< SBX
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.
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
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
2C
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
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
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)
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
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 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 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.
To edit frame data, edit values in SBX/Takenaka Hambe/Data.