What do you believe Hayate needs in order to be viable? also what makes you think Lisa needs to be buffed?
EDIT: for a start I was thinking his guard breaks should be +2 no more than 3. And give PP2KP guard break properties. It would also be nice if he could transition into wind dash mid string.
I hate to sound ignorant but I can't remember the specific reasons for Lisa but from what I recall from Lisa players she's not too different from her DOA4 self and she's generally regarded as low. As far as basic knowledge goes, she seems slow, unsafe and I've actually managed to sidestep her offensive jumping holds. But I'll step off and let someone knowledgeable about Lisa talk about what her problems are, she might not even be low actually for all I know.
Now as for Hayate, this is what I think would make him viable.
- His Guard Breaks (outside of the wind dash one) all giving +3 to +5, +1 is useless especially when other characters can get more than that (and more than +5 for that matter) with less effort.
- 1k either needs to be safe or changed to his original 1k with the followups. It's a single strike crush that is grossly unsafe. It should also put you into a crouching status. If I'm getting on the ground to attack, OHs like Jann's Dragon Gunner should not pop me back up into a standing position, that makes no sense.
- Give him back 4F+K, one of his best moves and fairly safe to boot. There was no reason to remove this move and it hurt him a lot losing it, they could have easily found something else to use as his wind dash kick launcher, and speaking of wind dashes...
- Buff his wind dash mid kick and mid punch launchers, you get nothing out of the mid kick launcher except a single string, the damage is bad and you're left at -15 AND BT, it's one of the most pointlessly unsafe moves he has and you get nothing out of it to compensate for the risk of it being blocked. Buff the damage from the launch or make it safer on block. The mid punch launcher is decent but it should be a bit safer and guard break on hit. And lastly give him back his teleport to the opponent's back that he had in DOA4.
- Either make 9pp safe or give it advantage on block (Don't say cheap, it's 3.1 status).
- Give more frame advantage to his 236F+P, he gets a 100 damage guaranteed combo if he can land 7p (19 frame CB) on a BT opponent, he should have something that actually makes it usable.
- 8/2 P+K, P should sit-down on CH like it did in the alpha build.
- 1p should be safe on normal hit, he can be punished by neutral throws at -7.
- 3pp and 4k (in BT) sit-down stuns should guarantee a CB.
- Return his 3F+K2KP string back to DOA4 status, the low kick should be able to be delayed again. Why was this nerfed to begin with?
I think this would make him a solid mid tier character and plenty viable as he would actually have options like he used to.