Introduction
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.
Gameplay
As Haiji you'll always want to be the one attacking rather than the one reacting. Lots of his pressure 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 deals a lot of guard damage too, so even if your opponent blocks, you can guard break them and still convert into combos. He has good anti-air tools but you need to be properly spaced for them to work as intended, if you can't manage to control space then your anti-air game 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 special or super, keep in mind that HK-HP string it's unsafe depending on the MU forcing you to adapt to a new approach instead. Strong against the lower tiers, struggles against the upper tiers but with the right approach Haiji will always perform well in any MU (More info on the MU section)
Strengths | Weaknesses |
---|---|
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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
- POW charge: 22f
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Move List
Frame Data Source: https://docs.google.com/spreadsheets/d/14u59eRbO9A-CC2qSxLPIzUWcyLRR1VsRM923tbWqnW8/edit?usp=sharing
Standing Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 6/2 | 10/8 |
On Hit | On Block | Guard | Properties |
+3 | +10 | Low/High | - |
Decent poke, can combo into the rest of the moves depending on distance. This move has a special property; moving your hurtbox slightly forward. In a cross-up scenario throwing a random 5A is going to save you and it works in specific scenarios against delayed attacks, but it may whiff if you're next to your opponent. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 1 | 6/3 | 10 |
On Hit | On Block | Guard | Properties |
+3 | +10/+23 guard break | Low/High |
|
This move adds another jab allowing you to poke further and extend your pressure. It's not that useful on it's own but it has a pretty decent setup after knocking the opponent, if you time it right the 2nd punch will guard break the opponent as soon as they get up blocking, allowing you to combo after the guard break, pretty hard to pull off in a real match but it's a nice gimmick to know. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 9 | 23/9 |
On Hit | On Block | Guard | Properties |
0 | -6 | Low/High | - |
Situational move. This move is overall a bad move, lacks range, has a ton of recovery and it's unsafe on block. In some cases you'll love the move because, it's hard to trade, you either win over your opponent move or you get hit, very niche use, try to avoid. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 10 | 9/2 | 11/7 |
On Hit | On Block | Guard | Properties |
-1 | +6 | Low/High |
|
Low risk high reward move. This move is your BnB's starter, has decent range, remains active for long, you can use it to pressure the opponent's guard. Can combo into 5HK |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 15 | 23/10 |
On Hit | On Block | Guard | Properties |
-6 | -12 | Low/High |
|
Haiji's best normal attack. Has a very low startup allowing you to punish a lot of stuff, covers a lot of distance being a versatile move, you should use it with caution because it's unsafe on block. Can combo into 5HP. |
Crouch Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 7/3 | 9/6 |
On Hit | On Block | Guard | Properties |
+3 | +10 | Low/High | - |
Low poke, super useful to interrupt and also get some breathing room, can combo into 5HK making this move excellent for punishing. Requires a bit of timing to not spam the move and get a decent punish out of it, has poor range, only use it if your opponent is right next to you. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 13 | 12 | 24/11 |
On Hit | On Block | Guard | Properties |
-4 | -10 | Low/High |
|
Situational move. This move is overall a bad move, low startup, unsafe, weird hitbox. You can use it sometimes to catch a falling opponent in juggle state but you have better options, try to don't use. Can combo into 236P. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 6/3 | 17/15 |
On Hit | On Block | Guard | Properties |
-4 | -1 | Low |
|
Decent low poke. This move is a fast low attack, can't combo into anything (Only with POW) works the same as 2LP, use it to interrupt. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 12 | 7 | 21 |
On Hit | On Block | Guard | Properties |
+4 | -2 | Low |
|
Situational move. Has decent range and can be used to force the opponent to low-block. Move is not bad, but you should use 3HK over this one except in specific scenarios because this move has a bit more range, try to don't use. |
Comand Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 12 | 7 | 26/16 |
On Hit | On Block | Guard | Properties |
-1 | -7 | High | - |
Hook to the body with overhead properties, can be comboed into 236P making it a real threat against crouching opponents, can be reacted so use with caution. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 11 | 15 | 17 |
On Hit | On Block | Guard | Properties |
+44 KD | -6 | Low |
|
Excellent move. Hits knocked opponents being an amazing combo ender. Has a lot of active frames and can be used as a meaty to combo into another 3HK, good for 50/50 situations. |
Rising Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 12 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
Quick rising uppercut, highly situational only against opponents with much higher jump (Roche, Yuiren) still rising kick version is overall better than this and HP version is 1 frame faster, try to don't use. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 11 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
Quick rising uppercut, highly situational only against opponents with much higher jump (Roche, Yuiren) still rising kick version is overall better than this, try to don't use. Deals more damage than LP version. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 10 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High |
|
Highly situational move. It's not a bad move it's good for trading air/air because remains active for longer than the HK version, still the hitbox is smaller compared to HK version and since Haiji prioritizes using falling moves over rising ones you should avoid this one. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 7 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High |
|
AMAZING MOVE. Hands down one of the best moves Haiji has, covers a wide area in front of him, can hit grounded opponents if spaced correctly, can combo juggle state opponents making it harder for them to air-tech, works the same as the LK version but with a more strict timing because of the less active frames. Deals more damage than LK version. |
Falling Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 10 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
Bad move, no reason to use it having fal.HP. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 10 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
Weird move. In paper the move it's amazing, moving your hurtbox out of the way making it harder for the opponents to anti-air but what makes this move non-optimal is the hitbox making the move inconsistent, cross-up oriented making it harder to land if not spaced correctly, best use for this: After air-teching or NJP. Deals more damage than LP version. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 10 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
No reason to use it having Fal.HK, maybe if you think you'll get anti-air to interrupt. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | 8 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High |
|
BEST MOVE HAIJI HAS, no kidding this move allows Haiji to be relevant in the game, playing a fundamental part for agressive players and also to control the flow of the match, keeping your opponent grounded and always threatening to cross-up, combined with Haiji's low jump this move revolves around everything Haiji is good for: Pressure and combo conversion. |
Throws
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+44 SpKD | - | Throw |
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You can combo 3HK after the throw, some characters require a microwalk to hit. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+42 SpKD | - | Throw |
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If throwing the opponent into the corner can be followed with 3HK |
Stance Switch and Reverse Stance Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | - | - | 12 |
On Hit | On Block | Guard | Properties |
- | - | - | - |
Enables r.5P r.2P r.5K |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6, 9 | 3, 11 | 20/7 |
On Hit | On Block | Guard | Properties |
-2, +1 | -3 | Low/High |
|
I have to break down this move in 2 ways. This move is part of your BnB, you get quick access to it thanks to 5HK combo. This move is the ONLY super cancel move you have, so you'll always have to 5HK-5HP to continue with a super. Also if you use this move from the reverse stance you can juggle the opponent infinite amount of times and even challenge the air tech, keep in mind that this move is not safe so if you start trading you will lose because of the low dmg output. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 10 | 8 | 9/8 |
On Hit | On Block | Guard | Properties |
+53 alt.sitstun | +9 | Low/High |
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This kick is really really good. You can super cancel from this move which is non optimal. But what makes this move an amazing move it's complicated... This move resets your neutral attacks, after using r.5K you can throw another 5LK or any other move like if you were in neutral! Adding a new attack to the combo and also allowing you to extend combos. This move will ALWAYS force alt.sitstun which allows you to go for 3HK or even 8HK infinite combo (Only works on Cool, more info in the MU section) best use for this move is after jump in with POW. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 18, 22 | 4, 25 | 21 |
On Hit | On Block | Guard | Properties |
+59 SKD | -9 guard break | Low/High |
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This move is good no doubt but it's hard to use. Good for anti-airs, remains active a lot of time + guard breaking makes this move usable, still... Niche use. Experiment with it. |
Escape Dash and Escape Attack
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 17 | - | 4 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 13 | 7 | 28 |
On Hit | On Block | Guard | Properties |
-3 | -9 | High |
|
TBA |
Deadly Skills
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 14 | 11 | 29 |
On Hit | On Block | Guard | Properties |
- | -8 guard break | Low/High |
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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 out of it but if he doesn't you can follow up with a 3+HK once he's knocked down, if the opponent decides to air-tech, depending if you're in midscreen or corner you can follow up with some moves like: HK - 623HP to get some damage out of it, remember if you commit for one option, you won't be able to 3+HK after, so it's a mindgame between your oppponent and you. Guard breaks on block, but recovery doesn't allow to combo after so using it as a way to keep the pressure going is not as smart as you'd think, it's unsafe on block depending on the MU and also resets the guard meter of the opponent. Damage does not change but distance covered does between LP and HP. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 14 | 12 | 29 |
On Hit | On Block | Guard | Properties |
- | -9 guard break | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 22 | 13 | 27 |
On Hit | On Block | Guard | Properties |
+69 SKD | -14 | Low/High |
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Haiji leaps forward with a front kick. Horrible move on it's own. Slow startup, pretty decent active frames but awful recovery making it unsafe on block and on whiff. On hit this will hard knockdown the opponent allowing you to 3HK but the best use this move has is in some combos (Always the LK option) or after super. Try to don't use, can be used as an anti-air but it's more of a coincidence because you're always hard-commiting after using it, you'll end up using it by missing your super input (Later explained). Bad move, try to don't use. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 26 | 13 | 27 |
On Hit | On Block | Guard | Properties |
+69 SKD | -14 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 29 | 19 | 25 |
On Hit | On Block | Guard | Properties |
+55 SKD | -18 guard break | Low/High |
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Haiji twists back and charges forward with a deadly punch. This move has almost infinite armor. LP version will fly right away but HP can be charged making this move a real threat which cannot be ignored. The armor can eat every hit (Except for throws) and the damage applied + hard knockdown followed with 3HK makes this move a solid one when you're getting overwhelmed. If charged completely Haiji will glow red for a little bit, applying max damage and making the move unblockable (Can still be parried/dodged). Solid defensive option and works as an anti-air with proper timing, always hard knockdowns except (not 100% but it can happen) if you catch the opponent recovering from a dodge. Very unsafe onblock and on whiff so use with caution. |
Damage | Startup | Active | Recovery | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | 39 | 23 | 35/*25 | ||||||||||||||||||||
On Hit | On Block | Guard | Properties | ||||||||||||||||||||
+51 SKD | -22 guard break | Low/High |
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TBA
|
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 16 | 15 | 18 |
On Hit | On Block | Guard | Properties |
+46 HKD | +3 guard break | Low/High |
|
Haiji's dp. The power of this move is not the anti-air property it has, but rather the invul frames at the start of the move (expanded on framedata section). First of all the move is strict to be ended in diagonal input, you can't 6236 to make it work so be always sure to end up with diagonal input. This move has 2 ways of working, if the opponent is closer to you, they'll get impaled with the punch getting knocked, if they're high enough they will be launched out of the punch allowing you to continue a juggle but it can be air-tech so keep that in mind, on the corner air-teching this move can end up on a death loop making this move a serious threat. It's not a great anti-air but more of a invul move to trade hits on the ground, remember if you trade this move the opponent will always get launched allowing you to juggle. Doesn't have low invul. Guard breaks on block. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 16 | 15 | 20 |
On Hit | On Block | Guard | Properties |
+46 HKD | +1 guard break | Low/High |
|
TBA |
Super Deadly Skill
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 38 + 22 | 25 | 47 |
On Hit | On Block | Guard | Properties |
- | -26 | Low/High |
|
This super it's the same as 214P but with new properties starting with invul frames then getting armor and adding a lot of hits instead, good as a reversal, deals tons of damage if you can get the 7-8 hits out of it does not hardKO the opponent, and that makes the super bad, even if you hit the opponent is able to air-tech while you're recovering to full combo you instead, the super is hard to combo due to startup and also if you manage to get a combo out of it unless you're in corner the damage output will be lower than using it as a reversal, still pretty flashy, has a voiceline attached and looks amazing, great to finish with style but also a bad super overall. Use with caution. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 36 + 7 | 10 | 27 |
On Hit | On Block | Guard | Properties |
+92 KD | -1 guard break | Low/High |
|
Arguably one of the (If not the best) super of the game. This super is used as a launcher turning your already damaging combos into deadly ones, the launch can't be air-tech so you can combo 214P 236K 623P (Can't combo 236p) or any normal after launching the opponent. Best use it's to pair it with an early 623P to re-launch the opponent once again and then play by the rules 623p offers (listed above) Solid super but with just 2 downsides: Invul frames are almost inexistent + doesn't have low invul, and number two: the super can whiff on hit, that happens because of spacing, sometimes r.HP will hit twice creating a gap of distance between you and your opponent and this super has poor range and will whiff as a result. Still it's your go-to option and it can be used as an anti-air. Guardbreaks onblock and allows you to frametrap if the opponent tries to punish it. Diagonal inputs have to be perfectly executed if not, you'll end up throwing a 236K by error and getting punished. |