SBX/Takenaka Hambe

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Overview

Overview
PS2 exclusive character. Calling Takenaka Hambe a glass cannon is an understatement, he's more of a glass nuclear bomb. Because he can go into an infinite off of almost any hit without reinforcements or meter against all the cast making getting hit by him potentially round ending. He also has good pokes like 5B, 6B, and 236A meaning he can play patiently until the opponent makes a mistake which he can greatly capitalize on. But he has one fatal flaw, that being that he has the lowest health in the game making him die from one or two combos. Also his infinites, while not the hardest, are tricky. He also has to make a lot of character specific adjustments meaning that if he messes up it will hurt.
SBX Takenaka Hambe Nameplate.png
SBX Takenaka Hambe Portrait.png
Damage Taken
%
Prejump
F
Backdash
F

 Takenaka Hambe hits you once and you die unless you hit him first then he dies.

Pros
Cons
  • Resourcesless Infinites: Hambe has the best infinites in the game with him being able to go into an infinite off of most things without meter or reinforcements.
  • Great Pokes: Hambe has an variety of fast and long pokes with 236A being a standout being fast, long and making him go backwards.
  • Small Hurtboxes: Hambe has a small hurtbox making some combos either harder or impossible.
  • Tuberculosis: Due to Hambe's Tuberculosis, he has the lowest health in the game. Combined with his somewhat tricky execution and lacking defensive options means that he can't make that many mistakes.


Emblem
When Hambe does 22A he gains an emblem. He can stock up to two emblems. If Hambe is counter hit during certain specials, he can spend an emblem to use Nageki which will knock back the opponent. Emblems carry over between rounds.


Enhanced Specials
When Hambe blocks normals with 214X then hits the opponent with the 214X follow up the next time he uses certain specials they will be enhanced with more damage and better properties on hit. Hambe can have up to two of these enhanced specials stocked.

Normal Moves

5A

Guard Startup Active Recovery On-Block Damage Level
Mid 7 2 3 +4 28 1
Due to this move being +4 on block this makes it good for pressure.

5B

Guard Startup Active Recovery On-Block Damage Level
Mid 8 2 14 -3 48 4
Fast and long poke. Used in some reinforcement combos.

5C

Guard Startup Active Recovery On-Block Damage Level
Mid 17 2 21 -7 68 4
A slow normal that won't see much use.

2A

Guard Startup Active Recovery On-Block Damage Level
Low 5 1 6 +2 20 1
Your fastest move to mash out of pressure with.

2B

Guard Startup Active Recovery On-Block Damage Level
Low 10 3 21 -8 60 4
Combo fodder.

2C

Guard Startup Active Recovery On-Block Damage Level
Low 11 3 17 -4 60 4
Combo fodder.

6B

Guard Startup Active Recovery On-Block Damage Level
High 25 2 7 +7 60 4
The best 6B overhead in the game. Hambe is airborne when he does this move, making him jump over lows. He can also link into 5B after to go into an infinite.

j.A

Guard Startup Active Recovery On-Block Damage Level
High 6 2 5 24 2
Used heavily in infinites.

j.B

Guard Startup Active Recovery On-Block Damage Level
High 7 2 18 44 3
Good crossup button and used in infinites.

j.C

Guard Startup Active Recovery On-Block Damage Level
High 8 2(7)2 12 44×2 3,5
Fast and big button that's used for jump-ins and infinites.

Universal Mechanics

Ground Throw

6C or 4C

Guard Startup Active Recovery On-Block Damage Level
Throw 5 1 8 8×10
Can go into infinites with reinforcements.
Takenaka Hambe does not have an air throw.

Blowback Attack

5B+C (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 17~ 3 16 -3 60
Not used.

Aerial Attack

2B+C

Guard Startup Active Recovery On-Block Damage Level
Mid 17 2 35 -28 60
This is what you combo into for your space vacation infinites.

Aerial Spike

j.2C after Aerial Attack

Guard Startup Active Recovery On-Block Damage Level
4 1 11 30
Useless because if you land 2B+C you are going to do an infinite.

Guard Cancel

6B+C while blocking

Guard Startup Active Recovery On-Block Damage Level
Mid 20 4 23 -8
The slowest metered guard cancel in the game by a large margin making it the worst in the game.

Reinforcements

5E

Version Guard Startup Active Recovery On-Block Damage Level
5E Lv1 Mid 22 9 84 28 3
5E Lv2 Mid 23~ 9 85 28
5[E] Lv2 Mid 61~ 9 85 33
5E Lv3 Mid 65~ 8 81 28 3
5[E] Lv3 Mid 76~ 8 81 40 3
Hambe has the slowest reinforcement level rate in the game but it doesn't affect him much on account of his infinites not needing reinforcements. Can reflect projectiles and if fully charged it will cause a guard break effect on hit or block. On hit sends the opponent fullscreen, meaning that Hambe can safely do 22A. Also used in some infinites.

2E

Version Guard Startup Active Recovery On-Block Damage Level
2E Lv1 Mid 17 6(3,3) 106 40x2 3
2E Lv2 Mid 17 6(3,3) 106 42×2 4
2E Lv3 Mid 17 6(3,3) 106 47×2 5
Used in some infinites against  Maeda.

Special Moves

Kimagure Ni

236A

Version Guard Startup Active Recovery On-Block Damage Level
236A Mid 13 2,2,2 17 -10 30×3 1
236A enhanced Mid 13 2/2/1/1 17 +1 35×4 5
Hambe's best move and one you will be using a lot. It's fast and covers a good amount of space along with it moving Hambe backwards, making it almost impossible to punish. And you can cancel it on whiff or hit with 236C to make it even more hard to punish and also sees use in pressure and combos. The enhanced version does more damage and more importantly more hitstun making your combos more stable.


Hazumu Yo Ni

236B

Version Guard Startup Active Recovery On-Block Damage Level
236B Low 15 1/1/1 26 -18 30×3 4
236B enhanced Low 15 1/1/2/2 24 -7 35×4 5
Can be canceled into 236C on whiff or hit. Not very useful same goes for the enhanced version. The enhanced version does more damage and hitstun.


Sekitateru You Ni

236C

Version Guard Startup Active Recovery On-Block Damage Level
236C Mid 18 1/1/1 21 -13 30×3 4
236C enhanced Mid 18 1/1/1/2 17 ±0 35×4 5
Moves Hambe forward and can be jump canceled. A very important move in your combos, neutral, and pressure. Also servers as a good anti-air as while you may not hit the opponent, due to Hambe's lower hurtbox during this move you'll slide under the opponent. The enhanced version does more damage and more importantly more hitstun making your combos more stable.

Sasayaku You Ni

214C

Guard Startup Active Recovery On-Block Damage Level
Mid 23 5(1)4 19 -4 61×2 4/5
Hambe hits the opponent, then drags them to him with the second hit. While it is plus on block, this move won't see much use due to the startup.

Ikiri Wo Komete

214A/B (Hold OK)

Version Guard Startup Active Recovery On-Block Damage Level
214A Mid 6~,9 2/1/1 23 -8 36×3 4
214B Mid 9 1/1/1 19 -4 36×3 4
214A has guard point against highs and mids and 214B has guard point against lows. You can hold the button to extend the guard point indefinitely and letting go of the button does an attack with his sword. Hambe can block up to 3 hits before he gets hit. This is your best defensive option. Because it's the only one you have.

Suyo Kaze No You Ni Karuku

j.623B

Guard Startup Active Recovery On-Block Damage Level
Mid 10 2/2/2/2/2 Until landing 0 35×5 1
An interesting move because it has almost no recovery. Mostly used in combos and for pressure because it can be plus on block if tiger kneed. Can't get anything on hit.

Nageki Kanashinde

22A

Guard Startup Active Recovery On-Block Damage Level
Total 93
After a coughing fit he gets one emblem. This move does self damage and the self damage can kill you. This move has very long duration, meaning that he has very little opportunities to get this off safely.

Nageki

A or B or C after being counterhit out of 236A or 236B or 236C or 214X with emblem

Guard Startup Active Recovery On-Block Damage Level
Mid 1 2 27 -13 36 4
Costs one emblem. For the sake of clarification Hambe can only do Nageki from 214X if he is counter hit from the follow-up, not the guard point portion of the move. This move does self damage which can kill you. Could have been useful but because of the lethal self damage on top of being counter hit and how long 22A takes to finish (which also does self damage) this move is rarely seen.

Basara Attacks

Shouduou Teki Ni

214214C (Air OK)

Version Guard Startup Active Recovery On-Block Damage Level
214214C Mid 6+0 4 22 ±0 72 5
j.214214C Mid 5+0 4 Total 18 72
Not as big as it looks.

Soshite Reitan Ni

214214C-A (Air OK)

Version Guard Startup Active Recovery On-Block Damage Level
214214C-A 13 1 2 120 5
j.214214C-A 12 2 Until landing 0 120
Used in some infinites against  Maeda


Toki No Jounetsu Wo Komete

214214C-B (Air OK)

Version Guard Startup Active Recovery On-Block Damage Level
214214C-B 1 Total 32 72
j.214214C-B 1 Total 26 72
Throws the opponent behind you with a wallbounce. Used in infinites if you are cornered.

Yumiri Tsutumarete

236236C (~E)

Version Guard Startup Active Recovery On-Block Damage Level
236236C Mid 12+0 2(16)2(35~83)2(13) 87 36×3+9×42~66 4/4/4/4
236236C+E Lv1 0+0 10+0 4 0+25
236236C+E Lv2 0+0 10+0 4 0+25
236236C+E Lv3 0+0 10+0 4 0+25
The way the falling projectiles fall is random meaning that this super's damage is random. Never used.

Basara K.O

Arashi No You

2141236C (Air OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 20+0 19 1 +7 Fatal
Notable for being the only Basara K.O that can be done in the air. Can be easily comboed into from an air combo.


Colors

  • This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.


Navigation

 Takenaka Hambe
To edit frame data, edit values in SBX/Takenaka Hambe/Data.
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
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Yukimura
PS2 Exclusive Characters
System Links