Giant Gram 2000/Hiroshi Hase: Difference between revisions

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  |Reversal Window =
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  |description = Does approx. 10% limb damage to legs. Puts the opponent in perfect position for the Figure Four/Prison Hold/Half Crab to STF mixup, so a really useful move if it connects. Has an early and fairly lengthy reversal window, so can't be relied on TOO much, but when it hits it's great.
  |description = Does approx. 10% limb damage to legs. Puts the opponent in perfect position for the Figure Four/Prison Hold/Half Crab to STF mixup, so a really useful move if it connects. Has an early and fairly lengthy reversal window, so can't be relied on TOO much, but when it hits it's great.
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===== <span class="invisible-header">5H > Side > 5A</span> =====
===== <span class="invisible-header">5H > Side > 5A</span> =====

Revision as of 16:45, 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 using submission work to wear down the opponent's HP and the match timer is really his bread and butter. Hase pairs this with some of the more intricate and long chains in the game, making him a technical and higher 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 and Octopus Hold) damage 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 couple of pinning moves with different reversal timings out of his holds, making him a threat from multiple angles late in a match when the opponent is low on HP and out of Burning.
  • Good Unique Counters: Hase's unique kick counter Dragon Screw plays right into his leg limb damage gameplan, and can also deal solid damage to lariat enthusiasts like Kobashi and Hansen with his Uranage parry.
  • 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 or running out the timer. Hase can use his submission prowess for late game timer scam, but otherwise his strengths aren't the strengths that are prioritized by how the average match of GG2000 actually goes down.
  • Gimmicky: Unlike the real life wrestler, 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. He's a knowledge check character through and through - once you lab the matchup, Hase has to work a lot harder to win.

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

62A
Basement Dropkick
Damage Startup Hit Adv Block Adv Special Property Meter Build
- - - - - Unparryable, unholdable, jumps -

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

Throws

FRONT THROWS

5T

5T
Body Slam
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -

Generic bodyslam, works like the rest of the cast.


6T

6T
Vertical suplex
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -
2T

2T
Gutwrench suplex
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -
64T

64T
Uranage
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -

The main event of Hase's throw game. Can chain into itself up to 4 times by pressing 64T again with proper timing (right after Hase yells) or can be cashed out for additional damage with 2T with the same timing, and you can also 2T on the 4th and final Uranage. 2T cashout does more damage and leaves the opponent face-up and closer for pins. Running through the whole chain without getting reversed gives you nearly full BURNING meter, allowing you to pick up quick wins via Super Giant Swing if you happen to catch one early.

Holds

FRONT HOLDS

5H > 5A

5H > 5A
Headlock
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -
5H > 2A

5H > 2A
Octopus Hold
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -

One of Hase's more gnarly submissions, does limb damage to neck, arm, and leg all at once, and lays in some fairly significant damage.

5H > 8A

5H > 8A
Abdominal Stretch
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -

Basically a worse version of Octopus Hold, have yet to find a real utility for this move other than a slight timing difference from a similar animation as Octopus Hold.

5H > 6T

5H > 6T
Hammer Throw
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -

Generic hammer throw/irish whip move. Leads into Hammer Throw moves, listed later.

5H > 4T

5H > 4T
DDT
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -
5H > 2T

5H > 2T
Powerbomb
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -

One of Hase's pinning moves out of Front Hold, you can pin straight through the animation by holding down the button. Much like all powerbombs, does good damage but has a wide middle reversal window, so is best used only as a timing mixup when your opponent is used to other holds like Northern Lights Suplex. Puts the opponent in perfect position for Hase's Figure Four/Prison Hold/Half Crab to STF mixup as well, so useful as an early match setup move too if you can get away with it.

5H > 8T

5H > 8T
Northern Lights Suplex
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -

Hase's other, more effective pin move out of Front Hold. Faster and earlier reversal window than Powerbomb, so the two can be used in late game to change up timing on pin attempts. This is the one you want to be using most of the time in the late game.

SIDE HOLDS

5H > Side > 5T

5H > Side > 5T
Flying Mare
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -

Can be extended with 2A into a chinlock for some additional damage.

5H > Side > 4T or 6T

5H > Side > 4T or 6T
Arm Breaker
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -

Does approx. 10% limb damage to either left or right arm, depending on direction chosen. Hase's submissions outside of the Octopus Hold tend to target the legs and head/neck, so doesn't really flow into your gameplan as well as you'd like unless you SPECIFICALLY are aiming to win with Octopus Hold.

5H > Side > 2T

5H > Side > 2T
Knee Crusher
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- 1 - - - -

Does approx. 10% limb damage to legs. Puts the opponent in perfect position for the Figure Four/Prison Hold/Half Crab to STF mixup, so a really useful move if it connects. Has an early and fairly lengthy reversal window, so can't be relied on TOO much, but when it hits it's great.

5H > Side > 5A

{{MoveData |image= |subtitle= Elbow Stamp |caption= |name= 5H > Side > 5A |data=

{{ThrowkData-GG2K
|Damage=
|Startup= 1
|Hit Adv= 
|Block Adv=
|Special Property=
|Meter Build=
|Reversal Window =
|description = Occasionally does arm damage.
5H > Side > 5A

{{MoveData |image= |subtitle= Arm Wringer |caption= |name= 5H > Side > 4A or 6A |data=

{{ThrowkData-GG2K
|Damage=
|Startup= 1
|Hit Adv= 
|Block Adv=
|Special Property=
|Meter Build=
|Reversal Window =
|description = Occasionally does arm damage to the arm targeted, left or right. Can be extended to a Crossface Chickenwing by chaining with 2A for additional submission damage.

BACK HOLDS

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, and can be chained into a second Uranage with 64T. A must-have huge benefit in certain match-ups.

Kick Parry
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, Half Crab into STF, Prison Lock, or Figure Four to keep the limb pressure going.

Front Neck Hold Counter
Northern Lights Suplex
Damage Startup Hit Adv Special Property Meter Build Reversal Window
- - - - - -

Activated by reversing a front headlock throw or hold, such as DDTs. Does okay damage but most importantly goes into a pin attempt. Makes trying a late-match DDT against Hase a dangerous prospect, and is best avoided altogether when facing him.

Strategy

General Gameplan

Matchups

Combos