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
- Hien
+
- Dokuryuu
+
- Soryuu
- (After Dokuryuu hits)
- Dai Oiuchi Kougeki
- j.2
(Air Only)
- Shiden
+
or
- Guren (Air OK)
+
/
(Air OK)
- Byakko Hou
- (Close to opponent)
+
- Rasetsu Zan
+
+
- Engetsu
+
+
- Plasma Field (Air OK)
+
+
- Urarasetsu-Giri / Black Hayato (Level 3)
- Type α - Expansion Type
- Assist:
Shiden
- Counter:
Shiden
- Combination: Rasetsu Zan
- Type β - Anti-Air Type
- Assist:
Guren
- Counter:
Guren*
- Combination: Engetsu
- Type γ - Balance Type
- Assist:
Shiden
- Counter:
Guren*
- 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 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
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. Because of this varying amount of 'extra' startup, you can't always counter-call with this assist. However, the delay between him being on screen and him dealing damage also means you can call him pre-emptively before special or super cancels during combos, giving you extensions that not many assists allow. If you don't mind Hayato risking losing health (or outright dying) from supers or a double Snap, you can use this assist as a shield for your point character to run in behind or set up zoning more safely. With HP Shiden as its Alpha Counter, you can easily combo the first hit into all three of his supers, or if you have the screen space you can cancel the second hit into Engetsu. Rasetsu Zan is this assist's THC super, and since that super tends to drop on airborne opponents, it may not be the best use of meter unless your team's other THC supers keep the opponent grounded. |
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 a somewhat unique anti-air angle, since Hayato starts in front of your point character, then does HP Guren which has him dash forwards a bit before rising straight up with three hits. Thanks to that dash, he reaches farther forwards than many other anti-air assists when it comes to having a hitbox at ground level. Like with A (and Y) assist, the startup on this assist allows you to call him pre-emptively during combos before special or super cancels, and the long hitstun it provides when it connects can give supers with long startup like Maximum Spider enough time to combo off of it. *For whatever reason, the Alpha Counter for this assist (and Y as well) functions similarly to HP Guren, but Hayato visually is in his Black Hayato form and he only hits one time, rather than three times. With Engetsu as your THC super, it's a better fit than A's Rasetsu Zan in most cases, unless you're in the corner where most of it will whiff by continuing offscreen. |
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 /
>
/
>
>
cancel tree.
Ground Normals
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. |
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. |
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. |
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. |
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. |
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 on standing opponents. |
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. |
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. |
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. |
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. |
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. |
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 /
>
/
>
>
cancel tree.
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. |
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. |
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. |
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. |
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. |
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
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). |
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. |
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. |
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. |
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 since they're listed above.
After doing 4LP > LP, you can instead opt to:
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 | ||
- | - | - | - | - | ||
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 hit, and due to the long startup and lengthy five-attack setup before it can be used, it's a telegraphed and punishable (if not outright interrupted first) overhead. |
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
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Launcher (high) | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Special Moves
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Hyper Combos
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Taunt
static image
Colors
First row: ,
, A1. Second row:
,
, A2.