Hinokakera Chaotic Eclipse/Kakeru: Difference between revisions
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|damage=180 | |damage=180 | ||
|guard=Low | |guard=Low | ||
|description=Quick dashing low button, same utilization as | |description=Quick dashing low button, same utilization as 66A. Need more experimentation | ||
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|damage=100 | |damage=100 | ||
|guard=High | |guard=High | ||
|description=Kakeru's fastest air normal, looks like it can be whiff canceled into itself, but it probably just has really fast recovery. Good as an air-to-air for it's speed | |description=Kakeru's fastest air normal, looks like it can be whiff canceled into itself, but it probably just has really fast recovery. Good as an air-to-air for it's speed and can combo into j.B from a short hop jump-in. | ||
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|damage=460, 750 | |damage=460, 750 | ||
|guard=All, Mid | |guard=All, Mid | ||
|description=Main combo tool to continue into a meterless OTG pickup. Unfortunately the 2nd hit is not an overhead. </br>Can be used to end an air combo in the midst of a successful air-to-air, but only works on some characters if done after an OTG pickup (more details to come) | |description=Main combo tool to continue into a meterless OTG pickup. Unfortunately the 2nd hit is not an overhead. </br>Can be used to end an air combo in the midst of a successful air-to-air, but only works on some characters if done after an OTG pickup (more details to come)</br>You can only Technical Brake the air version. | ||
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{{AttackData-Hikake | {{AttackData-Hikake | ||
|damage=600, 800 | |damage=600, 800 | ||
|guard= | |guard=High | ||
|description=During the A version of Fumikomi, Kakeru does an upward slash followed by an upward sheath slap that launches.</br>Holding [B] puts you in H stance, otherwise returns to default. | |description=During the A version of Fumikomi, Kakeru does an upward slash followed by an upward sheath slap that launches. BOTH hits are overheads.</br>Holding [B] puts you in H stance, otherwise returns to default. | ||
}} | }} | ||
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|damage=400 | |damage=400 | ||
|guard=All | |guard=All | ||
|description=During the A version of Fumikomi, Kakeru does a low kick into an overhead slash. | |description=During the A version of Fumikomi, Kakeru does a low kick into an overhead slash.</br>In T-Groove, there is a very small window before the 2nd hit connects where the move can be TB'd which can set up a tricky reset point/knowledge check for the opponent. | ||
Has a Just Frame Cancel after the 2nd hit, done via inputting a well-timed (or mashed out) C. It adds an additional kick that knocks back the opponent on hit and block (likely making the full move safe on block), dealing a total of 1458 damage if all 3 hits connect.</br> Returns to default stance regardless if the JFC is performed or not. | Has a Just Frame Cancel after the 2nd hit, done via inputting a well-timed (or mashed out) C. It adds an additional kick that knocks back the opponent on hit and block (likely making the full move safe on block), dealing a total of 1458 damage if all 3 hits connect.</br> Returns to default stance regardless if the JFC is performed or not. | ||
In T-Groove, there is a very small window when the 1st hit is blocked and before the 2nd hit connects where the move can be TB'd which can set up a tricky reset point/knowledge check for the opponent. | |||
}} | }} | ||
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|damage=500 [1300] | |damage=500 [1300] | ||
|guard=All | |guard=All | ||
|description=Super cool-looking move.</br>Uncharged version can be combo'd with a tight link to 5B/C at varying distances (not too far).</br>Charged version hits full screen.</br>Can only cancel from normals, and can combo from B and C buttons. | |description=Super cool-looking move.</br>Uncharged version can be combo'd with a tight link to 5B/C at varying distances (not too far).</br>Charged version hits full screen.</br>Can only cancel from normals, and can combo from B and C buttons.</br>note: the name of the move is phonetically the name of the game...... | ||
}} | }} | ||
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|damage=4042 | |damage=4042 | ||
|guard=All | |guard=All | ||
|description=Has long startup, but more invulnerability frames to compensate for it. | |description=Has long startup, but more invulnerability frames to compensate for it. Not useful as a wakeup reversal since it does not seem to have frame 1 invul, but can possibly be used to punish a mistimed meaty or evade a barrage of committal enemy projectiles by traveling most of the screen and doing +4k raw damage on hit. | ||
}} | }} | ||
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== General Strategy == | == General Strategy == | ||
=== Overview === | === Overview === | ||
*Kakeru doesn't do much damage without resources, average damage off stray confirms can be anywhere from 1k-2k meterless depending on starter/CH, spending meter can net him about 4k on average, even more in OD mode with force cancels. | |||
*Most of the time Kakeru will build the resources needed in neutral exchanges and small confirms until he can meter-dump both power and brake gauges during a combo with a solid B/C starter to maximize damage output. | |||
*The only true frame 1 reversal he seems to have is his EX command grab 623C (further verification necessary), so a solid fundamental defense is necessary. | |||
==== Assault Force ==== | |||
==== Technical Force ==== | |||
*3D is a risky counter at the expense of 40 brake gauge but can pay off the more familiar you are with recognizing your opponents habits. | |||
*66B is good but don't use it too much as it is pretty linear and can get sidestepped easily.</br> | |||
*Able to TB not just normals but specials too with some exceptions:</br> | |||
. grounded 236A CANNOT be TB'd, but j.236A can. | |||
. any multi-hit moves (j.236A, k.A, k.A[B], K/H stance 236A > B/C) can only be TB'd during the LAST hit. | |||
=== Stance Basics=== | === Stance Basics=== | ||
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* '''214C''' unsheathes into '''H stance'''; | * '''214C''' unsheathes into '''H stance'''; | ||
* '''236[B]''' gets you into '''K stance'''; | * '''236[B]''' gets you into '''K stance'''; | ||
* ''' | * '''236[C]''' gets you into '''H stance'''. | ||
==== General Rules==== | ==== General Rules==== | ||
* '''Both have A, B, C buttons''', but '''K stance''' has '''2C''' and '''H stance''' has '''6C'''; | * '''Both have A, B, C buttons''', but '''K stance''' has '''2C(EX)''' and '''H stance''' has '''6C'''; | ||
* '''Universally''' the button that keeps you in your stance after usage is '''5[A]'''; | * '''Universally''' the button that keeps you in your stance after usage is '''5[A]'''; | ||
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'''To switch | '''To switch in-between stances you can use:''' | ||
* Command dash '''h.236B''' (->K stance); | * Command dash '''h.236B''' (->K stance); | ||
* Command dash '''k.236C''' (->H stance); | * Command dash '''k.236C''' (->H stance); | ||
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In a blockstring, if Kakeru stance cancel his normals into 4D (feint) he will not be able to repeat the same blockstring nor the same stance change. | In a blockstring, if Kakeru stance cancel his normals into 4D (feint) he will not be able to repeat the same blockstring nor the same stance change. | ||
<code>I.e: 5B > 5C > 214B > 4D (feint) > 5B > (5C)</code></br> | |||
The 5C doesn't work in this case because he already commited into it in the first blockstring. To maneuver that you have to: | The 5C doesn't work in this case because he already commited into it in the first blockstring. To maneuver that you have to: | ||
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# Use offensive or technical brake to "reset" the cooldown. | # Use offensive or technical brake to "reset" the cooldown. | ||
<code>5B > 5C > 214B > 4D (feint) > 5B > 2C</code></br> | |||
5B > 2C works in this case because it wasn't used before. | 5B > 2C works in this case because it wasn't used before. | ||
<code>5B > 5C > 214B > 4D (feint) > 5B > 2C > 214C > 4D (feint) > dash 5A > 2B > 6B</code></br> | |||
You could add one more feint because you used H stance instead of repeating the K stance. | You could add one more feint because you used H stance instead of repeating the K stance. | ||
<code>5B > 5C > 214B > 4D (feint) > 5B > Tech brake > 5B > 5C > 214B > 4D (feint)</code></br> | |||
It worked in this example because Kakeru used tech brake to reset the cooldown of his stance. | It worked in this example because Kakeru used tech brake to reset the cooldown of his stance. | ||
== Combos == | == Combos == | ||
<youtube>https://www.youtube.com/watch?v=Z_DvmPwowec</youtube> | |||
=== Default Stance Combos === | === Default Stance Combos === | ||
In A-Groove, all of these can be extended with an Assault Brake on any grounded normal, experiment and try fiddling with other possible routes using Assault Brake. | In A-Groove, all of these can be extended with an Assault Brake on any grounded normal, experiment and try fiddling with other possible routes using Assault Brake. | ||
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e.g. <code>5A > 2B > 5C</code> or <code>5A > 5B > 2C</code> or <code>2AA > 5B > 2B > 2C > 5C</code> or <code>5B > 2B > 5C</code> or literally any further sequential combination of 5/2A > 5/2B > 5/2C | e.g. <code>5A > 2B > 5C</code> or <code>5A > 5B > 2C</code> or <code>2AA > 5B > 2B > 2C > 5C</code> or <code>5B > 2B > 5C</code> or literally any further sequential combination of 5/2A > 5/2B > 5/2C | ||
Basic universal meterless BnB: | Basic universal meterless BnB:</br> | ||
<code>ABC combo > 236A > 2A > 5C jc j.AABC</code></br> | |||
*works on everyone standing, 236A whiffs on some crouching based on spacing and/or moves used in the ABC combo(?) | |||
*236A > 2A is a link during the ground bounce | |||
*2B and 5C move Kakeru forward during the attacks, useful to include one if not both of these buttons in the gatling string if any hit of 236A tends to whiff in the string you are attempting. | |||
*max damage meterless on this route is j.B > 5B > 2B > 5C > 2C > 236A > 2A > 5C jc j.AABC (2220 dmg non-CH starter) | |||
Basic specific meterless BnB: | Basic specific meterless BnB:</br> | ||
<code>ABC combo > 236A > 2A > 5C jc j.AAAB > j.236A</code></br> | |||
*Works on some, not all (will specify further) | |||
*the j.AAAB part of the combo needs to be done pretty quickly, if delayed too much then 236A will whiff due to your positioning in the air being lower than the opponent positioning in the air | |||
*max damage meterless on this route is j.B > 5B > 2B > 5C > 2C > 236A > 2A > 5C jc j.AAAB > j.236A (2394 dmg non-CH starter) | |||
Basic hard knockdown meterless BnB: | Basic hard knockdown meterless BnB:</br> | ||
<code>ABC combo > 236A > 2A > 6B</code> | |||
*Good to use in order to enforce a stance mixup while keeping the opponent close by | |||
*Leaves the opponent face down on wakeup so they can't wakeup roll away, which is only possible when opponent is face up/on their back | |||
*Often done when there was more damage scaling due to the starter, i.e. lots of A buttons beforehand, since cashing out on a more damaging route (without OB resetting scaling) would not be worth it given the scaling applied | |||
Basic universal crouching meterless BnB: | Basic universal crouching meterless BnB:</br> | ||
<code>ABC combo > 236B/C > 6B/C</code> | |||
*works on everyone crouching | |||
*6B can be teched, but is an overhead. 6C knocks down, but is a low | |||
*usage of 236B/C and the 6B/C follow-up depends whether the string is blocked or not (6B follow-up to push back more on block, 6C for better reward on hit) | |||
*can omit the follow-up to do 236[B]/[C] instead and enforce a stance mixup OR combo into stance moves if combo started with a Counter 2/3 | |||
Dash/Running combo on standing into meterless BnB | Dash/Running combo on standing into meterless BnB:</br> | ||
<code>Dash C > 236A > 2A > [6B] or [5C > air route]</code> | |||
*standing only | |||
*only worth spending Power Gauge for damage if you have enough Brake Gauge to OB before a super is attempted due to the scaling being reset back to 75% | |||
Dash/Running combo on crouching into meterless BnB | Dash/Running combo on crouching into meterless BnB:</br> | ||
<code>Dash C > 236B > 6B/C</code> | |||
*the follow-up only connects if 236B is used, 236C has too much startup for the follow-ups to connect | |||
*same usage clause applies as the basic crouching BnB (6B on block, 6C on hit, stance mixup, etc.) | |||
==== Assault Force Combos ==== | ==== Assault Force Combos ==== | ||
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Since Kakeru doesn't have any comboable EX moves in his default stance, the only extra damage he gets from using his Power Gauge in default stance are his supers (and the rare case of Force Cancels when in Overdrive mode). | Since Kakeru doesn't have any comboable EX moves in his default stance, the only extra damage he gets from using his Power Gauge in default stance are his supers (and the rare case of Force Cancels when in Overdrive mode). | ||
Typical Power Meter Dump combo: | Typical Power Meter Dump combo:</br> | ||
<code>ABC combo > 236A > 2A > 5C > delay 236B (optional OB) > 2141236C (> 41236C)</code></br> | |||
*Good damage, especially if OB'd before the super to reset the scaling a bit | |||
*delay 236B probably the hardest part of the combo, doing it too fast makes the super whiff due to height | |||
*Without OB, entire combo with the super follow-up uses 90 POWER GAUGE and does less damage than with an OB LOL | |||
*''*(Using OB after a special move ignores the rule of costing an addtl. 15 Power to cancel into a super from a special move, thus lessens the damage scaling and costing less Power Gauge overall.)'' | |||
*Can omit the 236B and go straight into super after 5C if you don't have OB and want to instead use 75 meter max | |||
If the opponent is crouching and you know 236A is going to whiff early on, do this super instead:</br> | |||
<code>ABC combo > 236B > 6C (optional OB) > 2363214C</code></br> | |||
*uses 65 Power (50 if OB'd after 236B>6C) | |||
*pretty good damage with a B/C starter | |||
*can do 2141236C > 41236C instead but it doesn't do too much more damage for spending more resources as opposed to 2363214C, so better to save that super for other longer routes with OB. | |||
Anti-Air meter dump combos:</br> | |||
from Counter-hit level 2 2B anti-air:</br> | |||
<code>2B > 2B > 5C > j.ab > j.236A > OB 2nd hit > delay j.b > 5C > 2141236C (> 41236C)</code> | |||
*uses 50(75) Power and 80 brake for about 4.6k damage</br> | |||
<code>2B > 214B > k.A[B] > h.B > h.C > OB > 5C > 2141236C (> 41236C)</code> | |||
*uses 75(100) Power and 80 brake for about 4.4~4.5 damage, a lot more expensive for slightly less damage but a much more stable route with no delays necessary</br> | |||
from Counter-hit level 2 662C anti-air:</br> | |||
<code>662C > 214C > h.[B] > (66 to adjust for height) k.A[B] > h.B > h.C > OB > 5C > 2141236C (> 41236C)</code> | |||
*the dash in K stance after h.[B] is used to guarantee that k.A[B](2) connects due to opponent height allowing them to tech out. Can do k.A or k.[A] instead to guarantee 2nd hit but the combo ends there with opponent able to air tech | |||
==== Overdrive Mode Combos ==== | ==== Overdrive Mode Combos ==== | ||
In Overdrive mode Kakeru gains the ability to force cancel his h.C, effectively allowing him to extend the combo until he runs out of meter or overdrive time. | In Overdrive mode Kakeru gains the ability to force cancel his h.C, effectively allowing him to extend the combo until he runs out of meter or overdrive time.</br> | ||
Please note this combo is specific to AF, TF likely needs to route into this from an anti-air or counter-hit confirm. | Please note this particular combo is specific to AF, TF likely needs to route into this from an anti-air or counter-hit confirm. | ||
<code>overdrive (63214D): ABC combo > 3D > 5B > 5C > 6D > 66C ([6]C after Assault Brake) > 214C > h.C > h.[B] > 66 > k.A[B] > h.6C > h.C > h.[B] > 66 > k.A[B] > h.6C > h.C > 5D(OB) > 5C > 9 > j.a > j.a > j.b > land > 2B > j.a > j.a > j.b > j.236A</code> | <code>overdrive (63214D): ABC combo > 3D > 5B > 5C > 6D > 66C ([6]C after Assault Brake) > 214C > h.C > h.[B] > 66 > k.A[B] > h.6C > h.C > h.[B] > 66 > k.A[B] > h.6C > h.C > 5D(OB) > 5C > 9 > j.a > j.a > j.b > land > 2B > j.a > j.a > j.b > j.236A</code> | ||
== Stance | == Stance Glitches == | ||
If a round ends in a time-out and Kakeru is in either K or H stance, the game soft-locks and does not proceed to the next round. Only the Start button can be pressed in order to exit back to character select. | *If you transition into a stance and continue to hold the button, Kakeru is incapable of dashing/backdashing until the button is released. You can still sidestep or press any other button that is not being held down, but why do that to yourself? Just release the button... | ||
Likely approached similarly to the Ruby Heart glitch in MvC2, while there aren't any explicit rules against performing this particular glitch in HiKake since there probably aren't any tournaments run for it, <b>DO NOT DO THIS GLITCH IN TOURNAMENT!!!</b> | *If a round ends in a time-out and Kakeru is in either K or H stance, the game soft-locks and does not proceed to the next round. Only the Start button can be pressed in order to exit back to character select. Likely approached similarly to the Ruby Heart glitch in MvC2, while there aren't any explicit rules against performing this particular glitch in HiKake since there probably aren't any tournaments run for it, <b>DO NOT DO THIS GLITCH IN TOURNAMENT!!!</b> You will likely get dq'd or lose the game at the discretion of the TO. | ||
You will likely get dq'd or lose the game at the discretion of the TO. | |||
{{NavBox-hikake}} | {{NavBox-hikake}} | ||
[[Category:Hinokakera Chaotic Eclipse]] | [[Category:Hinokakera Chaotic Eclipse]] | ||
[[Category:Kakeru]] | [[Category:Kakeru]] |
Latest revision as of 15:16, 18 January 2024
(From Google translating his bio from the html manual): A swordsman who appears and disappears. No one knows his true identity, except for the scar on his right cheek. Rumor has it that he aims to exterminate the demons, but the truth is unknown. It is unknown at what time, but rumors of his existence began to whisper under the name of "Vermilion". Uses a rare sword called "Katana", which is a product of the old era. He is crude, rugged and troublesome, and has an air of instinctively overpowering others.
tl;dr: Kakeru is behaviorally kinda like Sol Badguy from Guilty Gear with Johnny's Iaido-style moves. Smokes cigs and draws pentagrams and stuff cuz its cool and not cringe.
In "Katsugu" or 'K' stance Kakeru puts katana onto his shoulder and gains a set of slow, but extremely powerful moves. For this, he cannot crouch, walk, run, jump or even guard – instead he gains access to a step dash (instead of run) backdashing and sidestepping. The Katsugu dash is longer than the regular dash time outside stance, and sidestepping causes Kakeru to move closer to his opponent instead of circling around as with the default sidestep.
In "Hiku", or 'H' stance Kakeru holds katana low to the ground and attacks with less straightforward and damaging slashes, but his defense is nonetheless low. Once again, he cannot guard, walk, jump or crouch, but in this stance he is able to run as well as dash. Forward dash is much shorter, backdash, on the other hand, noticeably longer, and sidestep now causes Kakeru to increase the distance between him and his opponent.
In both katana stances Kakeru is able to cancel his dash into an attack thus adding forward momentum to the attack. In addition to this, most stance attacks have a "built-in" option to switch into another stance on the fly, allowing Kakeru to link together attacks from both modes, typically done by holding the button down after executing the appropriate move in a stance.
For notation purpses stance moves are prefaced with k. or h. for K and H stance respectively, as suchk.236A > C > C
assumes that you start in K stance and input 236A.Normal Moves
5A
5A
|
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5B
5B
|
---|
5C
5C
|
---|
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
6B
6B
|
---|
66A
66A
Technical Only |
---|
662A
662A
Technical Only |
---|
66B
66B
Technical Only |
---|
662B
662B
Technical Only |
---|
66C
66C
|
---|
662C
662C
|
---|
j.A
j.A
|
---|
j.B
j.B
|
---|
j.C
j.C
|
---|
Throw
Throw
4C |
---|
Air Throw
Air Throw
j.4C |
---|
Special Moves
236A
Mukashi, Nanika de Mita Waza
236A (Air OK) |
---|
236B/C
Oni Kenbai
236B/C (Hold OK) |
---|
236B/C > 6B/C
Saya Oi
Oni Kenbai > 6B/C |
---|
623X
Magatsusa Niwa
623X (EX OK) |
---|
214B/C
Katsugu/Hiku
-you ni Kamaeru 214B/C |
---|
Katsugu Moves
k.5A
Magatamawari
k.A (Hold OK) |
---|
k.5A > B
Magatamabarai
k.A(1) > B (Hold OK) |
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K.5B
Iwato Kudaki
k.B |
---|
K.5C
Kamuro Otoshi
k.5C (EX) |
---|
K.2C
Kamuro Hajiki
k.2C (EX) |
---|
Hiku Moves
H.5A
Sakakidachi
h.A (Hold OK) |
---|
H.5B
Hirasaka
h.B (Hold OK) |
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H.6C
Ikinari Sasu
h.6C |
---|
H.5C
Hoshi Yadoshi
h.5C (EX) |
---|
H.5C > 41236C
Oni Hime Misogi
h.5C > 41236C (EX) |
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Universal Stance Moves
Stance 214A
Noutou
k/h.214A or k/h.4D |
---|
Stance 214B/C
Katsugu-you ni Kamaeru/
Hiku-you ni Kamaeru k.214C or h.214B |
---|
Stance 236X
Fumikomi
k/h.236X |
---|
Stance 236A > A
Idzuno Haburi
Fumikomi A > A (Hold OK) |
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Stance 236A > B
Kegare Naobi
Fumikomi A > B (Hold OK) |
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Stance 236A > C
Magatsuhi
Fumikomi A > C |
---|
Assault/Technical Skill
Assault 3D
Hi no Kakera
Assault 3D (Hold OK) |
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Technical 3D
Yomotsu Hegui
Technical 3D |
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Super Moves
2141236C
Oni Kagura
2141236C |
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2363214C
Oni Yatsuka
2363214C |
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OverDrive Force
Kamukura Hofuri
236236C in OD |
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General Strategy
Overview
- Kakeru doesn't do much damage without resources, average damage off stray confirms can be anywhere from 1k-2k meterless depending on starter/CH, spending meter can net him about 4k on average, even more in OD mode with force cancels.
- Most of the time Kakeru will build the resources needed in neutral exchanges and small confirms until he can meter-dump both power and brake gauges during a combo with a solid B/C starter to maximize damage output.
- The only true frame 1 reversal he seems to have is his EX command grab 623C (further verification necessary), so a solid fundamental defense is necessary.
Assault Force
Technical Force
- 3D is a risky counter at the expense of 40 brake gauge but can pay off the more familiar you are with recognizing your opponents habits.
- 66B is good but don't use it too much as it is pretty linear and can get sidestepped easily.
- Able to TB not just normals but specials too with some exceptions:
. grounded 236A CANNOT be TB'd, but j.236A can. . any multi-hit moves (j.236A, k.A, k.A[B], K/H stance 236A > B/C) can only be TB'd during the LAST hit.
Stance Basics
Kakeru has different properties from each stances. Their usage is usually to vary your moveset on neutral to become more unpredictable, but they can get you good blockstrings and combos as well.
On pressure he's able to cancel normals into both stances, or just feint the stance change (Like Johnny from guilty gear series) to mixup opponents.
On combos Kakeru can get good damage if you get enough meter to dump it into the C moves.
How to get to both stances from default mode:
- 214B unsheathes into K stance;
- 214C unsheathes into H stance;
- 236[B] gets you into K stance;
- 236[C] gets you into H stance.
General Rules
- Both have A, B, C buttons, but K stance has 2C(EX) and H stance has 6C;
- Universally the button that keeps you in your stance after usage is 5[A];
- Both stances can be cancelled with 4D or 214A.
To switch in-between stances you can use:
- Command dash h.236B (->K stance);
- Command dash k.236C (->H stance);
- k.5A > [B] to switch to H;
- h.5[B] to switch to K.
Limitations
In a blockstring, if Kakeru stance cancel his normals into 4D (feint) he will not be able to repeat the same blockstring nor the same stance change.
I.e: 5B > 5C > 214B > 4D (feint) > 5B > (5C)
The 5C doesn't work in this case because he already commited into it in the first blockstring. To maneuver that you have to:
- Use different buttons;
- Use different stance;
- Use offensive or technical brake to "reset" the cooldown.
5B > 5C > 214B > 4D (feint) > 5B > 2C
5B > 2C works in this case because it wasn't used before.
5B > 5C > 214B > 4D (feint) > 5B > 2C > 214C > 4D (feint) > dash 5A > 2B > 6B
You could add one more feint because you used H stance instead of repeating the K stance.
5B > 5C > 214B > 4D (feint) > 5B > Tech brake > 5B > 5C > 214B > 4D (feint)
It worked in this example because Kakeru used tech brake to reset the cooldown of his stance.
Combos
Default Stance Combos
In A-Groove, all of these can be extended with an Assault Brake on any grounded normal, experiment and try fiddling with other possible routes using Assault Brake.
Meterless
Most basic combo recipe starter: any gatling going from A to B to C, AKA the ABC combo
Can start from any A, or B, or C button, but cannot reverse beat (any variation of C > B > A or C > B or B > A is not possible).
e.g. 5A > 2B > 5C
or 5A > 5B > 2C
or 2AA > 5B > 2B > 2C > 5C
or 5B > 2B > 5C
or literally any further sequential combination of 5/2A > 5/2B > 5/2C
Basic universal meterless BnB:
ABC combo > 236A > 2A > 5C jc j.AABC
- works on everyone standing, 236A whiffs on some crouching based on spacing and/or moves used in the ABC combo(?)
- 236A > 2A is a link during the ground bounce
- 2B and 5C move Kakeru forward during the attacks, useful to include one if not both of these buttons in the gatling string if any hit of 236A tends to whiff in the string you are attempting.
- max damage meterless on this route is j.B > 5B > 2B > 5C > 2C > 236A > 2A > 5C jc j.AABC (2220 dmg non-CH starter)
Basic specific meterless BnB:
ABC combo > 236A > 2A > 5C jc j.AAAB > j.236A
- Works on some, not all (will specify further)
- the j.AAAB part of the combo needs to be done pretty quickly, if delayed too much then 236A will whiff due to your positioning in the air being lower than the opponent positioning in the air
- max damage meterless on this route is j.B > 5B > 2B > 5C > 2C > 236A > 2A > 5C jc j.AAAB > j.236A (2394 dmg non-CH starter)
Basic hard knockdown meterless BnB:
ABC combo > 236A > 2A > 6B
- Good to use in order to enforce a stance mixup while keeping the opponent close by
- Leaves the opponent face down on wakeup so they can't wakeup roll away, which is only possible when opponent is face up/on their back
- Often done when there was more damage scaling due to the starter, i.e. lots of A buttons beforehand, since cashing out on a more damaging route (without OB resetting scaling) would not be worth it given the scaling applied
Basic universal crouching meterless BnB:
ABC combo > 236B/C > 6B/C
- works on everyone crouching
- 6B can be teched, but is an overhead. 6C knocks down, but is a low
- usage of 236B/C and the 6B/C follow-up depends whether the string is blocked or not (6B follow-up to push back more on block, 6C for better reward on hit)
- can omit the follow-up to do 236[B]/[C] instead and enforce a stance mixup OR combo into stance moves if combo started with a Counter 2/3
Dash/Running combo on standing into meterless BnB:
Dash C > 236A > 2A > [6B] or [5C > air route]
- standing only
- only worth spending Power Gauge for damage if you have enough Brake Gauge to OB before a super is attempted due to the scaling being reset back to 75%
Dash/Running combo on crouching into meterless BnB:
Dash C > 236B > 6B/C
- the follow-up only connects if 236B is used, 236C has too much startup for the follow-ups to connect
- same usage clause applies as the basic crouching BnB (6B on block, 6C on hit, stance mixup, etc.)
Assault Force Combos
You can only cancel into 3D from normals, grants a link into 5B/C afterward for an air combo. (work in progress)
Ethereal Force Combos
Since Kakeru doesn't have any comboable EX moves in his default stance, the only extra damage he gets from using his Power Gauge in default stance are his supers (and the rare case of Force Cancels when in Overdrive mode).
Typical Power Meter Dump combo:
ABC combo > 236A > 2A > 5C > delay 236B (optional OB) > 2141236C (> 41236C)
- Good damage, especially if OB'd before the super to reset the scaling a bit
- delay 236B probably the hardest part of the combo, doing it too fast makes the super whiff due to height
- Without OB, entire combo with the super follow-up uses 90 POWER GAUGE and does less damage than with an OB LOL
- *(Using OB after a special move ignores the rule of costing an addtl. 15 Power to cancel into a super from a special move, thus lessens the damage scaling and costing less Power Gauge overall.)
- Can omit the 236B and go straight into super after 5C if you don't have OB and want to instead use 75 meter max
If the opponent is crouching and you know 236A is going to whiff early on, do this super instead:
ABC combo > 236B > 6C (optional OB) > 2363214C
- uses 65 Power (50 if OB'd after 236B>6C)
- pretty good damage with a B/C starter
- can do 2141236C > 41236C instead but it doesn't do too much more damage for spending more resources as opposed to 2363214C, so better to save that super for other longer routes with OB.
Anti-Air meter dump combos:
from Counter-hit level 2 2B anti-air:
2B > 2B > 5C > j.ab > j.236A > OB 2nd hit > delay j.b > 5C > 2141236C (> 41236C)
- uses 50(75) Power and 80 brake for about 4.6k damage
2B > 214B > k.A[B] > h.B > h.C > OB > 5C > 2141236C (> 41236C)
- uses 75(100) Power and 80 brake for about 4.4~4.5 damage, a lot more expensive for slightly less damage but a much more stable route with no delays necessary
from Counter-hit level 2 662C anti-air:
662C > 214C > h.[B] > (66 to adjust for height) k.A[B] > h.B > h.C > OB > 5C > 2141236C (> 41236C)
- the dash in K stance after h.[B] is used to guarantee that k.A[B](2) connects due to opponent height allowing them to tech out. Can do k.A or k.[A] instead to guarantee 2nd hit but the combo ends there with opponent able to air tech
Overdrive Mode Combos
In Overdrive mode Kakeru gains the ability to force cancel his h.C, effectively allowing him to extend the combo until he runs out of meter or overdrive time.
Please note this particular combo is specific to AF, TF likely needs to route into this from an anti-air or counter-hit confirm.
overdrive (63214D): ABC combo > 3D > 5B > 5C > 6D > 66C ([6]C after Assault Brake) > 214C > h.C > h.[B] > 66 > k.A[B] > h.6C > h.C > h.[B] > 66 > k.A[B] > h.6C > h.C > 5D(OB) > 5C > 9 > j.a > j.a > j.b > land > 2B > j.a > j.a > j.b > j.236A
Stance Glitches
- If you transition into a stance and continue to hold the button, Kakeru is incapable of dashing/backdashing until the button is released. You can still sidestep or press any other button that is not being held down, but why do that to yourself? Just release the button...
- If a round ends in a time-out and Kakeru is in either K or H stance, the game soft-locks and does not proceed to the next round. Only the Start button can be pressed in order to exit back to character select. Likely approached similarly to the Ruby Heart glitch in MvC2, while there aren't any explicit rules against performing this particular glitch in HiKake since there probably aren't any tournaments run for it, DO NOT DO THIS GLITCH IN TOURNAMENT!!! You will likely get dq'd or lose the game at the discretion of the TO.