H A Y A T E FAQ ver. 1.4 Marvel vs. Capcom 2 System- DC (import) Author- Rei "Rhea" Lewis Unpublished work Copyright 1998-1999 Rhea Lewis This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely- accessible, non-commercial web page in it's original, unedited and unaltered format. This FAQ cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), without the express written permission of the author, myself. This FAQ was created and is owned by me, Rhea Lewis . All copyrights and trademarks are acknowledged and respected that are not specifically mentioned in this FAQ. NOTE-This paragraph is basically Kao's Megura's basic plagiarism warning he places on all of his great FAQs, so the credits are his for constructing that paragraph. ------------------------------------------- HAYATO KANZAKI, The Bounty Hunter ------------------------------------------- Well, Capcom went ahead and made another really flashy VS. game but this time they included one of Capcom's bad-asses, Hayato. For those of you that don't know, Hayato is from an underdog from a Capcom fighter called Star Gladiator. A sequel is out now on the DC, which is also the game where Hayato's moves all derive from. As for Hayato's background, in the far future Hayato makes his money as a bounty hunter in space. The weapon he uses is called a plasma saber, which explains the energy blade on the sucker. Now Hayato's biggest enemy in his world was a mean guy called Bilstien (goofy name for a villain right?). Well these two have fought a few times and Bilstien somehow managed to get a thing called an "evil factor" in Hayato. How he did it, I dunno but it occasionally makes Hayato become a very mean guy. He also gets a new outfit and wears a spunky little eye patch with his George Clooney hair-cut. Now as for how Hayato got into the world where Abyss is....these VS. storylines never make sense anyway so what's the point in trying to explain it? This FAQ will be my second and hopefully my last, as I look and see I have nothing better to do than type FAQs, it makes me feel funny...Ok, let's get to it. ------------------------------------------- KEY-how to tell what I'm typing ------------------------------------------- u-Up d-Down b-Backward f-Forward uf-Up forward df-Down forward ub-Up backward db-Down backwards LP-Light Punch HP-Heavy Punch LK-Light Kick HK-Heavy Kick QCF-Quarter circle forward motion QCB-Quarter circle back motion DP(Dragon Punch)-A forward, down, down forward motion RDP(Reverse Dragon Punch)-a back, down, down back motion PP-Two punches simotanesoulsy KK-Two kicks simultaneously PA1-Partner 1 assist button PA2-Partner 2 assist button ------------------------------------------- UNIVERSAL COMMANDS, basic character abilities ------------------------------------------- -Blocking- Standing Block-hold b Crouching Block-hold db Air block-hold b or db in the air Advancing Guard-Press PP while blocking -Moving Around- Dash-tap f,f or f + PP Backdash-tap b,b or b + PP Jump-tap u, uf, or ub High Jump-tap d, then u, uf, or ub Escape Roll Roll-b,db,d + P/K when knocked down -Other Abilities- Taunt-WK + Start Throws-(varies)-b/f + P/K Tech. Hit-Any direction but u or d + P/k Tech. Roll-do a Tech. Hit after you've been thrown Hold Escape-shake joystick and jag on the buttons to get out Snapback-QCF + PA1 or PA2 -Partner Switch- 1st Partner-WP + WK 2nd Partner-FP + FK -Partner Abilities 1st Partner Assist Attack-Tap PA1 2nd Partner Assist Attack-Tap PA2 Variable Counter-while blocking, b,db,d + PA1 or PA2-cost one super bar Variable Combination-Press PA1 + PA2-can cost either 2 or 3 super bars + plus you must have at least two characters left. Delayed Hyper Combo-do a partner's hyper combo while your main character is performing theirs-can cost as much as 3 super bars ------------------------------------------- HAYATO'S Basic Attacks ------------------------------------------- I normally don't discuss the character's regular attacks but in Hayato's case these are some of his main weapons of his game. So let's dive right in: <-LP-> This is Hayato's dinky slash but it plays a great role in his combos. You can annoy the hell out of someone if you constantly harass them with this. One connection with the LP and a devastating combos can follow. This isn't that great of an air attack though. <-HP-> Hayato does a full vertical slash, can easily two in one into special attacks due to it's speed. I'm not saying it's slow it's just the arc of it allows special to be two in ones easily. The airial version is great to get people back to the ground and the crouching HP is his launcher. This also serves as an Airal Rave finisher <-LK-> Hayato busts out a small little high kick. I suggest not using this on the ground much since it's priority is small and his slashes do much better in terms of range and damage. But it's strong point is that it works great as a jump-in since it can easily airial link into his air MK. Overall, this is gonna stay in combos. <-HK-> Hayato does a single two handed slash but can do another standing one if you push HK again. The crouching version is like any other standard sweep. The air version serves as an Airial Rave finisher. The standing double HK works great in combos and as a pressure attack. But the speed is a bit slow but that endangering. ------------------------------------------- HAYATO'S Special Attacks ------------------------------------------- Shiden-QCF + P Hayato dashes forward while executing two slashes, blue shadows even trail him during this. This works great in combos and does descent damage but the recovery time is horrible. DO NOT, I repeat, DO NOT throw this out at random unless you want to die. Guren-DP + P (can be done in mid-air) Hayato leaps into the air doing a sword uppercut attack with a few energy spirals flying around him. The FP version makes him dash a little bit before the uppercut while the WP version makes do just the uppercut. Also note that the rush in the FP version DOES NOT do any damage or hits. This move is Hayato's anti-air move, but use the WP when countering or you may find yourself dashing under them with the FP version. Also, your left wide open with either version if you miss, so use this sparingly. -Plasma Combos- -These are unique to Hayato, when you start these Hayato turns blue for the remainder of the Plasma Combo. But you can cancel Special moves or super combos at any during the Plasma Combos. Or course Hayato will stop flashing blue as soon as you veer of the Plasma combo course. NOTE-You must hold back during the whole combo- Suzaku Ranbu-b+LP,LP,LP,LP Hayato's standard one, nothing really special or all that great. Kegon #1-b+LP,LP,HP,HK,LP,LP Star Gladiator fans will recognize this Hayato's Plasma Final combo from the original game. Hayato does a fancy combo which knocks the opponent away at the second to last hit. The final LP makes him do a spinning downward slash to finish it off. You can stall the final LP, just make sure you don't stall too long so that you whiff. Kegon #2-b+LP,LP,LP,HK,LP,LP Essentially the same as the Kegon #1, just a different way of getting there. NOTE-on BOTH on the Kegon combos, the HK hits low. Guren #1-b+HP,LP,HP,HP,HP This one has Hayato during a short range combo ending with a WP Guren. Looks great but the range is smaller than that of the Kegon combos. This due to the short range of the HP Plasma combo starter which is a small horizontal slash. But it does good damage though. Guren #2-b+HP,LP,HP,LK,HP The same combo as Guren #1 except that the HK hits low. Still though, poor range but descent damage. I'd use this one over the Guren #1 since the low kick can trick some people up. ***Plasma Combo tips*** A fellow gamer by the name of Justus Belentine pointed some interesting stuff out to me about Hayato's Plasma combo sets. The B+LP ones usually have a small lag but this can be skipped if you end the blocked Plasma combo at the HK. Then there's basically no lag at all. Now about the B+HP, Justus pointed something out to me about these as well, they make great counters since the intial slash is quick and has small range. For example one way to counter an opponent with extreme prejudice is to do this, B+FP, LP, FP, FP, Shiden, then cancel into Engetsu. Special Thanx to Justus Balentine- NOTE-End of Plasma Combo List- Byakko Hou-b,f+PP This is a throw attack of Hayato's, if you connect Hayato will launch the opponent up in the air a bit with a elbow blow. You must be right next to your opponent or Hayato will the show a nice miss animation with the look of "WTF" on his face. This move probably won't be used often but it's actually a great move to pull on an unsuspecting opponent. Now this also works as counter attack similar to Jill's baretta move. But the timing is so nit picky I suggest either just blocking or getting the hell out of the way. Dokuryuu-during a dash press HP Hayato pulls out a fast dashing slash. Can be followed by the Souryuu slash right after it. Souryuu-after the Dokuryuu press HP After the Dokuryuu dash slash Hayato will pull off another dashing slash only he'll be going the other way. This can really f@#$ up an opponent's coordination, just don't abuse it or they'll learn to see it coming a mile away and counter it. -NOTE-Hayato will not go another direction with the Souryuu if the opponent is in the corner. Hien-f + HP Hayato pulls out a jumping spin slash although he doesn't get that high off the ground at all. This move serves as Hayato's overhead attack, it's actually a pretty good one too, it's fast and the lag isn't that bad at all compared to most other overheads. It can even be used in a combo! Great move. Dai Oiuchi Kougeki-d + HK in mid air Hayato does a straight downward fall with his saber pointed directly down. The speed on this ok and once you hit or the opponent blocks it Hayato bounces off it. It's pretty good in air combos and can be canceled into a Guren if you're fast. Rarely use this is poking games but keep it locked in air combos. ------------------------------------------- HAYATO'S Hyper Combos ------------------------------------------- Rasetsu Zan-QCF + PP Hayato does the motion for the Ashura, which was move in Star Gladiator that extended his saber, and goes on a combo run. The combo is 8 hits and does sizeable damage the only problem is the HUGE lag after it. So if your opponent blocks it do something or you gonna eat some damage at the end of it due to Hayato's love of posing after he does stuff. Keep this in combos and you'll be safe, which shouldn't be a problem since it's really easy to combo. -NOTE-On linking supers, the super is a good super to start a Delayed Hyper Combo spree with or link one together. Engetsu-QCF + KK Hayato raises his sword above his head then slashes and sends a blue wave of energy across the screen. A very hard super to actually use effectivly since it'll only hit a ground opponent a few times. But it works well in juggle combos. -NOTE-On linking supers, this super is a good ender to a Delayed Hyper Combo Run. Plasma Field-QCB + KK Hayato gets pissed and makes a nice blue force shield around for a second. If it whifs then you just wasted a super bar but if it hits that's a different story. Upon tagging someone with this Hayato will have infinite super energy for a bit, he'll be flashing blue till' the effect ends. During this you have infinite super energy and your special are a bit faster, such as the Shiden is actually useable since the delay isn't as bad. Hmmmm....infinite supers, can you Black Hayato? Thought so. But the problem with this is that most run like hell when they see Hayato in this much like Strider with the Ourobolos activated. We'll work around that later. -NOTE-you must be friggin' idiot to link this in a Delayed Hyper Combo run, don't do it. Black Hayato-LP,HP,b,LK,HK at Level 3 This has to be the most stylish super in the game. Hayato dashes forward and if he hits he impales the opponent and goes into a "Demon Rage" type spree. The screen goes black and sword slash fly and it ends with Black Hayato posed as the opponent flies off. Then Hayato goes back to normal. Freakin' awesome. Now the dash IS blockable and the combo hits for about 15 times, hmmm....same as the Demon Rage, coincidence? I think not. The damage here isn't that great to waste three levels on, you can do a hell of a lot more with three separate supers. As I said earlier, this is a style super, but you can do it for one super bar if you connect with it during the Plasma Field super. ------------------------------------------- The Variables ------------------------------------------- This covers what Hayato does when you select either A, B, or Y at the select screen. "A" Shiden Shiden Rasetsu Zan "B" Guren Guren Engetsu "Y" Shiden Guren (B. Hayato) Engetsu -NOTE-When you do a counter with Hayato while he's in "Y" he'll do a Guren as Black Hayato but then turn back to good ol' Hayato when he lands or is hit before he lands. ------------------------------------------- COMBOS-all anyone cares about anyway... ------------------------------------------- Here's a small collection of combos for Hayato that I use and impressive ones I seen. Listing every combo known to man my him would spoil the fun of finding your own. 1.) LP, LP, HP, Shiden or Rasetsu Zan -A VERY basic combo but still very effective, this was the first combo I ever did with him. Heh, I was so proud of myself when I did it. 2.) Byakko Hou, Engetsu -A juggle combo that makes use of the Byyako grab. You should do the Engetsu right as the opponent begins to fall to get the MAX hits and damage. Hit it right and this combo takes 50% damage easy. Nice combo huh? NOTE-Chris sent in this combo using the Byakko Hou. Byakko hou, dash forward then B. Hayato. Now the LK in the B. Hayato formation should connect with the falling opponent and two in one into the B. Hayato. -Just goes to show you that Hayato's most under-rated move is certainly rewarding when used correctly. 3.) Jumping LK, LK, (land) LP, LK, HK, HK, Black Hayato -The double HK slash at the end gives you plenty of time to input the Black Hayato command. 4.) Crouching LP, crouching LP, crouching HP (launcher), Jump, LP,LK,LP, Dai Oiuchi Kougeki, cancel into WP Guren. -A very cool air combo and very simple to do 5.) b+LP,LP,HP,HK,LP, Plasma Field, OTG(if you really want to...) -this is an easy way to get the Plasma field super, plus you can OTG them after the field with a crouching HP. I don't OTG that much because I think that's a little over the top but most people love it. 6.) Jumping LK, Jumping HK, dash in, LP, LP, Hien, b+HP, LP, HP, HP, -finisher. (B. Hayato, Ratsetsu Zan, whatever...) -This is an awesome combo by Araya, this uses the Hien and a Plasma combo series in one combo with many options at the end. Great idea. <-COMBOS Sent in By Others-> From-RAule 1.)The 56 hit Mind Boggler-Jump in, LK, HK, dash, LP, LP, F + HP, B+ HP, LP, HP, B. Hayato, Cable Assist + Dash Forward, HP, stall for a milisecond, B + HP, LP, HP, HP, HP Guren, cancel into Plasma Field, OTG c. LK, B. Hayato. -Wow, really long isn't it? It looks complicated but once the timing is down it'll become easier to do. The hardest part really is calling Cable out at the right time. Also this combo requires 4 super bars, Cable's projectile assist and some patience to learn it. It does work, trust me. Also this combo should push them in the corner after the first set and before cable in order to work correctly. 2.)Hp Guren, Plasma Field, OTG B. Hayato. Another corner combo, essentially the end part of the above killer. 3.)B + LP, LP, LP, HK, LP, D + HP, U + LP, LK, LP, HP Guren. You can cancel into a Plasma field at the end and OTG c. LK into a B. Hayato if you have the super energy to do so. From- 1.)Jump in HP, Land, LP, LP, HP, Shiden (both hits), cancel into Plasma Field, OTG c. LK, B. Hayato. Very simple comob, very nice damage. From Justus Balentine 1.)B+FP, LP, FP, FP, Shiden, cancel into Engetsu ------------------------------------------- TACTICS-How to get your groove on... ------------------------------------------- First lets look at Hayato's strengths and weaknesses. PROS -His range-close/medium range -His strength CONS -His lag time -No long range attacks -Not so great damage taking... Now most people look at Hayato and think he's another Strider. He may be able to do some flashy sword combos but Hayato isn't nearly as fast or as agile as Strider. So Hayato can't go all out in offense and expect to win, his moves just won't allow it. Hayato's special moves are all useful but they all have that usual lag time, especially the Shiden. Throwing these out at random will get you killed and you'll look incredibly stupid. You have to play smart and patient, if you get panicky and rush with Hayato your gonna mess up and lose him to a large Magneto combo or whatever. Hayato doesn't have the best defense so your gonna feel every hit he takes. But it's not as bad as Gouki or Strider. What you need to do is watch your opponent and figure out what he gonna do, then go for any openings you see and capitalize on any opening. The most offensive poking you'll do is with your WP and the Hien. A connected WP can easily lead to bigger things and Hien can link immediately into a Plasma Combo. I don't suggest throwing out Plasma combos at random either as the lag isn't that bad but some of the fast characters can easily capitalize on that...*cough- Strider-cough*. But remember it's ok to go for a random Dokuryuu every now and then since Hayato is the only one in the game that has an dash exclusive only attack. So some players might not see it coming. But once the match gets going and you're in lead, you can go into a more offensive mode. BUT REMEMBER to watch the opponent's life BARS! I can't tell you how many people get hyped when they're winning and go all offense and the other player easily gets in a new character since the opposing player left themselves wide open. Just be patient. OTHER things-Don't be afraid to throw, Hayato's throw is one the best in the game. You can juggle after it and it doesn't push you or the opponent away from each other. Some people hate throwing but I don't, it's a part of the game and you should capitalize on it. Also don't forget the Byakko Hou, surprise turtlers with this and juggle them with an Engetsu to make them pay. <-Suggested Partners-> As Hayato has great combo power his defense is somewhat lacking so you'll someone strong with good defense on your team. (Thanx to ChrisG0000@aol.com for that tip.) Suggested Partners- Jin-strong power plus a great defensive game. (Again from ChrisG0000@aol.com) Ryu-a great all arounder but you'll have to be very unorthodox when playing as Ryu since the whole world knows his moves. Charlie or Guile-since they're essentially the same (not excatly) both these guys complement Hayato well. This is thanks to their great supers, combos and their defensive options. Sentinel-The assists from the Sentinel can easily allow Hayato to dash in try for a combo. Plus the Sentinel is very different opponent than Hayato, so the opponent can be in for a rude awakening when you switch. Thanos-his bubble assist attack can let Hayato go for any combo of his choice. This assist has to be the best in the game, since it paralyzes the opponent for a short time allowing you to beat their @$$ with little effort. -Justus Balentine Those are the only partners I'm really familiar with. Please feel free to email me any of yours. ------------------------------------------- HAYATO'S Colors-you gotta look good too... ------------------------------------------- Pressing different buttons at the select screen when highlighting Hayato will get you one of six different outfit colors for him. Assuming his two hidden ones are released. LP-The original black and white suit...can't go wrong here HP-A Pink outfit, if you ever pick this you asking for an ass woopin' LK-A blue tint to his colors...ok looking... HK-A brown look, looks likes crap...literally... -Hidden Colors- PA1-A crimson red outfit, too much red... PA2-An awesome yellow and black outfit, these are the best colors IMO ------------------------------------------- HAYATO's Animations ------------------------------------------- -Intros- Hayato can enter the match (assuming he's the starter...) one of two ways. 1.) He's standing there and busts out an Ashura with purple flames everywhere then gets into his pose. 2.) He rides in on his bad @$$ bike then hopes off and extends his sword through an Ashura. -Win Poses- -NOTE-Hayato has the same win pose but it varies on if someone from Star Gladiator 2 appears with him or not. His pose is that he seals his plasma saber over his head with his eyes closed and a smirk on his face. Then one of four things can follow- 1.) No one will appear 2.) Saturn (the green guy) will appear. 3.) June (the pink girl with white leggings) will appear 4.) Ele (the second girl with the white and blue outfit) will appear -I'm not sure if he has anything besides that win pose but that's all I ever get. -Hayato's Taunt- Well Hayato's taunt is actually useable since it's actually pretty quick. He busts out another pose (he's full of them...) and yells something like "Katsu Ya!." What that means, I haven't the slightest. ------------------------------------------- Translations-courtesy of Kao Megura ------------------------------------------- Shiden Violet Lightning Guren Red Lotus Byakko Hou White Tiger Cannon Suzaku Ranbu Phoenix Boisterous Dance Kegon Stern Flower Dokuryuu Single Dragon Souryuu Double Dragon Hien Flying (Swallow) Dai Oiuchi Kougeki Great Pursuit attack Rasetsu Zan Justice Slash Engetsu Crescent moon -These all came from Kao Megura's Marvel vs. Capcom 2 FAQ. The man just rocks. ------------------------------------------- Other Stuff ------------------------------------------- -Hayato's Daughter- Ele, the girl who poses with Hayato during his win pose is actually his daughter. Star Gladiator fans know how this comes to be, June (the other pink girl) is Hayato's gf. And I believe we all know what happens when a male and a female like each other. Well, in the story of Star Gladiator 2 Ele comes from the future to help with the fight against Bilstien. Just some extra facts. -Seeing Black Hayato- There are two ways to see Black Hayato. -The super...duh... -Doing a Variable counter while Hayato is in Y mode. I really wish Capcom would have made Black Hayato a separate character, two Hayato's? *droll...* ------------------------------------------- CREDITS-I didn't do this all by myself... ------------------------------------------- First and formerly, God. Without him I wouldn't be breathing. Kao Megura The man always has every bit of info you could ever want in a FAQ. I took a few names and translations from his Marvel vs. Capcom 2 FAQ. Plus that's also where the Ayara combo came from as well. Dwight-an old friend of mine in Las Vegas who mercilessly beat my ass with Magneto while I was still learning Hayato. Thanks to him, my Hayato can hold his own against any haneously long Magneto combos he can toss out. My brother, for showing me (by accident) that you can cancel the Guren from the Dai Oiuchi Kougeki. Some Hispanic Guy-a guy at Mark K's arcade who busted the Black Hayato super on me and was nice enough to tell me how to do it after I lost the match. Gracias! Chris For his combo and suggestions regarding Hayato's game, plus a partner suggestion. RAule For the 56 hit Mind Boggler combo and a few others. For his nice and simple combo. Justus Balentine For his tips on the Plasma Combos, one great counter combo and some tips on Thanos' assist attack. For everyone else who has sent in their C&C making this FAQ even better than the version before. Arrigatou. Later Rei Lewis