I don't want to play as a child- same reasoning kills Rachel for me, even though her playstyle is interesting.
I dig.
Karst pls.
Haku's fine for anti-airs. 6A for a reactive one with actual head attribute invul, 5A for a fast one, 2C for a big hitbox, 5D and Yukikaze for catch counters, TK Hotaru (j.214B), 5C on occasion. Can even jump back j.C.
6B's pretty solid. Among the quicker grounded overheads in the game, beats low mashing with its foot attribute invul, not unsafe on regular block but is disadvantageous (-4), can cancel into his parries on block. Can get big damage off counterhit, linking into 2C > Aerial meterless or 5C > Zantetsu > stuff.
Nah, these are all mediocre. Adding them all up doesn't give him good AA. Other characters have these massive AA hitboxes with big invulnerability that lets you beat stuff like Hakumen's 2C even when it's properly spaced. Hakumen has NOTHING that good.
6A is wonky in its hitbox, hits a small area, and can't even combo unless you counterhit and want to spend MT.
5A isn't even an anti-air. It hits in the air, but "anti-air" is a huge stretch.
5D has 6 frames of startup. Add that to necessary reaction time, and it's really hard to make use of. In CF, I agree, 5D is a good anti-air tool since it's back to a 1F startup.
Yukikaze is good, but you're also talking about burning 4 MT for a "maybe" counter that leaves you wide open. It's not something you use just because a person is air dashing toward you. It isn't consistent and reliable.
2C and 5C are extremely slow - they are only good for hard reads, you can't use them on reaction since they have no head invulnerability. In CF, 2C is way better, but in CCPEX they're both extremely situational and very punishable on whiff.
Hotaru is burning 2MT on something that your opponent can just block.
I agree j.C is good, but that's not an anti-air, it's an air-to-air.
Considering most overheads are not hitting people by the nature of just being overheads, 6B is pretty good lol
Hum?