Master Guile and Hayato Kanzaki's move lists in Marvel vs. Capcom 2: New Age of Heroes. Learn command attacks, combos, and special moves for these iconic characters.
This section details the command attacks, combos, and special moves for Guile and Hayato Kanzaki in Marvel vs. Capcom 2: New Age of Heroes.
Guile
Moves:
- Kuuchuu Somersault Kick — In air, tap d,u + K
- Knee Bazooka — b + LK
- Rolling Sobat — b + HK
- Straight — b + HP
- Spinning Back Knuckle — f + HP
- Reverse Spin Kick — f + HK
- Jump Chop — In air, u + HP
- (splits kick) — In air, u + LK
- (angled kick) — In air, u + MK
Specials:
- Sonic Hurricane — qcf + PP
- Somersault Strike — qcb + KK
- Crossfire Assault — In air, qcf + KK
Partner Assists:
| Assist Type | Button | Partner Assist | Variable Counter | Variable Combination |
|---|---|---|---|---|
| a | HK | Somersault Kick | Somersault Kick | Somersault Strike |
| B | HP | Sonic Boom | Sonic Boom | Sonic Hurricane |
| y | HP | Sonic Boom | Somersault Kick | Sonic Hurricane |
Combos:
- Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6]
- A.Rave Launchers: [Crouching HP] [df + HP]
- A.Rave Finishers: HP,HK, Flying Chop, Crossfire Assault
Throws:
- Ground Throws: When close, b / f + HP / HK
- Mid-Air Throws: When close, any dir. but d / u + HP / HK in air
Other Attacks:
- Knockdown Attack: Crouching HK (either hit)
- Variable Attack: Jumping HK
- Snapback Attack: Spinning Back Knuckle
Hayato Kanzaki
Moves:
- Shiden — qcf + P
- Guren — f,d,df + P (air)
- Byakko Hou — b,f + PP (only hits when close)
- Dokuryuu — Press HP while dashing
- Souryuu — Press HP during Dokuryuu
- Hien — f + HP
- Dai Oiuchi Kougeki — In air, d + HK
Plasma Combos:
- Plasma Combo: Suzaku Ranbu — b + LP,LP,LP,LP
- Plasma Combo: Kegon 1 — b + LP,LP,HP,HK,LP (then press LP)
- Plasma Combo: Kegon 2 — b + LP,LP,LP,HK,LP (then press LP)
- Plasma Combo: Guren 1 — b + HP,LP,HP,HP,HP
- Plasma Combo: Guren 2 — b + HP,LP,HP,LK,HP
Specials:
- Rasetsu Zan — qcf + PP
- Engetsu — qcf + KK
- Plasma Field — qcb + KK (air)
- Black Hayato — LP,HP,b,LK,HK (Level 3)
Partner Assists:
| Assist Type | Button | Partner Assist | Variable Counter | Variable Combination |
|---|---|---|---|---|
| a | HP | Shiden | Shiden | Rasetsu Zan |
| B | HP | Guren | Guren | Engetsu |
| y | HP | Shiden | Guren | Engetsu |
Combos:
- Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6]
- A.Rave Launchers: [Crouching HP] [df + HP]
- A.Rave Finishers: HP,HK
Throws:
- Ground Throws: When close, b / f + HP
- Mid-Air Throws: When close, any dir. but d / u + HK in air
Other Attacks:
- Knockdown Attack: Crouching HK
- Variable Attack: Jumping MK
- Snapback Attack: Standing HK (2nd hit animation)
Notes:
- The Byakko Hou is unblockable. A hit opponent is knocked into the air, where they can be attacked.
- Using the Dokuryuu (or Souryuu) makes you switch sides with your opponent.
- Hayato's Plasma Combos are powerful and can be canceled into specials or HCs. The kick attack in the Plasma Combos must be blocked low, while the last hit of the 'Kegon' combos is an overhead and must be blocked high.
- For the 'Kegon' combos, pressing LP after the last horizontal slash makes Hayato do a jumping attack. Timing it too late will cause it to miss. Alternately, you can stop the combo and link a normal attack, into a chain combo, into an aerial rave.
- Example combos:
- (Open field) Kegon 1/2 (5 hits), Dokuryuu.
- (Open field) Kegon 1/2 (5 hits), crouching HP, aerial rave.
- (Corner combos) Kegon 1/2 (5 hits), jumping LK,MK,(HP Guren),Plasma Field
- (Corner combos) Kegon 1/2 (5 hits), step forward, c. LK, s. MK, c. HP, aerial rave.
- A combo suggested by Ganymede: jump in LK,HK, dashing LP,LP,f+HP, then b+HP,LP,HP,HP, anything. Ganymede suggests doing the Black Hayato HC as the last move. This combo illustrates the usefulness of the Hien, as you can do it, then link into another attack like Hayato's b+HP Plasma Combo opener, his standing or crouching LP, or even a Shiden.
- Only the Dai Oiuchi Kougeki is cancelable (into the Guren or Plasma Field), and it cannot hit someone on the ground.
- When performing a Variable Counter with Gamma or Beta Hayato, they will come out as Black Hayato and change to normal upon landing. They'll also revert if hit out of the move or if you hypercancel into the Plasma Field.
- Hayato's Plasma Field HC, ported from Plasma Sword, does small damage. If it hits, Hayato flashes blue and has infinite HC energy for a limited time, allowing repeated use of his Level 3 Black Hayato move. However, he cannot use his Plasma Field while discolored, nor can he use a Variable Attack or Variable Combination. He can still switch out with a Variable Counter, but the Plasma Field bonus ends. This move can be blocked but is still considered 'activated' if you hit someone with Super or Hyper Armor.
- The Black Hayato HC is blockable.
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