Hinokakera Chaotic Eclipse/Kakeru

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Overview
Introduction

(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.

Katana Stances
Kakeru has two additional stances, where he draws his katana, entered via special commands or switched into from certain attacks. These two completely change not only his movelist, but also movement and guarding abilities.

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 such k.236A > C > C assumes that you start in K stance and input 236A.

Normal Moves

5A
5A
Hikake Kakeru 5A.png
Damage Guard Startup Adv Hit Adv Block
120 Mid - - -

Fast button to start a combo or blockstring with, but not very good range

5B
5B
Hikake Kakeru 5B.png
Damage Guard Startup Adv Hit Adv Block
180 Mid - - -

Decent ranged B normal, Kakeru steps forward a little bit while swinging his sword inside the sheath still.

5C
5C
Hikake Kakeru 5C.png
Damage Guard Startup Adv Hit Adv Block
640(T)
400(A)
Mid - - -

Decent ranged C normal, Kakeru steps forward a bit more while performing the move, useful to have at the end of a gatling string to ensure 236A connects on hit.

2A
2A
Hikake Kakeru 2A.png
Damage Guard Startup Adv Hit Adv Block
90 Low - - -

Fast low button to start a combo or blockstring with. Slightly better range than 5A, A-Groove can utilize dash momentum to approach with this button.

2B
2B
Hikake Kakeru 2B.png
Damage Guard Startup Adv Hit Adv Block
170 Mid - - -

Anti-air punch that moves Kakeru further forward than 5B, used in rejump combos sometimes. If the opponent is airborne at certain closer spacings this move can possibly cross under.

2C
2C
Hikake Kakeru 2C.png
Damage Guard Startup Adv Hit Adv Block
290 Low - - -

Decently lengthy low button, good to maximize damage on hit or to safely cancel into a safe special move at a distance like a stance change.

6B
6B
Hikake Kakeru 6B.png
Charged version gets cool pentagram
Charged version gets cool pentagram
Version Damage Guard Startup Adv Hit Adv Block
6B 320 All - - -

Solar plexus punch. Causes a crumple effect on hit that results in a hard knockdown, instead of the typical 6B launcher that some other characters have. Good for setting up stance oki. Can only be canceled into from any previous A or B move, CANNOT reverse beat from C buttons.

6[B] 750 High - - -

The charged solar plexus punch. Knocks back on hit and can be teched, but it's an overhead, special cancellable, and has a lot of pushback on block. Pretty good button to quickly end a blockstring safely.

66A
66A
Technical Only
Hikake Kakeru 66A.png
Damage Guard Startup Adv Hit Adv Block
230 Mid - - -

Very short range dash button, sets up a tick throw with 623B/C on block. Have not experimented with this move enough to determine other uses.

662A
662A
Technical Only
Hikake Kakeru 662A.png
Damage Guard Startup Adv Hit Adv Block
180 Low - - -

Quick dashing low button, same utilization as 66A. Need more experimentation

66B
66B
Technical Only
Hikake Kakeru 66B.png
Damage Guard Startup Adv Hit Adv Block
370 Mid - - -

A mid dashing kick. Kakeru's best dash button. Has insane pushback on block, can pretty much Dash B > Dash B > ... ad infinitum on normal block until they're out of range. Knocks back on hit and they can recover in the air.

662B
662B
Technical Only
Hikake Kakeru 662B.png
Damage Guard Startup Adv Hit Adv Block
350 Mid - - -

Pretty much a slower version of Dash 2A that does more damage. Can link into 2A on hit on crouching characters to start a combo.

66C
66C
Hikake Kakeru 66C.png
Damage Guard Startup Adv Hit Adv Block
920(T)
430(A)
All - - -

Serves a similar purpose as Dash B, but isn't as safe on block and doesn't knock down on hit so it can instead be reliably combo'd after. Pushes back a decent amount on block still, can safely cancel into stance too.

662C
662C
Hikake Kakeru 662C.png
Damage Guard Startup Adv Hit Adv Block
780(T)
300(A)
Mid - - -

Dashing anti-air button. On critical/air counter hit can lead to a stance combo for big damage

j.A
j.A
Hikake Kakeru jA.png
Damage Guard Startup Adv Hit Adv Block
100 High - - -

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.

j.B
j.B
Hikake Kakeru jB.png
Damage Guard Startup Adv Hit Adv Block
210 High - - -

Kakeru's main jump-in for combos, especially when done during a hop. Has to be done pretty close to landing in order to reliably combo into standing/crouching B buttons for max damage, more generous window on crouching characters.

j.C
j.C
Hikake Kakeru jC.png
Damage Guard Startup Adv Hit Adv Block
440 High - - -

Kakeru's biggest range and slowest air normal. Usually used to end his universal meterless BnB, but can be used as a jump-in sometimes to instantly knock the opponent down and away.

Throw
Throw
4C
Hikake Kakeru 4C 1.png
Hikake Kakeru 4C 2.png
Damage Guard Startup Adv Hit Adv Block
1501 N/A - - -

Decent throw, leaves opponent face down and close by for oki opportunities.

Air Throw
Air Throw
j.4C
Hikake Kakeru j4C 1.png
Hikake Kakeru j4C 2.png
Damage Guard Startup Adv Hit Adv Block
1500 N/A - - -

Knocks down the opponent kind of far away but gives opportunity to run up for oki.

Special Moves

236A
Mukashi, Nanika de Mita Waza
236A (Air OK)
Hikake Kakeru 236A 1.png
Bandit
Bandit
Hikake Kakeru 236A 2.png
Revolver
Revolver
Version Damage Guard Startup Adv Hit Adv Block
236A 290, 750 Mid - - -
j.236A 460, 750 All, Mid - - -

Main combo tool to continue into a meterless OTG pickup. Unfortunately the 2nd hit is not an overhead.
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)
You can only Technical Brake the air version.

236B/C
Oni Kenbai
236B/C (Hold OK)
Hikake Kakeru 236B.png
B
B
Hikake Kakeru 236C.png
C
C
Version Damage Guard Startup Adv Hit Adv Block
236B 580 All - - -
236C 630 Low - - -

MISTO FIYNAH! Slashes the sword to do either a mid or low swipe. Typically used in combos by doing either version of Saya Oi, or in a blockstring to either high/low mix or transition into stance. C version startup is a little slower than B version

236[B] transitions to K stance, 236[C] transitions to H stance

236B/C > 6B/C
Saya Oi
Oni Kenbai > 6B/C
Hikake Kakeru 236B6B.png
6B
6B
Hikake Kakeru 236B6C.png
6C
6C
Version Damage Guard Startup Adv Hit Adv Block
6B 580 High - - -
6C 580 Low - - -

An optional follow-up for either 236B or 236C, doing so will not allow you to transition into stance and instead will follow-up with an overhead or low if the 6B or 6C is done respectively. C version startup is a little slower than B version
6B will naturally combo always, but 6C only combos on crouching characters. Both knock down and away, but 6B can be teched.

623X
Magatsusa Niwa
623X (EX OK)
Hikake Kakeru 623X 1.png
Hikake Kakeru 623X 2.png
Version Damage Guard Startup Adv Hit Adv Block
A/B/C 1300/1400/1700 N/A - - -

Kakeru's command grab.

A version is fastest and can be combo'd into if the opponent is standing or crouching, but it ends your combo right away without the use of Brake gauge (Offense Break).
B version takes longer but can be used for tick throw setups on block or to get a quick reset into unscaled damage on hit if the opponent expects a different combo route. Also has Autoguard frames during startup.
C/EX version serves the same purpose as the B version but with more damage, Offense Break this move if you have Power resources you need to dump for damage output.

214B/C
Katsugu/Hiku
-you ni Kamaeru

214B/C
Hikake Kakeru 214B.png
214B — Katsugu
214B — Katsugu
Hikake Kakeru 214C.png
214C — Hiku
214C — Hiku
Version Damage Guard Startup Adv Hit Adv Block
B/C N/A N/A - - -

Kakeru unsheathes his sword into two different stances of your choice.

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 dash (instead or running), backdashing and sidestepping. The Katsugu dash is longer than his default dash, 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 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.

Katsugu Moves

k.5A
Magatamawari
k.A (Hold OK)
Hikake Kakeru kA 1.png
Hikake Kakeru kA 2.png
Damage Guard Startup Adv Hit Adv Block
520, 690 All, Mid - - -

Kakeru does a downward then upward slash.
Can hold [A] to remain in K stance, otherwise returns to default stance. The 2nd hit has to be Mighty Guarded or Just Guarded in order to be avoided in the air.
Has a Just Frame jump Cancel after the 2nd hit connects, likely leads to some kind of combo if the second hit critical-hits or counter-hits. Can only JFC on hit.

k.5A > B
Magatamabarai
k.A(1) > B (Hold OK)
Hikake Kakeru kAB.png
Damage Guard Startup Adv Hit Adv Block
500 Low - - -

First hit of Magatamawari can be cancelled into a low slash instead.
Can hold [B] to switch to H stance, otherwise returns to default stance. The 2nd hit has to be Mighty Guarded or Just Guarded in order to be avoided in the air.
Only combos on crouch.

K.5B
Iwato Kudaki
k.B
Hikake Kakeru kB.png
Damage Guard Startup Adv Hit Adv Block
1500 High - - -

Big lengthy overhead. Useful with dash momentum. Always returns to default stance afterward.

K.5C
Kamuro Otoshi
k.5C (EX)
Hikake Kakeru k5C.png
Damage Guard Startup Adv Hit Adv Block
2100 High - - -

Big lengthy overhead. Decent move to cancel into after another stance move for a quick chunk of damage if you're within reach. Always returns to default stance afterward. Has Armor during the move.

K.2C
Kamuro Hajiki
k.2C (EX)
Hikake Kakeru k2C.png
Damage Guard Startup Adv Hit Adv Block
2100 Low - - -

Big lengthy Low. Good to enforce the high/low mixup with k.5C. Has to be Mighty/Just guarded in the air. Has Armor during the move

Hiku Moves

H.5A
Sakakidachi
h.A (Hold OK)
Hikake Kakeru hA.png
Damage Guard Startup Adv Hit Adv Block
1200 Low - - -

Behaves the exact same as the 2nd hit of K.5A > B (Magatamabarai).
Can hold [A] to remain in H stance, otherwise returns to default stance. Knocks down on hit.

H.5B
Hirasaka
h.B (Hold OK)
Hikake Kakeru hB.png
Damage Guard Startup Adv Hit Adv Block
1100 All - - -

Main launcher for the big stance combo. Hold [B] to switch to K stance, otherwise returns to default stance.

H.6C
Ikinari Sasu
h.6C
Hikake Kakeru h6C.png
Damage Guard Startup Adv Hit Adv Block
1446 Just - - -

Stab attack that can ONLY be defended against with Just Guard. Can be EX/OB cancelled to maximize damage and resource use, otherwise returns to default stance.

H.5C
Hoshi Yadoshi
h.5C (EX)
Hikake Kakeru h5C.png
Damage Guard Startup Adv Hit Adv Block
1843 All - - -

H stance's only EX move. Sets up a 5C when OB cancelled if you don't want to do the follow-up or don't have enough Power meter but still want a bit more damage.

H.5C > 41236C
Oni Hime Misogi
h.5C > 41236C (EX)
Hikake Kakeru h5C41236C.png
Damage Guard Startup Adv Hit Adv Block
2676 total N/A - - -

Follow-up that costs another 25 Power Gauge. Good for a quick chunk of additional damage.

Universal Stance Moves

Stance 214A
Noutou
k/h.214A or k/h.4D
Hikake Kakeru kh214A.png
Damage Guard Startup Adv Hit Adv Block
N/A N/A - - -

Kakeru sheath's his sword and returns to default stance quickly, can be done from either K or H stance.
The difference between 214A and 4D is subjective and preferential, and also may depend whether you are using A-Groove or T-Groove (4D is the same input as Technical Brake in T-groove).

Stance 214B/C
Katsugu-you ni Kamaeru/
Hiku-you ni Kamaeru

k.214C or h.214B
Hikake Kakeru 214B.png
Hikake Kakeru 214C.png
Damage Guard Startup Adv Hit Adv Block
N/A N/A - - -

Kakeru can switch directly between stances quickly without having to return to default stance!
If Kakeru is in K stance, you can switch to H stance with 214C. Conversely, if Kakeru is in H stance, you can switch to K stance with 214B.
Useful if you want to keep your opponent guessing on oki.

NOTE: Kakeru takes a tiny step forward when switching from H to K stance and a tiny step back when switching from K to H stance.

Stance 236X
Fumikomi
k/h.236X
Hikake Kakeru kh236X.png
Damage Guard Startup Adv Hit Adv Block
N/A N/A - - -

Kakeru does a command dash when in K or H stance.

A version returns to default stance if no follow-up is executed.
B version either remains or switches to K stance depending on the previous stance.
C version either remains or switches to H stance depending on the previous stance.
B and C versions might have use on oki in order to advance and keep the stance ambiguous until the last moment.

Stance 236A > A
Idzuno Haburi
Fumikomi A > A (Hold OK)
Hikake Kakeru kh236AA.png
Damage Guard Startup Adv Hit Adv Block
800 Mid - - -

During the A version of Fumikomi, Kakeru does a stab that only hits standing/airborne opponents and knocks them back in an air-techable situation.
Holding [A] puts you in K stance, otherwise returns to default stance.

Stance 236A > B
Kegare Naobi
Fumikomi A > B (Hold OK)
Hikake Kakeru kh236AB 1.png
Hikake Kakeru kh236AB 2.png
Damage Guard Startup Adv Hit Adv Block
600, 800 High - - -

During the A version of Fumikomi, Kakeru does an upward slash followed by an upward sheath slap that launches. BOTH hits are overheads.
Holding [B] puts you in H stance, otherwise returns to default.

Stance 236A > C
Magatsuhi
Fumikomi A > C
Hikake Kakeru kh236AC 1.png
Hikake Kakeru kh236AC 2.png
Hikake Kakeru kh236ACC.png
Secret C followup
Secret C followup
Version Damage Guard Startup Adv Hit Adv Block
k/h.236A > C 500, 700 Low, High - - -
k/h.236A > C > C 400 All - - -

During the A version of Fumikomi, Kakeru does a low kick into an overhead slash.
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.
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.

Assault/Technical Skill

Assault 3D
Hi no Kakera
Assault 3D (Hold OK)
Hikake Kakeru Assault 3D.png
Don't blink
Don't blink
Damage Guard Startup Adv Hit Adv Block
500 [1300] All - - -

Super cool-looking move.
Uncharged version can be combo'd with a tight link to 5B/C at varying distances (not too far).
Charged version hits full screen.
Can only cancel from normals, and can combo from B and C buttons.
note: the name of the move is phonetically the name of the game......

Technical 3D
Yomotsu Hegui
Technical 3D
Hikake Kakeru Technical 3D 1.png
Counter stance
Counter stance
Hikake Kakeru Technical 3D 2.png
Damage Guard Startup Adv Hit Adv Block
1000 Unblockable - - -

Kakeru has an unblockable counter-stance. Can catch and counter both mid, low and overhead attacks as long as it hits the TF spark. Opponent cannot Interruptive Brake this counter. Projectiles will clash with the TF spark without Kakeru attempting to counter them.

Super Moves

2141236C
Oni Kagura
2141236C
Hikake Kakeru 236B.png
Hikake Kakeru h5C41236C.png
Version Damage Guard Startup Adv Hit Adv Block
2141236C 2597 All - - -

Rapid slash super, typically used as a combo ender. Follow-up is the same as the follow-up for h.5C.

2141236C > 41236C 3586 total All - - -

When executed right as Kakeru sheaths the blade during Oni Kagura, does the exact same follow-up that Hoshi Yadoshi (h.5C) has.
The best bang for your buck when you have resources to dump on a confirm to maximize damage.

2363214C
Oni Yatsuka
2363214C
Hikake Kakeru 2363214C 1.png
Hikake Kakeru 2363214C 2.png
Damage Guard Startup Adv Hit Adv Block
4042 All - - -

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.

OverDrive Force

Kamukura Hofuri
236236C in OD
Hikake Kakeru 236236C.png
Damage Guard Startup Adv Hit Adv Block
6000 (remaining Power Gauge affects scaling) All - - -

Kakeru combos you into summoning a giant beam from a pentagram (his hand looks kinda funny when he does it).
Requires 5 bars (100%) of Brake Gauge to use.
The damage from the ODF scales at the start depending how much Power Gauge you have, e.g. if you have 100 Power then the damage starts at 100% scaling (6000 damage), if you have 50 power then the damage starts at 87.5% scaling (5243 damage).
Can be canceled into during a combo, but it tends to scale like crazy so if you do it to try and flex on em, it better kill.

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:

  1. Use different buttons;
  2. Use different stance;
  3. 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.


General
Controls
FAQ
Netplay
System
HUD
Characters
Raven
Silvis Laws
Aya
Camille Enfield
Kasumi Seiga Freslight
Celes Alfort
Hardy Alfort
Clestis Farrell
Aronia Excel
Kakeru
Malakh
Ashley
Aya Immortal