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* '''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. | * '''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. | * '''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. | ||
Revision as of 14:56, 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 higher learning curve character that is very satisfying to win with but lacks consistency.
Strengths | Weaknesses |
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|
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Move List
Attacks
5A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | - |
5AA - Double Chop
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | - |
5AAA - Double Chop to European Uppercut
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |
---|---|---|---|---|---|---|
- | - | - | - | - | - | - |
6A
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
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 19 | -11 | -19 | - | - | ||||
Generic fast attack, used for mashing. |
8A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |
---|---|---|---|---|---|---|
- | - | 50 | +13 | -11 | Stagger Stun, Unparryable, unholdable | - |
66A
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
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
FRONT THROWS
===== 5T =====
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | 1 | - | - | - | - | |||||
Generic bodyslam, works like the rest of the cast. |
===== 6T =====
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window |
---|---|---|---|---|---|
- | 1 | - | - | - | - |
===== 2T =====
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window |
---|---|---|---|---|---|
- | 1 | - | - | - | - |
===== 64T =====
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 after the 2nd one. 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
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window |
---|---|---|---|---|---|
- | 1 | - | - | - | - |
5H > 2A
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
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
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
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window |
---|---|---|---|---|---|
- | 1 | - | - | - | - |
5H > 2T
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, has a wide and fairly early reversal window, so is best used only as a timing mixup when your opponent is used to other holds. |
5H > 8T
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. |
SIDE HOLDS
BACK HOLDS
Unique Counters
Strike Counters
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. |
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, Prison Lock, or Figure Four to keep the limb pressure going. |