INTRODUCTION
Before His rapping career, Shūhei (Takashi69) Hisagi was the co-lieutenant of the 9th Division, formerly under Captain Tōsen and currently under Captain Kensei Muguruma. He shares his position with Mashiro Kuna. Even before becoming a seated officer, Hisagi was a famous and skilled shinigami, so much so he did not require additional tests to join the Gotei 13. He fears use of his own zanpakuto and would rather engage in hand-to-hand combat which he excels at.
Hisagi's gameplay is mostly hit and run. His gameplan primarily consists of wavedashing constantly with his command dash and applying 'pressure' through advancing mixups.
PALLETTES
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PROS AND CONS
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MOVELIST
All Damage Values listed on the following moves were done on Ichigo (Average Defense.)
STANDING NORMALS
5L
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
5L
|
4
|
Mid
|
9
|
26
|
FS, 5L, 2L, 5M, 2M, 5H, 2H, Special, Super
|
+4
|
+4
|
Hisagi kicks you in your toe with great force Surprisingly far reaching and effective jab honestly. Its biggest con is that its hitbox is very very close to the floor but even then most characters have larger hurtboxes near their legs. Can be used to stuff out dashing opponents aside from being a combo starter.
|
|
5M
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
5M
|
6
|
Mid
|
13
|
32
|
FS, 2M, 5H, 2H, Special, Super
|
+2
|
+2
|
Hisagi Extends his arm forward to swiftly punch the opponent Can potentially defeat IAD's as well as also be used for spacing purposes, but 2L does the latter better. There isn't much reason to use this outside of combos.
|
|
5H
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
5H
|
8
|
Mid
|
18
|
41
|
FS, 2H, Jump, Special, Super
|
+0
|
-2
|
Hisagi strikes the air with an upward roundhouse.
|
|
CROUCHING NORMALS
2L
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
2L
|
4
|
Low
|
-
|
-
|
FS, 2L, 5M, 2M, 5H, 2H, Special, Super
|
-
|
-
|
|
|
2M
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
2M
|
6
|
Low
|
-
|
-
|
FS, 5H, 2H, Special, Super
|
-
|
-
|
|
|
2H
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
2H
|
8
|
Low
|
-
|
-
|
FS, Special, Super
|
-
|
-
|
|
|
JUMPING NORMALS
J.L
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
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Adv Block
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JL
|
4
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High
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-
|
-
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FS, JL, JM, JH, Special, Super
|
-
|
-
|
|
|
J.M
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
JM
|
6
|
High
|
-
|
-
|
FS, JH, Special, Super
|
-
|
-
|
|
|
J.H
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
JH
|
8
|
High
|
-
|
-
|
FS, Special, Super
|
-
|
-
|
|
|
SPECIALS
236x - Gale The illusive wavedash The illusive wavedash Light Followup Light Followup Medium Followup Medium Followup Heavy Followup Heavy Followup
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
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236x
|
-
|
-
|
-
|
-
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L, M, H
|
-
|
-
|
Hisagi dashes past 1/3 of the screen in an instant. This move is a command dash. Unlike most specials, it has no variations however, it does contain three followups: L, M and H.
It has great and I mean GREAT mobility, however, unlike a regular dash or run, it can't be blocked out of. Aside from Transport though, this can be used as a means of escape (214x) as well as for wakeup chasing and mixups on a blocking opponent. Each followup is a super confirm as well.
If Hisagi makes contact with the opponent with any followup on block, he will enter a special recovery state where he bounces off the opponent's block rather than continuing the attack. This isn't very minus in itself, but it pretty much asks for a guard cancel punish, so watch out.
|
Version
|
Damage
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Guard
|
Startup
|
Duration
|
Cancel
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Adv Hit
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Adv Block
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>>L
|
4
|
Low
|
20
|
-
|
Super
|
-
|
-
|
A low sliding kick. The farthest reaching of each followup. Its animation is taken straight from 2H. Hits low, covers a lot of space and is super-cancellable, very very good move. Feel free to use it raw in neutral, to end chains into super as well as in tandem with the H followup on block as a mixup.
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
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Adv Block
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>>M
|
4
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Mid
|
20
|
-
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Jump, Super
|
-
|
-
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The Launcher followup. Its animation is taken straight from 5H. Similar to the L followup, this covers quite a bit of space, however, it hits mid, and can't be used for mixing up the opponent. Instead, its best to use as a combo extender into air combo if you're short on meter but still want to do extra damage. Since its an advancing launcher, it can also be used as a suprise combo starter from afar, as unlike the rest, it doesn't have to be super cancelled for further hits.
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
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>>H
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4
|
High
|
20
|
-
|
Super
|
-
|
-
|
The Overhead followup Its animation is taken straight from JH. Goes the shortest distance of each followup. Your not ever going to do this in a combo, however, it can be used in tandem with the L followup up-close for a pretty nice 50/50 mixup. It isn't something you'd throw out raw in neutral again, due to its distance. Can be super-cancelled once Hisagi touches the floor.
|
|
22x - Enjin L version L version EX version EX version
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
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L
|
(Each sword until last)2 (Last)1
|
Mid
|
-
|
-
|
None
|
-
|
-
|
Hisagi throws multiple swords into the air. Essentially a brick wall of projectiles in front of Hisagi. Pretty neat back off tool to discourage IADs. L version is fast but has quite a bit of recov.
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
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M
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(Each sword until last)2 (Last)1
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Mid
|
-
|
-
|
None
|
-
|
-
|
Improved Recovery and range however, a lot more startup.
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
EX
|
(Each sword until last)2 (Last)1
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Mid
|
-
|
-
|
None
|
-
|
-
|
Improved startup and recovery as well as range. Honestly there's just much better things to spend your RF on.
|
|
623x/J.623x - Muzotoishi First Kick First Kick Second Kick (Hitgrab) Second Kick (Hitgrab) Hitgrab activation Hitgrab activation
|
Version
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Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
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Adv Block
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L
|
(1)6 (2)5
|
Mid
|
-
|
-
|
None
|
-
|
-
|
Does a double rising high kick then grabs the opponent and uh...sits on em till they hit the floor. Second kick is a Hitgrab. Very High reaching anti-air and is great for ending meterless combos. L version has good startup but more recvoery depending on the height at which you use it. (It only ends until he hits the floor)
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
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Adv Hit
|
Adv Block
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M
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(1)6 (2)5
|
Mid
|
-
|
-
|
None
|
-
|
-
|
Improvement in recovery, ends very early while he's in the air. Extended startup. Startup causes Hisagi to lose momentum and begin falling.
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
EX
|
(1)6 (2)11
|
Mid
|
-
|
-
|
None
|
-
|
-
|
Improvement in damage, recovery and startup.
|
|
41236x - Senshipo 41236x 41236x
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
L
|
8
|
High
|
-
|
-
|
None
|
-
|
-
|
An advancing hop fist. An advancing overhead that can be used as a suprise overhead on block, as well as just used in neutral to catch a crouch blocking opponent. Each version is minus on block when used up-close. Light version doesnt have much startup but has a lot of recov. Doesn't go very far.
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
M
|
8
|
High
|
-
|
-
|
None
|
-
|
-
|
Improvement in recovery but much more startup. Improved Range as well. Causes HKD.
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
EX
|
(1)5 (2-3)12
|
High
|
-
|
-
|
None
|
-
|
-
|
Improvement in damage, recovery and startup. Launches and can be comboed after depending on how late the fist makes contact with the opponent.
|
|
28x/J.28x - Senku Back Kick Back Kick Front Kick Front Kick
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
L
|
(1)2 (2)1 (3)2
|
Mid
|
-
|
-
|
None
|
-
|
-
|
Tatsumaki Senpukyaku Three Subsrquent rising spin kicks each with their own back hitboxes :). Can crossup. Last hit causes knockdown. L version is quick but its recovery is based on how long it takes for him to fall to the floor similar to his 623x.
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
M
|
(1)2 (2)1 (3)2
|
Mid
|
-
|
-
|
None
|
-
|
-
|
Improvement in recovery but much more startup.
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
EX
|
(1)2 (2)1 (3)2
|
Mid
|
-
|
-
|
None
|
-
|
-
|
Improvement in both recovery and startup
|
|
SUPERS
236236x - Zanei, Ten Dash frame Dash frame activation activation
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
236236x
|
32
|
Mid
|
1-N
|
-
|
None
|
-
|
-
|
Hisagi dashes toward the opponent then begins a series of blows. Lightning fast dash that begins frame 1 and goes half-screen. Can be comboed after as it ends with a launcher. Super great super :). Costs 1 Meter.
|
|
214236x - Zanei, Jin Whiff frame Whiff frame
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
214236x
|
39
|
UB
|
5
|
-
|
None
|
-
|
-
|
Hisagi grabs the opponent, Launches them, then begins a flurry of attacks in the air. 69 Hits...clever. Ends in a Launch>HKD state but can't be comboed after. Costs 1 meter.
|
|
641236x - Zetsuenjin 22x on crack 22x on crack
|
Version
|
Damage
|
Guard
|
Startup
|
Duration
|
Cancel
|
Adv Hit
|
Adv Block
|
641236x
|
116 (Max)
|
Mid
|
1-N
|
-
|
None
|
-
|
-
|
Hisagi releases an explosion of stabby stabbies that travels across each area of the screen. This thing does so much damage and is like a field around Hisagi's entirety.. As a combo ender, GC and on reaction to oncoming attacks, this ones pretty amazing. Puts the enemy in a launch>HKD state. Costs 3 Meter.
|
|
OTHER
Flash Step - Flexible Type. Over average distance and speed and is cancellable by any attack.
Grab - Multihit > Wall-bounce effect. 8DMG.
Air-Grab - Spike HKD effect. 6DMG.
Height - Large
Mobility - Over-average.
COMBOS
(Unfinished)
GENERAL STRATEGY
(Unfinished)