Many years ago, the man named Carlos attempted to create human weapons known only as “Ash Children” -- Haiji Mibu is one such human weapon. After their creation, Carlos forced all of the Ash Children to fight each other to the death. Haiji was the sole survivor. He would eventually escape the clutches of Carlos’s criminal organisation, and some years later, would try to build a new life for himself working as a bouncer. He is aggressive and sometimes reckless, haunted by a dark past he cannot truly escape from.
Haiji is a fast phased character focused on pressuring the opponent and dealing tons of damage. Has a lot of mixup tools, corner pressure, long strings on hit and on whiff, can convert soft pokes into high damage combos. Good for starters but hard to master type of character, every match-up changes the way you have to play with him to succeed.
Attributes
Forward Walk speed: 2.5 Back Walk speed: 2 Forward Dash: 16f Back Dash: 18f Prejump: 8f Neutral Jump: 31f Forward Jump: 30f Back Jump: 29f Forward Super Jump: 30f Back Super Jump: 29f
Strategy
Playing Haiji requires a bit of Match-up knowledge due to him being forced to change his approach depending on the opponent. Lots of the pressure he has comes from jump-ins, his jump is the lowest from the entire cast making him a constant threat for a quick overhead into full combo. He has good anti-air tools but he has to be properly spaced for them to work as intended, if you can't manage to control space then your anti-air will fail. He has the highest guard regen of all the cast (Except the 2 bosses) so don't be afraid to turtle a bit if you need to. Using HK to switch into reverse stance so you get access to r.HP which is the move you'll always want to connect before launching any other super, keep in mind that HK-HP it's unsafe depending on the MU.
Movelist
Left-Handers Baby 236+p
Haiji leaps forward and delivers a punch to the gut launching the opponent in the air. This is your BnBs combo finisher without meter, opponent is able to air-tech but if he doesn't you can follow up with a 3+HK, this move can be used to create
Massacre Trumpet 214+p
Haiji twists back (can charge the twist) and flies forward with a deadly punch. Haiji has near-unlimited super armor when he's twisted back,so you can use this to eat up projectiles and counter, and it can make a good anti-air in a pinch. Horribly unsafe on block. Charging LP all the way doesn't do much, but a fully charged HP is unblockable and does 80% damage (don't expect to hit anyone with it though). This is also why Haiji vs. Haiji matches are fun as hell to watch: some crazy things can happen with this move.
White Sigh 623+P
Haiji's anti-air. Great damage, but kinda slow and can get killed if the jump in is deep enough. Remember, though: if you trade this with almost anything, the damage will be greatly in your favour. The move has a really screwy hitbox, I've seen players get hit from behind with it. This is also Haiji's all-purpose meaty attack. It's got a huge amount of active frames and decptive priority. On counter hit, it will pop the opponent into the air and can be comboed after. You can also get the same effect if you hit the opponent from really high, about 1/2 screen up.
Iron Moon 236+K
Haiji leaps forward with a kick. Much better range than LHB, and safe if you hit from far enough. Makes a decent poke, but not too many other uses.
Super Moves
A Subway Train Called "Despair" 236236+HP
This super takes a long time to come out (somewhere between Alex's stun gun headbutt and Iori's one-for-the-road blast), but does gobs and gobs of damage. The damage, however, is also dependant on positioning. The perfect position is right above Haiji and ever-so-slightly in the air; this should give 6-8 hits, and around 80% damage. Can be combo'd into, but only from certain attacks.
Sunglasses of a Dead God 2141236+HK
A lot quicker than his other super, but short range. Fair damage, but you can combo after it.
Bread and Butter Combos
j.HK, LK, HK, HP, 236+HP, 3+HK
j.HK, LK, HK, HP, 2141236+HK, wait,623+P, 236+K or (in corner) 236236+HP
Playstyle
Almost all of Haiji's specials instantly depelete the guard guage. For example, doing 236+P's one after another can be very annoying and surprisingly effective. Mix things up, and be quick about it. i.e. 236+LP, 236+HP, 3+HK, 623+P. You can easily overwhelm someone if you've got a basic understanding of his specials.
Match-ups
Yurian
Yurien
Taro
Torao
Haiji
Roche
Harry
Cool