Marvel vs Capcom 2/Hayato: Difference between revisions

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m (adjusting cmd normals/specials/supers table)
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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 is rather lacking in another areas and can be reliant on meter for damage. Hayato possesses unique "Plasma Combo" rekkas, which allow him to chain together strikes with specific button sequences.


== Character Summary ==
== Character Summary ==
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|content1=
|content1=
{{Content Box|header=Command Normals and Specials Moves|content=
{{Content Box|header=Command Normals and Specials Moves|content=
;'''Hien'''
;Hien
*{{f}} + {{hp}}
*{{f}} + {{hp}}
;'''Dai Oiuchi Kougeki'''
;Dokuryuu
*{{d}} + {{hk}} (Air Only)
;'''Dokuryuu'''
*{{f}} {{f}} + {{hp}}
*{{f}} {{f}} + {{hp}}
;'''Soryuu'''
;Soryuu
*(After Dokuryuu hits) {{hp}}
*(After Dokuryuu hits) {{hp}}
;Dai Oiuchi Kougeki
*{{d}} + {{hk}} (Air Only)


;'''Shiden'''
;Shiden
*{{qcf}} + {{lp}} or {{hp}}
*{{qcf}} + {{lp}} or {{hp}}
;'''Guren'''
;Guren (Air OK)
*{{dp}} + {{lp}} / {{hp}} (Air OK)
*{{dp}} + {{lp}} / {{hp}} (Air OK)
;'''Byakko Hou'''
;Byakko Hou
*(Close to opponent) {{b}}{{f}} + {{lp}} {{hp}}
*(Close to opponent) {{b}}{{f}} + {{lp}} {{hp}}
}}
}}
Line 29: Line 29:
|content2=
|content2=
{{Content Box|header=Super Moves|content=
{{Content Box|header=Super Moves|content=
;'''Rasetsu Zan'''
;Rasetsu Zan
*{{qcf}} + {{lp}} + {{hp}}
*{{qcf}} + {{lp}} + {{hp}}
;'''Engetsu'''
;Engetsu
*{{qcf}} + {{lk}} + {{hk}}
*{{qcf}} + {{lk}} + {{hk}}
;'''Plasma Field'''
;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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{{Content Box|content=
{{Content Box|content=
<center><youtube>sN6MdR9cgJs</youtube></center>
<center><youtube>sN6MdR9cgJs</youtube></center>
}}
}}
}}
}}
}}


==Plasma Combos==
==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.
Hayato's unique Plasma Combos (taken right from his home series) are done by holding backward and pressing a sequence of attack buttons. Some of the attacks in his Plasma Combos hit low, some of them end with an overhead, and some of them recover fast enough to be 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>
(Remember, *input [or hold] backward* when starting a sequence. Once one of the starters makes contact (either on hit or block), you can just press the following buttons without needing to hold backwards.)<br>
''Suzaku Ranbu'' - 4LP xx LP xx LP xx LP
''Suzaku Ranbu'' - 4LP xx LP xx LP xx LP


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


= The Basics =


== General Gameplan ==
== Moves List ==
 
=== Assists ===
{{MoveData
|image=
|caption= Type α
|name= Assist Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
}}
}}<br>
{{MoveData
|image=
|caption= Type β
|name= Assist Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
}}
}}<br>
{{MoveData
|image=
|caption= Type γ
|name= Assist Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
}}
}}<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=
}}
}}<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=
}}
}}<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=
}}
}}<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=
}}
}}<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=
}}
}}<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=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{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=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{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=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<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=
}}
}}<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=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<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=
}}
}}<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=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
 
 
==== Command Normals ====
{{MoveData
|image=
|caption=
|name= Hien
|linkname=
|input= 6{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<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=
}}
}}<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=
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= Dai Oiuchi Kougeki
|linkname=
|input= j.2HK
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= LP Plasma Combo #1
|linkname= LP Plasma Combo
|input= 4{{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= test
}}
{{AttackData-MVSC2
|version= Hit 2: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= test 2
}}
{{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. You can actually also access LP Plasma combo 2 from this move by pressing HK.
}}
{{AttackData-MVSC2
|version= Hit 4: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= test 4
}}
}}<br>
 
Hayato's second LP Plasma Combo has the same first two hits as the first Plasma Combo, so those two attacks aren't listed below with Plasma Combo 2 as they're listed above.
 
After doing 4LP > LP, you can instead opt to:
 
 
{{MoveData
|image=
|caption=
|name= LP Plasma Combo #2
|linkname= LP Plasma Combo
|input= 4{{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. If you're strapped for time, you can press LP instead to get the faster Hit 3 from the first LP Plasma combo and chain into the rest of this one from it by pressing HK afterwards.
}}
{{AttackData-MVSC2
|version= Hit 4: HK
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= test 4
}}
{{AttackData-MVSC2
|version= Hit 5: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= test 5
}}
{{AttackData-MVSC2
|version= Hit 6: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= test 6
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= HP Plasma Combo
|linkname= HP Plasma Combo
|input= 4{{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= test
}}
{{AttackData-MVSC2
|version= Hit 2: LP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= test 2
}}
{{AttackData-MVSC2
|version= Hit 3: HP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= test 3
}}
{{AttackData-MVSC2
|version= Hit 4a: HP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= test 4a
}}
{{AttackData-MVSC2
|version= Hit 4b: LK
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= test 4b
}}
{{AttackData-MVSC2
|version= Hit 5: HP
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= test 5
}}
}}<br>
 
 
 
=== Universal Mechanics ===
 
{{MoveData
|image=
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Throw (Kick)
|linkname= Air Throw (Kick)
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
}}
}}<br>
 
{{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=
}}
}}<br>
 
{{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=
}}
}}
 


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= 236{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
}}
}}<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= 623+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
}}
}}<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= 46+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
}}
}}<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= Hyper Combo Name
|linkname= Hyper Combo Name
|input= 236+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<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= 236+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


-Jump LP > HK \/ b + LP,LP,HP,HK,LP XX qcf + KK
{{MoveData
|image=
|caption=
|name= Plasma Field
|linkname= Plasma Field
|input= 214+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<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}}, 4, {{lk}}, {{hk}} quickly
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<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]]

Revision as of 12:39, 21 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 is rather lacking in another areas and can be reliant on meter for damage. Hayato possesses unique "Plasma Combo" rekkas, which allow him to chain together strikes with specific button sequences.

Character Summary

Command Normals and Specials Moves

Hien
  • F.png + Hp.png
Dokuryuu
  • F.png F.png + Hp.png
Soryuu
  • (After Dokuryuu hits) Hp.png
Dai Oiuchi Kougeki
  • D.png + Hk.png (Air Only)
Shiden
  • Qcf.png + Lp.png or Hp.png
Guren (Air OK)
  • 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 (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
MVC2 hayato art.png

Plasma Combos

Hayato's unique Plasma Combos (taken right from his home series) are done by holding backward and pressing a sequence of attack buttons. Some of the attacks in his Plasma Combos hit low, some of them end with an overhead, and some of them recover fast enough to be linked into other moves.

(Remember, *input [or hold] backward* when starting a sequence. Once one of the starters makes contact (either on hit or block), you can just press the following 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


Moves List

Assists

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

Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.


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

Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.


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

Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.


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
- - - - -


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
- - - - -


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


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


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
- - - - -


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


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



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
- - - - -


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
- - - - -


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


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


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
- - - - -


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



Command Normals

Hien
6Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -


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



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



Dai Oiuchi Kougeki
j.2HK
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -


LP Plasma Combo #1
4Lp.png > Lp.png > Lp.png > Lp.png
Hit 1: LP Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

test

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

test 2

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

Shares sprites with 2HP and 3HP. You can actually also access LP Plasma combo 2 from this move by pressing HK.

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

test 4


Hayato's second LP Plasma Combo has the same first two hits as the first Plasma Combo, so those two attacks aren't listed below with Plasma Combo 2 as they're listed above.

After doing 4LP > LP, you can instead opt to:


LP Plasma Combo #2
4Lp.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. If you're strapped for time, you can press LP instead to get the faster Hit 3 from the first LP Plasma combo and chain into the rest of this one from it by pressing HK afterwards.

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

test 4

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

test 5

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

test 6



HP Plasma Combo
4Hp.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
- - - - -

test

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

test 2

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

test 3

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

test 4a

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

test 4b

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

test 5



Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Every character has at least one of the two, sometimes both.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Air Throw (Kick)
j.6Hk.png // j.4Hk.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


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


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


Special Moves

Shiden
236P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


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


Byakkou Hou
46+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Hyper Combos

Hyper Combo Name
236+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


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


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


Black Hayato
Lp.png, Hp.png, 4, Lk.png, Hk.png quickly
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -




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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