Marvel vs Capcom 2/Hayato: Difference between revisions

From SuperCombo Wiki
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*{{f}} {{f}} + {{hp}}
;'''Soryuu'''  
;'''Soryuu'''  
*(During Dokuryuu) {{lp}} or {{hp}}
*(During Dokuryuu) {{hp}}
;'''Byakko Hou'''
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*(Close to opponent) {{b}}{{f}} + {{lp}} {{hp}}
*(Close to opponent) {{b}}{{f}} + {{lp}} {{hp}}

Revision as of 13:52, 19 January 2022

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 & Specials

Hien
  • F.png + Hp.png
Dai Oiuchi Kougeki
  • D.png + Hk.png (Air Only)
Shiden
  • Qcf.png + Lp.png or Hp.png
Guren
  • Dp.png + Lp.png / Hp.png (Air OK)
Dokuryuu
  • F.png F.png + Hp.png
Soryuu
  • (During Dokuryuu) Hp.png
Byakko Hou
  • (Close to opponent) B.pngF.png + Lp.png Hp.png
Super Moves

Rasetsu Zan
  • Qcf.png + Lp.png + Hp.png
Plasma Field
  • Qcf.png + Lk.png + Hk.png
Engetsu
  • 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 during the whole sequence)
Suzaku Ranbu - LP xx LP xx LP xx LP

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

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

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

Guren #2 - HP 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 well (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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