Marvel vs Capcom 2/Hayato: Difference between revisions

From SuperCombo Wiki
m (holding back during the entirety of his plasma combos isnt necessary)
m (adjusting cmd normals/specials/supers table)
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{{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'''
;'''Dai Oiuchi Kougeki'''
*{{d}} + {{hk}} (Air Only)
*{{d}} + {{hk}} (Air Only)
;'''Dokuryuu'''
*{{f}} {{f}} + {{hp}}
;'''Soryuu'''
*(After Dokuryuu hits) {{hp}}
;'''Shiden'''
;'''Shiden'''
*{{qcf}} + {{lp}} or {{hp}}
*{{qcf}} + {{lp}} or {{hp}}
;'''Guren'''  
;'''Guren'''  
*{{dp}} + {{lp}} / {{hp}} (Air OK)
*{{dp}} + {{lp}} / {{hp}} (Air OK)
;'''Dokuryuu'''
*{{f}} {{f}} + {{hp}}
;'''Soryuu'''
*(During Dokuryuu) {{hp}}
;'''Byakko Hou'''
;'''Byakko Hou'''
*(Close to opponent) {{b}}{{f}} + {{lp}} {{hp}}
*(Close to opponent) {{b}}{{f}} + {{lp}} {{hp}}
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;'''Rasetsu Zan'''
;'''Rasetsu Zan'''
*{{qcf}} + {{lp}} + {{hp}}
*{{qcf}} + {{lp}} + {{hp}}
;'''Engetsu'''
*{{qcf}} + {{lk}} + {{hk}}
;'''Plasma Field'''
;'''Plasma Field'''
*{{qcf}} + {{lk}} + {{hk}}
;'''Engetsu'''
*{{qcb}} + {{lk}} + {{hk}}
*{{qcb}} + {{lk}} + {{hk}}
;'''Black Hayato'''
;'''Black Hayato'''
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(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>
(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>
''Suzaku Ranbu'' - LP xx LP xx LP xx LP
''Suzaku Ranbu'' - 4LP xx LP xx LP xx LP


''Kegon #1'' - LP xx LP xx HP xx HK xx LP xx LP
''Kegon #1'' - 4LP xx LP xx HP xx HK xx LP xx LP


''Kegon #2'' - LP xx LP xx LP xx HK xx LP xx LP
''Kegon #2'' - 4LP xx LP xx LP xx HK xx LP xx LP


''Guren #1'' - HP xx LP xx HP xx HP xx HP
''Guren #1'' - 4HP xx LP xx HP xx HP xx HP


''Guren #2'' - HP xx LP xx HP xx LK xx HP
''Guren #2'' - 4HP xx LP xx HP xx LK xx HP


= The Basics =
= The Basics =

Revision as of 02:18, 14 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, 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.

Character Summary

Command Normals and Specials Moves

Hien
  • F.png + Hp.png
Dai Oiuchi Kougeki
  • D.png + Hk.png (Air Only)
Dokuryuu
  • F.png F.png + Hp.png
Soryuu
  • (After Dokuryuu hits) Hp.png
Shiden
  • Qcf.png + Lp.png or Hp.png
Guren
  • Dp.png + Lp.png / Hp.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
  • Qcb.png + Lk.png + Hk.png
Black Hayato
  • Lp.png Hp.png B.png Lk.png Hk.png
Assist Types

Type α - Expansion Type
  • Cross-Over Assist: Hp.png Shiden
  • Cross-Over Counter: Hp.png Shiden
  • Cross-Over Combination: Rasetsu Zan
Type β - Anti-Air Type
  • Cross-Over Assist: Hp.png Guren
  • Cross-Over Counter: Hp.png Guren
  • Cross-Over Combination: Engetsu
Type γ - Balance Type
  • Cross-Over Assist: Hp.png Shiden
  • Cross-Over Counter: Hp.png Guren
  • Cross-Over Combination: Engetsu
Strengths Weaknesses

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.)
Suzaku Ranbu - 4LP xx LP xx LP xx LP

Kegon #1 - 4LP xx LP xx HP xx HK xx LP xx LP

Kegon #2 - 4LP xx LP xx LP xx HK xx LP xx LP

Guren #1 - 4HP xx LP xx HP xx HP xx HP

Guren #2 - 4HP xx LP xx HP xx LK xx HP

The Basics

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

-d.s.LP > s.LP > s.HP XX qcf + HP

-d.s.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.d + HK

-Jump HK \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HK

-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

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

-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

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

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

-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

-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

Advanced Strategy

MVC2 hayato art.png




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