Giant Gram 2000/Hiroshi Hase: Difference between revisions

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{{MoveData
{{MoveData
|image=
|image=
|subtitle= Punch
|subtitle= Chop
|caption=  
|caption=  
|name= 5A
|name= 5A
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  {{AttackData-GG2K
  {{AttackData-GG2K
  |Damage=
  |Damage=
  |Startup= 24
  |Startup=  
  |Hit Adv= +9
  |Hit Adv=  
  |Block Adv= -10
  |Block Adv= -
  |Special Property=
  |Special Property=
  |Meter Build=
  |Meter Build=
  |description= Primarily used for back turned combos. It's safe to attack retaliation if you stop here and walk backwards, and you could theoretically do 5A->throw on block to beat reversal non-2H hold attempts. It is, however, somewhat slow, and vulnerable to parries.
  |description=  
  }}
  }}
}}
}}


<font style="visibility:hidden" size="0">5AA - Teppo 1</font>
<font style="visibility:hidden" size="0">5AA - Double Chop</font>
{{MoveData
{{MoveData
|image=
|image=
|subtitle= Teppo 1
|subtitle= Double Chop
|caption=  
|caption=  
|name= 5AA
|name= 5AA
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  |Damage=
  |Damage=
  |Startup=  
  |Startup=  
  |Hit Adv= +8
  |Hit Adv=  
  |Block Adv= -13
  |Block Adv=  
  |Special Property=
  |Special Property=
  |Meter Build=
  |Meter Build=
  |description= Primarily used for back turned combos. Taue shows off his sumo background and starts a series of thrusting strikes unique to this auto-combo string. Makes up the bulk of his back turned damage. Relatively safe to retailiation strikes but tends to get punished by 8/2H
  |description=  
  }}
  }}
}}
}}


<font style="visibility:hidden" size="0">5AAA - Teppo 2</font>
<font style="visibility:hidden" size="0">5AAA - Double Chop to European Uppercut</font>
{{MoveData
{{MoveData
|image=
|image=
|subtitle= Teppo 2
|subtitle= Double Chop to European Uppercut
|caption=  
|caption=  
|name= 5AAA
|name= 5AAA
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  |Damage=
  |Damage=
  |Startup=  
  |Startup=  
  |Hit Adv= +7
  |Hit Adv=  
  |Block Adv= -12
  |Block Adv=  
  |Special Property=
  |Special Property=
  |Meter Build=
  |Meter Build=
  |description= Primarily used for back turned combos.
  |description=  
  }}
  }}
}}
}}
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  |Special Property= Back Turned Combo Starter, Unparryable
  |Special Property= Back Turned Combo Starter, Unparryable
  |Meter Build=
  |Meter Build=
  |description= Akira's big, big combo starter. Only a frame slower than his jab, and it turns around on hit -and- is relatively safe as long as you aren't in 2/8H range.
  |description= Generic backturn combo starter. Hase doesn't get great damage of his backturns, but this is how you get to them.
  }}
  }}
}}
}}
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  |Special Property=
  |Special Property=
  |Meter Build=
  |Meter Build=
  |description= Akira's fastest attack.
  |description= Generic fast attack, used for mashing.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=
|subtitle= Overhead Chop
|subtitle= European Uppercut
|caption=  
|caption=  
|name= 8A
|name= 8A
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  |Hit Adv= +13
  |Hit Adv= +13
  |Block Adv= -11
  |Block Adv= -11
  |Special Property= Stagger Stun, Unparryable, unholdable, jumping
  |Special Property= Stagger Stun, Unparryable, unholdable
  |Meter Build=
  |Meter Build=
  |description= Akira's big jumping strike might have a long list of unique properties, but the range is poor and the attack itself is extremely slow, and the startup of the jumping/unholdable property is so late that it doesn't even get you safely out of some guaranteed-for-the-opponent hold situations, such as after a blocked 4A slap or 5AA teppo. You're generally better going for a different reversal-type move to beat holding attacks.
  |description=
  }}
  }}
}}
}}
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  |Special Property= Unparryable, unholdable, jumps
  |Special Property= Unparryable, unholdable, jumps
  |Meter Build=
  |Meter Build=
  |description= Basically, this is Giant Gram's DP equivalent. Unique recovery state has a small hitbox, meaning the opponent has to either properly time a punish or do specific moves that can hit Taue while he's on the ground/getting up. In addition to being a good panic button, it's a hard call out during your offense--if you know your opponent likes to 2/8H to punish your more unsafe attack strings (such as Teppo), you can do this to blow it up.
  |description= Basically, this is Giant Gram's DP equivalent. Unique recovery state has a small hitbox, meaning the opponent has to either properly time a punish or do specific moves that can hit Hase while he's on the ground/getting up. In addition to being a good panic button, it's a hard call out during your offense--if you know your opponent likes to 2/8H to punish your more unsafe attack strings, you can do this to blow it up.
  }}
  }}
}}
}}


===== <span class="invisible-header">26A</span> =====
===== <span class="invisible-header">62A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|subtitle= Jumping Kick
|subtitle= Basement Dropkick
|caption=  
|caption=  
|name= 26A
|name= 26A
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  {{AttackData-GG2K
  {{AttackData-GG2K
  |Damage=
  |Damage=
  |Startup= 36
  |Startup=  
  |Hit Adv= X
  |Hit Adv=  
  |Block Adv= -18
  |Block Adv=  
  |Special Property= Unparryable, unholdable, jumps
  |Special Property= Unparryable, unholdable, jumps
  |Meter Build=
  |Meter Build=
  |description= Akira's unique jumping boot also has a mini-sidestep during startup. It is somewhat less useful than dropkick due to its slower startup and late-to-start unholdable properties, and even with the additional block stun its basically always unsafe to any sort of hold attempt. However, it does an absolute dump truck of damage, and if the opponent is sloppy in turning back around from getting hit by 6A boot, might accidentally net you way more damage than your already high damaging combo would normally give. Can be used in a similar way to dropkick in attack strings to call out 28H after Teppo.
  |description= Dropkick to the knee, knocks the opponent down. Beats parries and holds, loses to blocking. Not bad to set up ground submissions.
  }}
  }}
}}
}}

Revision as of 13:52, 1 January 2025

Introduction

Overview

HASEHASEHASEEEEEE~!

From the cerulean mat of New Japan to his brief stint in All Japan before entering the battlefield of Japanese politics, Hiroshi Hase has spent a career as a proficient technical worker and he brings that proficiency to Giant Gram as one of the game's masters of submissions. From the STF, Scorpion Deathlock, Sleeper, Cobra Clutch and Octopus Hold, Hase has a wide variety of ways to mangle your opponent's legs and head. Winning via submission isn't Hase's only gameplan - he can also rely on a wide variety of pinning throws in the late game - but submission work is really his bread and butter. Hase pairs this with some of the more intricate chains in the game, making him a technical and high learning curve character that is very satisfying to win with but lacks consistency.

Strengths Weaknesses
  • Submission Diversity: Has some of the widest variety of submission holds in the game, and many of those submissions (such as the STF) target multiple body parts at once, making it easier to complete the tall task of submitting your opponent.
  • Uranage Power: One of the most powerful throw chains in the game, Hase's 64T can be linked together 4 times in succession. If completed, Hase gains nearly FULL Burning and dishes out a ton of damage. Sort of the Giant Gram equivalent of King's Rolling Death Cradle in Tekken - you better know the reversal timing of this one or you're in a world of hurt.
  • Pins Out Of Hold: Hase has a handful of pinning moves with different reversal timings out of 5H, making him a threat from multiple angles late in a match when the opponent is low on HP and out of Burning.
  • Reliant on Submissions: Hase's greatest gift is also his curse - submissions are an unstable strategy in Giant Gram and difficult to pull off in a real match compared to simply pinning your opponent.
  • King of the Gimmicks: Hase's fundamentals aren't super strong. He doesn't have good backturn combo damage, he doesn't have good damage on his fast buttons, and he frequently relies on opponents missing reversal timings and not knowing how to deal with some of his chain timings in order to maximize his damage output.

Move List

Attacks

5A

5A
Chop
Damage Startup Hit Adv Block Adv Special Property Meter Build
- - - - - - -

5AA - Double Chop

5AA
Double Chop
Damage Startup Hit Adv Block Adv Special Property Meter Build
- - - - - - -

5AAA - Double Chop to European Uppercut

5AAA
Double Chop to European Uppercut
Damage Startup Hit Adv Block Adv Special Property Meter Build
- - - - - - -
6A

6A
Big Boot
Damage Startup Hit Adv Block Adv Special Property Meter Build
- - 25 X -13 Back Turned Combo Starter, Unparryable -

Generic backturn combo starter. Hase doesn't get great damage of his backturns, but this is how you get to them.

4A

4A
Slap
Damage Startup Hit Adv Block Adv Special Property Meter Build
- - 19 -11 -19 - -

Generic fast attack, used for mashing.


8A

8A
European Uppercut
Damage Startup Hit Adv Block Adv Special Property Meter Build
- - 50 +13 -11 Stagger Stun, Unparryable, unholdable -
66A

66A
Dropkick
Damage Startup Hit Adv Block Adv Special Property Meter Build
- - 25 X -68 (back turned) Unparryable, unholdable, jumps -

Basically, this is Giant Gram's DP equivalent. Unique recovery state has a small hitbox, meaning the opponent has to either properly time a punish or do specific moves that can hit Hase while he's on the ground/getting up. In addition to being a good panic button, it's a hard call out during your offense--if you know your opponent likes to 2/8H to punish your more unsafe attack strings, you can do this to blow it up.

62A

26A
Basement Dropkick
Damage Startup Hit Adv Block Adv Special Property Meter Build
- - - - - Unparryable, unholdable, jumps -

Dropkick to the knee, knocks the opponent down. Beats parries and holds, loses to blocking. Not bad to set up ground submissions.

Throws

64T

64T
Chokeslam
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - 2-9(H only, wrong button lockout), 39-55 (H only, wrong button lockout)

Holds

B.H. 4T

B.H. 4T
German Suplex
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - Early (early produces "secondary" break window), Late, Secondary

Unique Counters

Strike Counters

Swinging Arm Parry
Uranage
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- - - - - -

Activated by parrying certain chop and lariat attacks, Hase rolls under the blow and hits his signature Uranage throw. Has a reversal window at the front, but good damage if it's landed.

Kick Counter
Dragon Screw
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- - - - - -

Activated by parrying certain kicks, Hase twists his opponent's knee and drags them to the ground. Does leg damage, and sets the opponent in position for either a Scorpion Death Lock or Figure Four to keep the limb pressure going.

Strategy

General Gameplan

Matchups

Combos