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 |
---|---|
|
|
Move List
Attacks
5A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 24 | +9 | -10 | - | - | ||||
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. |
5AA - Teppo 1
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | +8 | -13 | - | - | ||||
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 |
5AAA - Teppo 2
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | +7 | -12 | - | - | ||||
Primarily used for back turned combos. |
6A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 25 | X | -13 | Back Turned Combo Starter, Unparryable | - | ||||
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. |
4A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 19 | -11 | -19 | - | - | ||||
Akira's fastest attack. |
8A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 50 | +13 | -11 | Stagger Stun, Unparryable, unholdable, jumping | - | ||||
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. |
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 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. |
26A
Damage | Startup | Hit Adv | Block Adv | Special Property | Meter Build | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | - | 36 | X | -18 | Unparryable, unholdable, jumps | - | ||||
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. |
Throws
64T
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
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window |
---|---|---|---|---|---|
- | 1 | - | - | - | Early (early produces "secondary" break window), Late, Secondary |
Unique Counters
Backdrop Counter
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | 1 | +19 | - | - | - | |||||
Three elbow strikes to the back of the head. Typically works on the second/late break window of "Backdrop" category moves. The counter itself is relatively low damage, but is unbreakable and leaves Taue with enough frame advantage to link into throw/holds reliably. |
Swinging Arm Parry
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | 1 | - | - | - | 61-78 (Broken only by H. from when Taue lacks his arm around the opponent to squatting down.) | |||||
A half-a-bar damaging chokeslam. Done by using a normal parry vs. moves that are considered "swinging arm" attacks, usually lariats. Can be reversed by a 17-frame late reversal window. The default reversal for this is a hip toss that throws Taue to the ground, dealing a very small amount of damage to him. |
Diving Top Rope Counter
Damage | Startup | Hit Adv | Special Property | Meter Build | Reversal Window | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | 1 | X | - | - | - | |||||
Taue gets this unique counter if he mashes out of the first break window of a top rope move. On one hand, its a shame this doesn't do as much damage as his normal choke slam. On the other hand, it still does around 25% of a bar and is unbreakable (even versus Ogami, who has a chokeslam counter), so its hard to complain |