}} quickly
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Level 3 hitgrab Hyper Combo similar to Akuma's Raging Demon. Hayato hits a pose, then dashes forwards with a small hitbox that triggers a cutscene on hit where he slashes the opponent several times while the screen goes black. At the end, Hayato rushes back in the direction he came from in his Black Hayato form, while sending the opponent away into a knockdown. Hayato's highest damage super, so you'll be using this to either cash out on a kill if you have the meter, or after a Plasma Field hits since it won't cost any additional meter.
}}
}}<br>


-Jump HK \/ b + HP,LP,HP,HP XX qcf + HP XX qcf + KK


-Jump HP \/ d.s.LP > s.LP > s.HP XX qcf + HP XX qcf + PP


-b,f + PP (f,f), LP,HP,b,LK,HK


-Jump HK \/ b + HP,LP,HP,HP XX LP,HP,b,LK,HK
=== Taunt ===
static image


-Jump LK > HK \/ d.s.LK > s.LK > f + HP, b + HP,LP,HP,HP XX qcf + HP XX LP,HP,b,LK,HK


-Corner Jump HP \/ b + LP,LP,HP,HK,LP, d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + LP XX qcb + KK \/ d.c.LK > s.HP XX LP,HP,b,LK,HK
=== Colors ===
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


= Advanced Strategy =
[[Image:Mvc2-hayato.png]]
}} <br>




{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 12:11, 27 July 2024

Introduction

Hayato Kanzaki is an intergalactic Japanese bounty hunter who made his debut in Star Gladiator Episode I: The Final Crusade in 1996 and reappeared in the game's sequel Plasma Sword: Nightmare of Bilstein in 1998. He wields a plasma blade and does battle against the mad Dr. Bilstein and his Fourth Empire.

In Marvel vs. Capcom 2, Hayato's sword-based gameplay allows him to poke with decently ranged plasma blade attacks, but he can be weak in another areas as well as reliant on meter for damage. Hayato possesses unique "Plasma Combo" rekkas (detailed in his Command Normals section), which allow him to chain together strikes with specific button sequences to keep pressure on or open his opponents up.

Character Summary

Command Normals and Specials Moves

Hien
  • F.png + Hp.png
Dokuryuu
  • Hp.png while forward dashing
Soryuu
  • (After Dokuryuu hits) Hp.png
Dai Oiuchi Kougeki
  • j.D.pngHk.png (Air Only)
Shiden
  • Qcf.png + P.png
Guren (Air OK)
  • Dp.png + P.png (Air OK)
Byakko Hou
  • (Close to opponent) B.pngF.png + Lp.png+Hp.png
Super Moves

Rasetsu Zan
  • Qcf.png + Lp.png + Hp.png
Engetsu
  • Qcf.png + Lk.png + Hk.png
Plasma Field (Air OK)
  • Qcb.png + Lk.png + Hk.png
Urarasetsu-Giri / Black Hayato (Level 3)
  • Lp.png Hp.png B.png Lk.png Hk.png
Assist Types

Type α - Expansion Type
  • Assist: Hp.png Shiden
  • Counter: Hp.png Shiden
  • Combination: Rasetsu Zan
Type β - Anti-Air Type
  • Assist: Hp.png Guren
  • Counter: Hp.png Guren*
  • Combination: Engetsu
Type γ - Balance Type
  • Assist: Hp.png Shiden
  • Counter: Hp.png Guren*
  • Combination: Engetsu
Strengths Weaknesses
  • Has a sword: Great range thanks to his sword normals. His kicks aren't half bad, either. He outranges a lot of characters outright, and can get nice mileage out of whiff punishes even at midscreen range.
  • Determined: A lot of his attacks move him forwards different distances, which helps with combo consistency and in some cases can counteract pushblocking.
  • Solid supers: Hayato's Hyper Combos have nice damage if they fully connect, and depending on the combo, each one has uses.
  • Great damage potential: Simple one-bar combos can easily deal half health on most characters. With Plasma Field, he can spend one bar to get infinite meter for almost eight seconds, which is necessary for his double Level 3 combos. Plasma Field in the air can also be a chance to DHC if you don't mind passing on the 'free' meter if you combod into it.
  • A few nice extras: Hayato's Plasma Combos, j.2HK, and 6HP all give him additional tools on offense and smart usage can give you an edge.
  • Double-edged sword: Lack of significant disjoint on his sword prevents him from utilizing his range risk-free, as it can be hit even after the active frames.
  • Slow buttons: At the cost of having nice range, a lot of his buttons are slower than other characters' moves. In some cases, they even have a lot of recovery, which means he can't swing blindly or else he's punishable (and in this game, that can be fatal).
  • Volatile Supers: Hyper Combos can drop depending on the opponent's state or screen positioning, which can make DHCs a bit of an issue when he's after your point character.
  • Meter-hungry: Hayato's damage is pretty dependant on whether or not he has access to meter, especially for Plasma Field. Black Hayato can be great for kills when Rasetsu Zan won't do enough, but the three-bar cost is hefty.
  • Odd assists: Hayato's A and Y assists always start him fullscreen, so in combos you'll have to adjust your timing based on your point character's positioning. His B assist is an anti-air, but its startup prevents it from being one you can rely on in a pinch like the popular picks.
MVC2 hayato art.png


Moves List

Assists

Expansion Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Shiden. Alpha Counter is HP Shiden. Team Hyper Combo super is Rasetsu Zan. Hayato will always come out from the wall behind you, no matter where your point character is. Thanks to the distance he travels and the hitboxes on his sword, this assist has fullscreen reach and each hit deals nice damage. Since he always starts from the side of the screen behind you, he might take a while before he reaches your opponent.


Anti-air Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Guren. Alpha Counter is HP Guren*. Team Hyper Combo super is Engetsu. This assist covers an almost exclusively vertical range, since Hayato starts behind your point character, then does HP Guren which has him dash forwards a bit before rising straight up with three hits for decent damage if it all hits. The final hit sends very high into the air, and the hitboxes themselves last for a while, so it can be a pretty useful air to air.


Balance Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Shiden. Alpha Counter is HP Guren*. Team Hyper Combo super is Engetsu. You'll be using this assist similarly to how you'd use A assist. If you like A assist's attack, but would rather have Engetsu for your THCs (since Rasetsu Zan is inconsistent when used on aerial opponents) and/or *prefer B's Alpha Counter-exclusive version of Guren over HP Shiden, pick this assist.


Normal Moves

-When grounded, Hayato has the Marvel type Magic Series, meaning he can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato does a quick horizontal swipe inwards in front of himself. Nice range for a light, and the speed is decent too.


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A diagonal swing outwards that's long enough to combo off of a maximum distance 5LP.


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato slams his sword downwards in front of him. The tip of the hitbox is a bit disjointed, but the hitbox is only in front of where his head is while the sword trail is at its longest. One of his key OTG options.


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A moderately high reacing standing kick forwards. Faster than 5LP, but a good bit shorter.


Medium Kick
5Lk.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato turns his body a little while sticking his leg out straight forwards. Like most mediums, it's combo filler, and like most of his kicks, it has less range than its punch counterpart.


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato swings his sword twice, first with a scooping motion with a hitbox close to the ground then another angled upwards with a hitbox at most characters' standing heights. Both hits are a good bit disjointed forwards at the end make it nice for poking, and the damage can make it preferable to 5HP in the corner or off jump-ins, where both hits can connect.


Crouching Light Punch
D.png+Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

2LP is 5LP's lower hitting, farther reaching, and OTG-friendly counterpart. The slight increase in reach can make it better for short-range poking than 5LP and 4HP, and 2LP is a solid choice for OTGing into Black Hayato since that move's input starts with an LP press.


Crouching Medium Punch
D.png+Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

2MP has great reach at the cost of long recovery, but in a game with whiff-cancelling, it's less a drawback and more an opportunity to frame trap with special or super cancels.


Crouching Heavy Punch
D.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher - - - -

2HP is Hayato's launcher, and while it is partially disjointed, unfortunately it's not nearly as big as the sprites suggest. The hitbox is a rectangle that almost exclusively hits in front of him, and surprisingly it reaches low enough to OTG.


Crouching Light Kick
D.png+Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato's first low. This button is a key tool in Hayato's strike/throw game, as going low is his main way to quickly open people up since he doesn't have an instant overhead.


Crouching Medium Kick
D.png+Lk.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato's 2MK is his second low, and it reaches a bit farther than his 2LK. It's got enough range to combo close to 5LP's maximum reach, so if you're too far for 2LK to hit, using 5LP > 2MK can net you a sneaky low opening.


Crouching Heavy Kick
D.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Sweep - - - -

Hayato's sweep has great range, as it covers the floor with a half-screen hitbox with a good portion of disjoint at the end. If they don't roll, you can use Shiden or Engetsu to OTG.



Air Normals

-When in the Normal Jump state, Hayato has the Marvel type Magic Series, meaning he can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato points his sword at a downwards angle in front of him. The hitbox only covers the 'inner' half of the sword, and the tip half of the sword is covered with a hurtbox so this move isn't disjointed at all. It reaches lower than j.LK, but not farther, so its better for close range jump-ins if you have the time to chain into a heavy when it connects.


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato swipes his sword inwards similarly to 5LP. j.MP has a bit of disjoint at the tip and great horizontal range, so it's both nice as an air-to-air after air lights as well as in air combos.


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying Screen trigger - - - -

Hayato winds up for a slam with his sword, similar to 5HP. Unfortunately, another thing it shares with 5HP is the huge sword trail that doesn't accurately represent its attack range. The hitbox on j.HP is still great though, as it covers in front of Hayato while also having a disjointed portion at the bottom which can make it harder to challenge with anti-airs than some other air normals.


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato kicks at a similar angle to his 2LK. It reaches farther forwards than j.LK, but not as low, so its better for far range jump-ins if you have the time to chain into a heavy when it connects.


Air Medium Kick
Lk.png after a j.Lp.png or j.Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato's j.MK is similar to his 2MK, aside from the fact it's an overhead. Like j.MP, its long range makes it nice in air combos, and you may prefer this button after deep jump-in lights since it's faster than j.MP and his air heavies.


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying Screen trigger - - - -

Hayato swings his sword in front of him like in his 2HK. The horizontal range on j.HK fits the sword trail well, and this move's horizontal reach complement's j.HP's vertical reach. The farthest 1/3rd of the hitbox is disjointed, and it's a few frames faster than j.HP as well.



Command Normals

Hien
F.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Hayato moves forwards slightly with a hopping spinning slash. Hien has a lot of frames where his hurtbox can high-profile. You can link off of Hien if you're close enough by using his LPs, as well as 4HP (his LKs are too short-ranged after Hien's pushback to link).


Dokoryuu
Hp.png during a forward dash
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Hayato slides across the screen with 5MP's sprites. Due to the dashing requirement and its long recovery (which doubles as the input period for Soryuu), Dokoryuu isn't particularly useful solo outside of it's quirk of crossing up on hit if he's close enough, plus its unique ability to restand airborne opponents on hit.



Soryuu
Hp.png after Dokoryuu hits
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

The followup attack to Dokoryuu that unfortunately takes too long to come out to naturally combo from it. Soryuu is designed to work after Dokoryuu crosses the opponent up, but with the 'wrong' spacing, it can whiff entirely by not autocorrecting, making Hayato keep going in his original direction.



Dai Oiuchi Kougeki
j.D.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

A unique and useful tool in Hayato's kit that gives him another option when in the air. Dai Oiuchi Kougeki has Hayato pause for a split second before plummeting straight down quickly with his sword pointed downwards below him with an active overhead hitbox until landing. On hit, Hayato will bounce up and backwards off of the opponent, unable to press anything on the way down except for air Guren or air Plasma Field. If you Normal Jump before using j.2HK, you can call assists after the bounce as well. However, if you Super Jump before using it, for some reason you won't be able to cancel air Guren into Plasma Field.



Plasma Combos

Hayato's unique Plasma Combos (taken right from his home series) are one of his defining traits, and allow him to sort of 'freestyle' with their branching trees and long windows where you can input the followup attacks. Upon using 4LP or 4HP, Hayato will start flashing blue, and so long as he's flashing, he can cancel into the next available attack(s). Plasma Combo attacks are also treated like normals, so they can be cancelled into specials, supers, and raw tags. Most of the attacks in Plasma Combos give Hayato some forwards movement at the start, which helps keep the combos themselves consistent even at long ranges. Some of them hit low, some end with an overhead, and a few even recover fast enough to be linked into other normals.

The threat of ranged frame traps with largely delayed attacks (on top of special and super kara- or whiff cancels) can turn Hayato into a monster on block, especially with assists to keep the blockstring tight or mask his next move. The reused attack animations and minor flashing effect can also make his sequences trickier to read: for example, the first four hits of HP Plasma Combo are visually similar to doing 5LP > 5MP > 5HK, but keen observers may notice that their sword swing sounds differ. The sounds used on Hayato's sword attacks are based on the button strength, so while 5LP and 4HP share sprites, you can tell them apart by the sound they make when used (and if he's flashing blue).


Suzaku Ranbu

Hayato does a sequence of four slashes, the last of which knocks the opponent back.


Suzaku Ranbu
B.png+Lp.png > Lp.png > Lp.png > Lp.png
Hit 1: LP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato does a one-handed downward cut. Slower than his other grounded normals, but its big range and followups make it a solid choice. Also a valid OTG choice, if you can manage to hit the right Plasma Combo on an aerial opponent after.

Hit 2: LP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato points his sword forwards, at a slight upward angle. Fortunately, this move reaches lower than the animation suggests, which lets it connect at surprising distances.

Hit 3: LP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with 2HP and 3HP, but with a farther reaching hitbox with some disjoint at the edge.

You can actually also access LP Plasma Combo 2 from this move by pressing HK instead of pressing LP again.
Hit 4: LP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with 5HP, but it knocks back on hit instead. It has a tight Super Jump Cancel window once it hits.



Kegon #1 and #2

Kegon #1 and #2 have the same first two hits as Suzaku Ranbu, so those two attacks aren't listed below with Plasma Combo 2 since they're listed above.

Hayato performs a series of six slashes, ending with a leap followed by an overhead hit when he lands. The only difference between 1 and 2 is whether the third hit is LP or HP. So, after doing 4LP > LP, you can also choose to press:


Kegon
B.png+Lp.png > Lp.png >

Lp.png (or Hp.png) >

Hk.png > Lp.png > Lp.png
Hit 3b: HP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with 2MP, and has great horizontal reach thanks to it. If you're strapped for time, you can press LP instead to get the faster Hit 3 from Suzaku Ranbu and chain into the rest of the Kegon combos by pressing HK after it. This move has the longest recovery out of all his Plasma Combo normals, so feel free to end your turn here, cancel into something, or suddenly hit them low by pressing HK at any point.

Hit 4: HK Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with 2MK, and also hits low. As a low, it's one of Hayato's most important Plasma Combo attacks. Thanks to the forward movement it has, it can reach farther than you might expect. If you're delaying your button presses, it won't always connect, but it reaches at most ranges.

Hit 5: LP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Sends the opponent into a much shorter version of the spinout hitstun state raw tags apply. The knockdown this move applies is unrollable, so if you press LP again for Hit 6, it'll combo.

Hit 6: LP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato's only 'grounded' overhead. The jump he does goes about a normal jump's height upwards before he lands with the hitbox. Doesn't provide great reward on raw hit, and due to the long startup and lengthy five-attack setup before it can be used, it's a telegraphed and punishable (if it isn't just interrupted first) overhead. At the end of Kegon #1 and #2 however, the forced roll from it hitting them OTG can give you corner carry midscreen.


Guren #1 and #2

Not to be confused with Guren, his 623P.

Hayato performs a series of four slashes, ending with a rising attack in place similar to LP Guren. The only difference between 1 and 2 is whether the fourth hit is HP or LK.


Guren
B.png+Hp.png > Lp.png > Hp.png >

Hp.png (or Lk.png) >

Hp.png
Hit 1: HP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with 5LP, but with even shorter recovery.

Hit 2: LP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with 5MP. Has long range, and with the forward movement it'll always combo off of 4HP. Just be sure not to try delaying this move too much, as you can only use this during the very short recovery of 4HP. On the other hand, the long recovery of this attack gives you another key opportunity for changing your strategy with delaying the next move, or opting for something else instead.

Hit 3: HP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with the first hit of 5HK.

Hit 4a: HP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with the second hit of 5HK. Another hit with recovery that can be used to your advantage.

Hit 4b: LK Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with 2MK, and like both it and hit 4 of Kegon, hits low. Similar usage to the Kegon one, but the longer recovery here can be useful.

Hit 5: HP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato jumps upwards, similar to LP Guren, but with only one hit. Since he rises in place, it won't always combo if your 4HP hit at the end of its range, or if you had delays in your string beforehand. Cannot be super cancelled.



Universal Mechanics

Universal Launcher (Punch)
Df.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Visually similar to 2HP, but it starts up faster at the cost of recovering much slower.


Throw (Punch)
F.png+Hp.png // B.png+Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato plunges his sword into the opponent for a second, before removing it with an arcing cut backwards. Knocks back high on hit.


Air Throw (Kick)
j.F.png+Hk.png // j.B.png+Hk.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato brings the opponent down with his full body weight, then rolls backwards once they land. The knockdown is throw applies is unrollable.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprite with j.MK. Has a very horizontal hitbox, so it works well in tag combos.


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with hit two of 5HK.


Special Moves

Shiden
Qcf.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato advances forwards with two slashes. LP Shiden reaches a bit past half-screen, while HP travels farther (but not fullscreen). Shiden is Hayato's go-to special to use in combos, especially with meter to cancel the first hit into Rasetsu Zan or either hit into Engetsu.


Guren
Dp.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Guren is Hayato's main anti-air, but its quirks make it a bit of a weird one. LP Guren goes straight upwards a short distance, with three hits. HP Guren, on the other hand, has Hayato dash forwards some before rising to almost Super Jump height. The forwards movement followed by the purely vertical attack range gives HP Guren a sense of space control few other moves have. Guren is Hayato's best way to route into Plasma Field, for reasons I'll go into on his Strategy page. *For Hayato's B and Y assists, their Alpha Counter is an exclusive version of HP Guren that only hits once for 8 damage and has Hayato show up in his Black Hayato form.


Byakkou Hou
B.pngF.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Byakkou Hou has Hayato stick his hand up for a true command grab that sends the opponent flying into the air, knocking down on landing. The range is very short, but the reward on hit is fantastic: you get ample time to go for a Juggle, use a super, launch for an air combo, or even Super Jump to meet them on their way down with air normals!



Hyper Combos

Rasetsu Zan
Qcf.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato readies his blade, then strikes with seven slashes. The last hit knocks back, but the first six will keep grounded opponents on their feet. Each hit also does a point of chip, except for the last hit which does two points of chip. This super is a solid way to spend a bar, and it can be a much better choice than Engetsu if you're in the corner.


Engetsu
Qcf.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato slowly brings his sword above his head, then slashes down, making five pillars of plasma erupt from the floor in a wave pattern. The slash itself has a hitbox that knocks back and combos into the pillars, and every hit can both chip and OTG. The pillars will continue once the first one spawns, even if Hayato gets hit. In the corner, the pillars will continue to spawn offscreen, so you'd be better off comboing into Rasetsu Zan.


Plasma Field
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hayato unleashes an electric bubble around him, and if it hits, he can use his other Hyper Combos for free for about 8 seconds (it creates a timer above the Hyper meter). Plasma Field is a very important tool in Hayato's offense, and practiced usage of it will significantly increase his damage output, so you'll want to get familiar with using this super and finding ways to combo into his other supers during the time limit. The DHC window on Plasma Field is very short, since he can't DHC while the timer is on screen.


Black Hayato
Lp.png, Hp.png, B.png, Lk.png, Hk.png quickly
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Level 3 hitgrab Hyper Combo similar to Akuma's Raging Demon. Hayato hits a pose, then dashes forwards with a small hitbox that triggers a cutscene on hit where he slashes the opponent several times while the screen goes black. At the end, Hayato rushes back in the direction he came from in his Black Hayato form, while sending the opponent away into a knockdown. Hayato's highest damage super, so you'll be using this to either cash out on a kill if you have the meter, or after a Plasma Field hits since it won't cost any additional meter.




Taunt

static image


Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-hayato.png



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