Bleach Dark Souls/Hisagi

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Hisagi LargePortrait.png

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
Hisagi 5L.PNG
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
Hisagi 5M.PNG
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
Hisagi 5H.PNG
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
Hisagi 2L.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
2L 4 Low - - FS, 2L, 5M, 2M, 5H, 2H, Special, Super - -

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2M
Hisagi 2M.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
2M 6 Low - - FS, 5H, 2H, Special, Super - -

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2H
Hisagi 2H.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
2H 8 Low - - FS, Special, Super - -

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JUMPING NORMALS

J.L
Hisagi JL.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
JL 4 High - - FS, JL, JM, JH, Special, Super - -

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J.M
Hisagi JM.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
JM 6 High - - FS, JH, Special, Super - -

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J.H
Hisagi JH.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
JH 8 High - - FS, Special, Super - -

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SPECIALS

236x - Gale
Hisagi 236x.PNG
The illusive wavedash
The illusive wavedash
Hisagi 236L.PNG
Light Followup
Light Followup
Hisagi 236M.PNG
Medium Followup
Medium Followup
Hisagi 236H.PNG
Heavy Followup
Heavy Followup
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
236x - - - - 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 Guard Startup Duration Cancel Adv Hit Adv Block
>>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 Adv Block
>>M 4 Mid 20 - Jump, Super - -

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
>>H 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
Hisagi 22x Part1.PNG
L version
L version
Hisagi 22x Part2.PNG
EX version
EX version
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
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
M (Each sword until last)2 (Last)1 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 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
Hisagi 623x Part1.PNG
First Kick
First Kick
Hisagi 623x Part2.PNG
Second Kick (Hitgrab)
Second Kick (Hitgrab)
Hisagi 623x Part3.PNG
Hitgrab activation
Hitgrab activation
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
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 Adv Hit Adv Block
M (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
Hisagi 41236x.PNG
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
Hisagi 28x Part1.PNG
Back Kick
Back Kick
Hisagi 28x Part2.PNG
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
Hisagi 236236x Part1.PNG
Dash frame
Dash frame
Hisagi 236236x Activated.gif
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
Hisagi 214236x Whiff.PNG
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
Hisagi 63214x.PNG
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)