I’m going to be attending a summer camp for about a week, and I return on Friday. I already mentioned it in a community post, but I’m putting it here for those not yet aware. During that period I’ll be uploading videos reviewing suggestions like I did last time to fill in the gap, but if Tze decides to update or something, I won’t be there to cover it. That’s all, and have a good day.
Here's a couple of my ideas for Hakari 1- Reserve Balls Rework This could be an RNG move based on what situation you're in, Hakari would shoot one of 3 balls, blue, red, or green You cannot get one type of ball twice in a row Blue- This ball essentially freezes a random move if the opponent is hit with it, locking it away from the opponent for a short while, the effect is ignored if blocked Red- This ball explodes when an opponent is hit with it, ragdolling them unlike blue and green, this block breaks but stll Green- This ball acts like a normal one with no special effects this might be broken, but its still RNG + the same old startup and range of the old one 2- Reserve Balls + R This has the same RNG element and balls, but it instead puts the balls on the floor as a trap, these don't stay for too long, though 3- Rough Energy Air Variant Hakari dives onto the ground like Yuji's kick, but instead it combo extends, looks like Hakari's entrance in the Panda vs Kashimo fight, and is blockable also the third scenario that i am not adding in i hope you have fun on your trip, Eternally!
i really like the rng balls and the rough energy air variant but im not a big fan of the reverse balls + r, since a lot of the moves in the game push both of the people away
3 new moves for hakari could be combining his 2, 3, and 4 moves with his first move to apply them when the ball hits, like how megumi combines nue and the frogs for an attack. 1. Combining moves 1 and 2 would shoot a ball that locks the enemy in doors if it hits 2. Combining moves 1 and 3 would make the ball launch enemies back more and deal more damage like rough energy would. 3. Combining moves 1 and 4 would make the ball act like the initial kick in his fourth move leading into the kick afterwards. I think these moves would spice up Hakari’s play style
@@mariowithagun1941 he definitely isnt hes really wonky and two of his moves r some of the worst in the entire game his ult sucks ass its hard to get and it ends quickly and isnt good he also has like no varients of moves ever which basically just means he has 2 normal moves+passive and 2 ult moves the rest r irrelevant and trash
@@DaveTheDummy120 He has 2 finishers and that's it. Shutter doors and the awakening 2. it would honestly be nice if maybe for the base 4 instead of kicking them through the doors. He instead just barrages them with kicks before finally breaking the doors with a last kick or something. As for awakening. I don't have any ideas
Thb Noob Eternally is my favorite JJS youtuber, he's a very down to earth individual, you can see that when he's explaining... He always considers different possibilities for theories and stuff, reads the update log when the game updates, something i've seen other youtubers don't do, and a bunch of little things like that are the ones that make me enjoy his videos a lot. Ahh and his thumbnails... S tier for sure.
move idea for reserve balls: Pressing R before you flick the ball will have it do the same animation however after you hit the move, you run towards the hit person with rough energy doing the same damage as a black flash, this will however leave reserve ball on around 1.5x longer cd.
It's not a move, but I feel like cutscenes should be emotes, not actually damaging moves. For example, Hakari vs. Kashimo. A waste of time and effort, yes, but hella cool.
I had a cool idea in my mind, which idk if cool or not. Basically, a R variant of Rough Energy, you smack your opponent up, into the doors, which will fall down onto hakari user and allow for hakari to kick/punch them, sending away (kinda just a flash thing idk, I didn't think too much about it)
@@Ed26724 In my head it sounded better. By kicking is like the scene where Todo kicked mahito from below into the ceiling, that's what I am low-key imagining with this concept
@@mercenary3047 it is a cool idea dont get me wrong but the way you explained it made it look like fever breaker but the doors bring the opponent to you instead of appearing in front of them
a fun idea that i also saw in the manga: Whenever hakari is about to die he resets the domain expansion putting the fourth roll to a zero but healing him as he was at the start of the domain
1. Fever Breaker + Rough Energy: After the initial kick, Pressing 3 will instead have You follow up with a Rough Energy enhanced Punch instead of the follow-up kick. Similar to Energy Surge's first hit. This has increased damage and knockback but puts both Fever Breaker and Rough Energy on cooldown. 2. Rough Energy Variant: By holding down 3, Your legs become coated in Rough Cursed Energy. This enhances your M1s by increasing it's damage and allowing it to break block BUT also applies some knockback on your M1s. Enough that after 2-3 M1s, Your opponent will be too far for your M1s to connect. This effect ends once you stop holding 3. The cooldown for this variant is increased by how long you've been holding down 3 (Meaning if it was held down for 3 seconds, That's 3 seconds + The Regular Cooldown time. Maximum Cooldown that can be reached from this would be somewhere in between 15 and 20s) 3. Reverse Ball Air Variant: I think another comment mentioned this but I'd like to add my own spin on it. Basically jump in the air, Shoot three balls in a shotgun spread (Like mentioned at 2:18). This obviously has increased AoE/Damage Potential (Dependent on how many targets there are and how many balls hit the opponent) and Increased Stun Time. Where this differs from the other comment is that start-up is long enough that the enemy can get out of the way (The dodge window is tight but it's definitely doable if you have good enough reflexes and or are prepared for it). It also has limited aiming capabilities via shift lock (You can change the direction but not the distance it travels). Idk if these ideas are good but if they are, That's nice. If they aren't then that's to be expected, This is my first time doing something like this after all.
Hakari Suggestions reserve ball: has an air variant which allows you to jump up and shoot 3 pellets to the ground, allowing more aoe, combo extending potential, it’s stun lasts longer but loses its range. reserve ball + special: pressing special after reserve ball hits teleports you to the opponent and smashes them into the ground, leaving them grounded. Rough energy: holding jump during the startup will send the opponent upwards, allowing the use of shutter door to catch them midair or just to send them closer to you for more combo extending Rough energy + special: the user does a gut-punch to the opponent, dealing more knockback in exchange for slightly less damage.
I do think that hakari is strong on close range and some people consider it stupidly over powdered, but I think that since Megumi and Mahito overshadowed him in some way, which I think it's why Tze wanted to add more stuff to him
giving him a mode moveset would be nice because his mode is really js fun and back man which isn’t bad but makes the unique stuff hakari does like throwing a whole crate at someone and dropping lottery machines from the sky options to add
Part 3 of posting my moveset until he reviews it Hey man I just started watching your vids and I love them, so if you can, pls review my jjk Hana Kurusu (Angel) moveset, Btw when equipping this moveset, your avatar will have a glowing yellow halo above your head and small angel wings Btw sorry if this underwhelming, cus we don't see much of angel's cursed technique in the manga, but I still hope that you enjoy reading this R move- you can fly for 3 seconds as fast as running normally and break through any building you fly into 1) Divine grab- This is a 'press twice move' where if you just press once, you will grab your opponent and slam them into the ground, if you press twice, you will grab your opponent and float a little bit into the air, and send your opponent flying into the ground with a glowing yellow aura released from your wings (kind of like tsb tatsumaki first move variant) 2) Blessed beam- this is a ranged attack where you clasp your hands together (like piercing blood) and shoot out a glowing yellow beam (a very mini Jacob's ladder) 3) Seraphic aura- Creates a small glowing yellow sphere around you (transparent) that lasts 2 seconds, this heals you and gives you a speed buff anyone that enters the area a speed debuff 4) Paradisical touch- this will make you fly for 1.5 seconds and whoever you fly into receives a reasonable amount of damage while getting knocked back Awakening- Celestial Evolution which makes you float into the air and makes you perform the t pose that Sukuna did while fighting jogo along with some manga panels with quotes from angel in the manga 1) Sacred Authority- lets out a glowing yellow aura that expands a like an explosion and whoever gets caught in that aura will stop what they are doing and bow to you on one leg while they take damage every second, this last for five seconds 2) Planetary plummel- You fly into the air and sends a giant glowing yellow fist that makes all buildings that came in contact with the fist crumble to the floor, and any person that came in contact with it will be sent flying into the nearest building 3) Jacob's Ladder (I'm sure you already know what this is)- Summons the infamous star symbol that we all know and love and sends a giant beam from that symbol, this does the most damage to curses which means if someone who has Sukuna or Mahito equipped gets hit by this it will take away half of their health, then it takes away a quarter of their health if they are a human like hakari gojo or megumi 4) (This isn't canon but I thought it would be cool if I made this up) Domain expansion, Empyreal Era- Inside of the domain is a floating cloud, there is a staircase that leads to a pair of pearly gates, who ever is in this domain has 20 seconds to make it to the gates, people may sabotage each other while trying to make it to the gates, you may sabotage others as well, if you manage to make it in time you will automatically exit the domain, and who ever doesn't make it to the gates in time, gets one shot by a guaranteed hit Jacob's Ladder Awakening passive- You get healed the same amount of damage that you deal, for example, if you deal half health to someone, you get healed half of your health, and if you deal a quarter of someone's health, you get healed a quarter of your health and so on And that's it for my Angel moveset, I did this because I thought that she was a really unique character in jjk Like this comment so that he can see this
I think replacing the reserve ball with a container throw would be nice. hits a wider area and does a little more damage while also having more range. i think the rest of his moves are fine though in terms of damage and combo extending.
Reverse balls + r move concept Up close Medium damage, good stun move When a character is near you, you can use R move into reverse ball to knock them through your doors and make them fall onto the ground Not very fun but good to add
I main hakari so there probably will be some bias, but he needs some new stuff, his base kit isnt bad, but its just boring, he has 0 variants. and also his awakening is probably the worst in the game, not cause jackpot is bad, its just cause his is sort of the only one not guaranteed (besides mahito, but his is unfinished) My new concepts How jackpot is gained is fine, while it may be pretty easy to counter, its not so hard its bad, its just not guaranteed which honestly fits hakari well and i dont mind it. But since all the other awakenings give new moves and a full heal instantly, I think hakari could get something when he pops domain, A full heal could be good, but i was thinking a cooldown reduction while domain is up, allowing him to just get jackpot faster. Give it more scenes, we only got 2 currently, and more scenes are just fun Variants to his R was something that my friends and i talked about and while noone else has a R variant, we thought allowing you to place a door under you for basically a double jump would be cool, cause then you can chain walljumps and get like 6 of them in a row? of course it would put R on cd but not as long as normal. Jackpot has 1 major counter which the other awakenings also have, they have counters to it while hakari doesnt. Known as those dam ladders I was thinking a overwhelming luck variant, which is basically just a super jump
Variant for shutter doors: Pressing fever breaker and shutter doors (like the toad nue) at the same time will cause shutter doors to summon one door to knock them to the side then hit them with the other door before ending with a punch Pros: higher damage and longer holding Cons: harder to combo off of due to the knock back and losing shutter doors and make fever breaker start at half the cooldown after the move
He's probably referring to the domain expansion noise (ryoiki tenkai) which is still using mahito's voice. *it's worse now since mahito is in the game and has a domain expansion himself)
Hakari main here (used to be a gojo main) Personally its very predictable to fight any hakari (theres only 1 single good combo for him) so more moves will genuanlly help him in the combo game and making him fun too play and not just spam 1 single combo Also i would really like to see the 1st and 3rd move be changed i think the 2nd and 4th are fine but the 1st and 3rd need to change 1st move idea: being able to change the type of bullet (Shotgun,sniper,regular, etc) 3rd move idea: an air varient like yujis would be cool
A cool idea in my opinion for Reserve Balls variant could be a coin flip (ball turns into a coin) and the direction of the move is upwards. If you 4th hit someone into the air with your basic attacks and use the variant it hits them twice (one time when the coin goes up and one time when the coin goes down, the hits also do damage) and then your character extents their hand and the coin is either Head or Tails (Or something cooler, like icons related to the game or the anime) and you get one new ability for Heads or Tails respectively. That ability could replace Reserve Balls until it is used and the 1st slot goes on cooldown (So you can't immediatelly use Reserve Balls again). It will fit Hakari's theme of luck aswell. Tze could either make the coin flip a buff-debuff or a buff-buff. Buff-Debuff would require that the Buff is a pretty good one. And if its a buff-buff then they would need to be weaker.
Idea The ult instead of instantly activating the domain is like the others ult, so you get 3 new moves and the fourht one is the domain expansion, the R special could change to a mini jackpot so you would get a random effect like X2 dammage for the next ability or give a little health bost
Can’t wait for the new moves that Hakari will get. This rework might make me a gambling addiction again for my ultimate (Not actual gambling. I repeat, not actual gambling).
Give reserve balls a air veriant that tosses like 3 to 5 balls down in an arc in domain, they all count as a hit so if only two of the 3 to 5 balls hit, you get a event. For rugh energy, let it use the envienment as a wepon in the snes of the ruble made from the move deals dmg, if you use rught energy on a trashcan, it is like throwing it but faster, and ruble form like a building shoot out and deals dmg.
My take on Hakari reworked Base R special: Won't change cuz the counter is very nice as it is Move1: Spike Punch -User does the move Hakari does against Yuji's face where he just spikes his face like a volleyball. Unblockable, but has a little bit of a short range so players aren't able to just side-dash at an opponent and hit them with the move. The enemy would most likely be moving a bunch anyway. Can hit airborn ragdolls, but not ragdolls on the ground -Air variant makes the move become a smash move where the user slams their fists on the ground, causing an AOE effect that flings people away slightly while ragdolling them -Special R: Using R (or holding R) while doing the normal variant summons train doors to trap the opponent midair like current Hakari's second move, but only for like a second or two. If m1'ed during this, it will immediately free the opponent into a ragdoll with the train doors breaking apart. Can be used as a combo extender for the other moves, but your normal R is on cooldown -Finisher: Instead of the enemy just being ragdolled, their stopped by train doors like current Hakari's fourth move. The Hakari then dashes at them, doing a dropkick and flinging the enemy's ragdoll far -Air Finisher: none, it just flings the ragdoll away normally Move2: Pure Love Uppercut -User uppercuts the enemy into the air then summons the train doors to trap them midair before grabbing their ankle and slamming them onto the ground. This'll knock the ragdolled enemy upwards like when you do an m1 uppercut which will allow them to be hit by the other moves as they come down. Blockable and is able to hit ragdolls -No air variant -Finisher: When the opponent is slammed back to the ground, instead of just once, their slammed two times after the first one, being slammed back and forth Move3: Rough Barrage -Like Yuji's Cursed Strikes, the Hakari dashes forward and locks the opponent in a combo if hit. A three punch combo into a heavy punch that ragdolls and flings the opponent a short distance away, like they'll be in dash distance range. Blockable of course, but can hit airborn ragdolls -Air variant: Sends the Hakari hurling forward in the air, delivering a dropkick to whoever is hit. Unblockable, but a little slow windup. Just enough for the opponent to be able to react. hits ragdoll -R special variant: Pressing R on both normal or air variant will result in the Hakari once again trapping the opponent between train doors. This time, it's a direct combo extender which you can use M1's. Makes the R move go on cooldown -Finisher: During the final hit of the move, where it would normally fling them away, it instead changes to the Hakari uppercutting the opponent far away -Air finisher: Flings them normally, but the enemy is pinned by train doors and sliced in half Move 4: Lucky Ball -Like TSB Genos' blitz shot. Using the move throws a huge ball at the opponent. Holding it down "charges the move up". There are three stages of the charge. The first makes the ball emit low amounts of energy and has a slightly higher hitbox and damage than normal. The second makes the ball emit more amounts of energy and has an increased hitbox and damage. The third makes the ball leak absurd amounts of energy and has a massive hitbox and high damage. Non-charged ball does not ragdoll (except for when the opponent is hit during a front dash or using a move). All thrown charged balls will ragdoll, but the distance the ragdoll would be flung to depends on the charge stage -Air variant: Hakari flips into the air and sends a ball hurling downwards. It is an AOE that ragdolls opponents Combo I imagine it to have: Combo A: 3m1 - 2 - 1 then R - 3 - 4 Air variant Combo B: 3m1 - 2 - 3 then R - 3m1 into Uppercut - 1 - 4 Air variant Combo C: 3m1 then uppercut - 3 then R - 3m1 - 2 - 1 - 4 air variant
Cool idea, but i think a total rework is too much for a character has decent moves. Maybe a rework for the 1 and 3, but i think 2 and 4 are alright as is.
besides his 3 star scenario for domain i can only think of 2 special variant moves that feel like variants and not new moves altogether 3 Star scenario 'Friday Night Final Train Riichi' would be the same as the manga, except that if you get it you almost instantly get the jackpot, this could save you from instant death similar to the moment he had against kashimo 2 + R: would either slam the doors downwards dealing more dmg than the normal variant and ragdolling but not being a true combo extender or would slam the doors fowards like the 4th move second hit, sending the opponent flying back dealing more dmg than the normal version but not being a able to combo extend 4 + R: a simple faint, where you only kick them back with the first hit similar to rough energy but dealing less dmg overall, trade back being that the cooldown for the move is reduced to half since you only did half the move
1+3 = rough energy jab. A quick punch that deals half damage of rough energy but hits MUCH faster, a bit faster than divergent fist. But can be blocked. 3+4 = Rough drop kick A dash like attack that covers a decent distance, dealing heavy damage, and being unlockable, but very easy to dodge. On a successful hit increases the cool down of rough energy by a few seconds. R+3 = Crushing door counter On successful parry slam the doors into the sides of the player before delivering a hard rought energy infused straight knocking the player further away but also dealing massive damage. If the special counter fails both R and 3 take significantly longer to recharge, where as if they succeed the cool down is. reduced by a small margin. An awakened move: A3+R = Heal while being broken Take whatever hit is in coming and counter with your broken limb, dealing major damage. Works just like Manji kick but if failed A3 is on a higher cool down.
for a reserve ball varient i like the tripple ball idea but how abt a shotgun type of it that goes down similar to yujis aerial cursed triples (sacrificing range for damage)
change hakaris moveset in his domain and add stuff like him throwing trains or a reserve ball machine gun or even something like throwing a big gambling machine, something like that, and thet make and aereal variant of overwhelming luck which would be the dropkick, and for the like overpowered awakening move they could like an r special for energy surge which would be an op counter, idk edit: make mahoraga able to pick up buildings
1- Reserve ball Upon hit, increase domain's luck by 20% and have 40% chance of shooting 2 balls 3- rough energy Normal variants now deals less damage but combo extends (with a skill only, i figured if you can combo through m1 would be too op) and a hypothetical black flash!! Wooo R- Counter normally but when used after 4 m1s near a wall, perform a wall combo 2 and 4 is the same Ultimate 1- Lucky volley Jump to the closest person on the last hit 3- Overwhelming luck Simply better hitbox R move -dance like normal, but when getting hit perform a counter attack (works like manji kick but more damage and huge knockback) 2 and 4 is the same Also 10% damage buff when fighting in the train station
I’m a lil late. Reserve balls variant: how to do it: reserve balls + fever breaker. All it dose is use reserve balls and send them back and a door appears behind them making them take more damage. Like Megumi it doesn’t put the extra move. On cooldown.
ive actually spent a bit of time thinking about what alts would be good for hakari to have and ive come up with 2 1. it would be great to have an airborne variant of fever breaker kinda like cursed strikes airborne variant and 2. it would be cool to have a dash version of rough energy if you press 3 and then dash right after to give him a bit of movement and combos
I think rough energy should be a variant move, ain e we dont have too much of those. normal m1s: hakari does the normal rough energy attack we have right now (shorter startup and slightly less damage) uppercut: hakari uppercuts, grabs his opponent by the ankle, throws them, and jumps to slam them down (hard to time but does around 1/6 of the standard 100 hp) downslam: hakari uses his rough cursed energy to force his opponent to bite the curb (after downslam, he does two stomps, jumps and throws reserve balls at his opponent in the air)
I have a few ideas 1.Reserve balls Tze could add some gamble to this move,like in cursed arena: Green ball heals 5-10% health(yeeee love gamble) Red ball does 5% bigger damage Yellow ball gets random move of cooldown Grey ball is common ball 2.Energy surge You can do variation of this move by pressing R when enemy is in air and with this special you will deal + 10 damage(similar to gojo's lapse blue + R) Idk about Rough energy,Tze should rework it
Rework 1: Reserve Ball has an R Variant. Time it when you are about to launch a projectile to break the ball into many small AOE shards, with high velocity. Rework 2: Rough Energy could have an aerial variant like Crushing Blow. If not, another balanced idea could probably be a special variant that does more damage at the cost of ult. Rework 3: Overwhelming Luck should be a use twice to punch people. Rework 4: Hakari's domain should have more move variants (SUCH AS GOLD RESERVE BALL) to make it more accurate. Each one would have special properties such as damage. Rework 5: Using him can be unlucky. When your domain is broken you should lose half of your ult, not all.
My idea for restless gambler: the closer you are with your reserve balls do you have a slight chance of being able to disable the last move your opponent used on you
@@MosesTempro everything Tze has added so far is *almost* always from the anime/manga Besides it's rng which Tze hates,maybe just make it so point blank it deals slightly more dmg knocks away more and longer getup I have no clue what you mean by disables last move,like forever or temporary? Forever wont work Temporary wont work beacuse last move is probably still on cd while the effect ends,a cool idea would be that 2 or 1 random move is randomly disabled,Tze wont add beacuse of rng however another idea would be when hakari does ball whoever it hits is marked,pressing r is doors still but if you hold it you disable the move you want ie:you are hakari and a gojo player has domain and you know you dont have evasive so if they are smart you are cooked,but using ball you hit him and while holding r press fever and it will disable domain (fever is fourth move so fourth move domain getw canceled)
I think reserve balls should work where you shoot the ball and if it hits the target you either -1. Do a flying kick to the targets face or -2. Have some kind of debuff to the target. -Rough energy should be a dash attack where you punch the target and they fall on your horizontal doors laying on top, then your character stomps them through it or drops a container on them
Reserve ball, should have a close range verson, where the user will try to grab the person in front of them once grab they will use the reserve ball as a hitting tool to damage and knock back the person he grab then knock them back and if they miss it will do the same reserve ball shot and for rough energy add a black flash to it like yuji and mahito I also have a special combo for door shutter, once the hakari user use door shutter then use the special the door will close on them and hakari user will do a upper cut to the person that got stuck in the special combo And for the reserve ball idea special combo, when the person that get grab by the hakari close range verson of reserve ball, use the special to summon a door behind the person so when they get knock back the person will get hit the door and hakari user will go for a kick and knock them back
all im going to say now. I like the kit as it is but I wont mind air variants on ALL of the moves. For example like Hakari tossing a fucking container at Kashimo. A huge ground pound or for the base you can make the ball an air variant to where he can create more of it the longer period he is in the air to make some sort of shotgun
alright so, here’s some moves I came up with. 1~ (replacement for reserve balls) Gamble Grasp: a basic grab move where the slot machine things from the domain appear and you grab someone, take one of the slot machine icons and whack them with it, dealing 15-20 damage cuz it’s a grab move, duh. then rough energy could get a ranged variant like hakaris fourth move, obv dealing less damage but having a shorter startup, then for ult moves, the fourth ult move could be him jumping up, and throwing a can like he did in the manga, or to make it like mahiraga, pick up a huge chuck of the map and do that, it also destroys everything destructible in its path and dealing 20 damage per hit
20 hp is ¼ of yujis hp,so no and grab moves arent hard to land + Tze said he wouldn't make hakari like every other game so no slot machines The jump move idea you copied from someone else or that someone else stole it from you,either way it's a pretty good idea
If rough energy could get different results/effects depending on if you M1,M2,etc and then use it , it would have more practicality rather than just hoping to land a shutter door or sum to land it
Change the ball so it make your opponent get a random one of their moves in 5 seconds cooldown if landed. Also when it's held increase it's startup and increase travel speed.
I think a R verdant for reserve balls is he instead throws shipping container making more damage and sacrifice the short time start for a long one can not be blocked
I think making reserve ball or doors have an r variant qhere he rides on the doors for movwment could be fun, like megumis bird but you give up the damage in exchange for chase or escape potential
I think he should add another move to his Ult, like another variant of R that could act as a combo starter because in my opinion the first Ult move is very hard to hit. I think he should also add another combo extender, which could be done with another variant of rough energy or reserve balls. Also buff his Ult by giving him higher speed during jackpot because it is just way to easy to run.
I think reserve ball should get an almost nonexistant startup but always ragdoll so it can be used as a punish for people who blatantly rush in but at the same time can't be used as a free combo starter. I personally "reserve" its use for fighting awakinings so I can cancel domains or any move I am expecting them to use.
Each reserve ball should have different effects like u can get fire effect, explode effect, electricity effect, etc. also hakaris rough energy should change to a move where u roll 3 cards at random to get a certain buff
Hakari Special Ideas: 1. Reserve Ball Juggle (press 1+R) Hakari Juggles 1-3 reserve balls, and throws them at the enemy. The more time you hold it, the more balls will appear, This takes some of your ult bar. 2. Smooth Energy Basically just Rough Energy with less startup time in trade for less damage, more knockback, and some of your Ult Bar. 3. Kick Surge Instead of kicking and following up with doors, you can have a barrage of kicks which have knockback at the end. This takes a lot of your ult bar and can be cancellable.
he doesn't need another combo extender, that would make him busted. 3 m1s into shutter into 3 m1s into fever breaker into 3 m1s into rough energy would be an inescapable combo that would do at LEAST 70%-80% damage.
Idea: Last Second Gamble When the user is on their death bed (let’s say under 15%) they can pull a last minute domain with G + R This opens their domain, but it only lasts for 1-2 seconds for visual affect (no moves are needed to activate jackpot here) This gives the user a 50/50 chance to achieve a last minute jackpot If the jackpot is a success, the player will pump their fist into the air The text around the player would say “[Player Name]… Truly has… Incredible Luck!” Adding to the animation, 3 matching numbers 1-7 would flash behind the player then disappear once the animation is done Moves remain the same as normal jackpot, but the aura is a bit larger. Possible Critiques: “Why is there a chance? That’s annoying.” That’s the point. It’s a gamble. “Why are there no new moves here?” Couldn’t think of any. Any questions can be asked in the reply section.
Hakari awakening should get a ranged move variant tbh like him throwing giant metal cargo boxes and lucky volley should just have destruction on all hits And maybe even a combination between the two moves like megumis air toad into nue Like giant box into lucky volley does extra free damage since even tho hakaris a tank he aint got that much opportunity to do moves like three times
Hakari is a rough, up close brawler...we see him do plenty of jumping haymaker punches, so why not make a variant for Rough Energy while in the air, or by pressing R. Basically, it'd have a hop forward, similar to Yuji's Aerial Crushing Blow. If R is pressed during the start up, instead of uppercutting, he'll use the gathered energy after the start up to do a short, lunging haymaker. This would still block break and ragdoll, but it wouldn't hit ragdolled opponents. Either, you could use this in neutral to punish hyperdefensive players for not making any attack moves, or you could use it as get-up pressure after your combo.
Base should get some R variants at least, as the R is some doors i can think about something like: Reserve balls could get 2 new things: an R variant to be like Pressicion Pellets from cursed arena, also a combination with closing doors to be like throwing a reserve ball and if it hits goes into closing doors closing doors is pretty fine, not much to change Rough energy should get a rework OR an R variant to be like the start of energy surge, to be quick and make pretty much damage Fever Breaker, not much to change, just pretty much some more damage and that´s all Ultimate´s activation is cool and unique, not much to change about it Lucky volley is cool, nothing to change Lucky rushdown is very good, but an R variant could be very cool, which go like throwing a container. And could be changed name to "Cargo Rush" Overwhelming luck is interesting but i feel it could be good to have a different ending, like a barrage of punches and then an uppercut, to make it a combo extender so the other moves could be used Energy surge is good, but i feel it should be three blows instead of two, like, the first one, the second one and then grabbing the opponent and crashing onto the floor R on ult should be changed, instead of it, could be a re-domain expansion to make the ult bar go a little up just what i think tho
Hakari complete revamp base & awakening: first move: shutter door slam, hakari grabs a train door and pins it against the opponent, VARIANT: hakari slams 2 shutter doors together to create a combo. Second move: lucky barrage, hakari slams the opponent onto the ground creating force and then followed by a barrage slamming them onto the air, third move: air slam, hakari jumps up and slams to the opponent on the ground, fourth move: forceful kick, hakari slams onto the opponent using a kick launching the opponent into a building/area, AWAKENING, death jackpot, his aura activates and he becomes fully jackpot. First ultimate move: cargo throw, hakari throws a massive cargo container onto a group of people or 1 opponent, great for teamers, second ultimate move: idle death gamble, hakari activates his domain and is normal but he gets a buff and no scenarios. Third ultimate move: crush, hakari slams a gambling machine onto multiple opponents or only 1, fourth ultimate move: lucky showdown, hakari gets increased speed and rushes towards a opponent, followed by punch then a air kick and a bodyslam on the end. Other features: hakari‘s base speical ability is the same. Hakari’s ultimate speical ability is increased damage and a half- regeneration.
Putting in suggestions Dagon/Octopus Man R: Summon a eel like Shikigami to stun your enemy for 3 or 6 seconds. First Move: Corpse Spit Spit out a wave of corpses to block the opponent’s view. Blockable but not counterable. Second Move: Piranha Fist Punch your opponent with Piranha’s attached to your hand. Stunning the enemy. Third Move: Piranha Blitz Fire a barrage of Piranha’s to stun your opponent. Blockable and counterable. Fourth Move: Unbreakable Shield Summon a water shield to parry an opponent’s attack, then shoot out an eel to ragdoll them. ULTIMATE/G “Vengeful Spirit” Transform into true form Dagon. Passive: Allows to hover in air when jumping. First Move: Eel Typhoon Unleash a massive amount of invisible eels that will only appear when the Eel bites the enemy. Blockable but not counterable. Second Move: Water Tornado Unleash a strong tornado like water to swirl your enemy and ragdoll them. Third Move: Death Swarm Unleash every single ocean creatures at once with a long windup. Oneshotting an enemy if all lands. Fourth Move: Domain Expansion Cast a Domain Expansion, which you can use Death Swarm in maximum output and float around.
1st. Too many stuns and no abilities should block the enemies sight 2nd. 3 Seconds may not sound like a lot but you can be put down to yellow or red in 3 seconds 3rd. one shot abilities are crazy unless your talking 20 second long windup 4rd. WHEN DID DAGON DO ANY OF THIS 5th. Only move I can see being good and not op is water tornado which is a basic Ult move
are you here to talk shit or just recommending something cause I do not like your attitude. Plus, this is purely for fun and I simply do NOT care if you dont think this moveset is amazing or trash plus Death Swarm is NOT always gonna be a one shot move. You can miss the attacks. Also for 4th, there wasnt enough screen time for Dagon for more ideas. And for 1st one, look at Megumi's moveset. If you wanna be all flexy and bossy make one for yourself?
He should have a unique downslam. Maybe being a reference to him jumping down to face kashimo in the beginning of there fight. And a unique uperhit i think it would look like the uppercut kick he did on yuji in there fight. I feel like the little things like that would be able to help make him feel a lot more fun to play as he is kinda bland compared to gojo yuji megumi and mahito
@@gmattonline6068 true true but besides his domain there's literally nun else to add besides some finishers and buffs so we gotta pull some cool ass move from somewhere like hakari bs kashimo
First of all, make him get his ult faster. His neutral is bad so his ult can be crazy. Then, for his base moves, make an R varient for rough energy. It could be similar to shadow swarm, but faster and it ends with a single punch. This gives him something for his mobility. Finally, just buff his damage in his domain. “His neutral sucks” well he’s now trapped in a small space where he actively needs to succeed in neutral to get his ult.
add more finishers, add specila variants to more moves and make the 3 star scenario a 70% chance to hit jackpot unless its guaranteed so that = more gambling = more dopamine
Hakari is good but could use a rework. As a Hakari main he is very powerful against most players because of his high damage combo with low opportunity cost. I think Hakari is fine as is without needing more moves except maybe an ultimate buff since the walls restrict your own options with your limited approach options. I mean only the domain not the jackpot.
I’m going to be attending a summer camp for about a week, and I return on Friday. I already mentioned it in a community post, but I’m putting it here for those not yet aware. During that period I’ll be uploading videos reviewing suggestions like I did last time to fill in the gap, but if Tze decides to update or something, I won’t be there to cover it. That’s all, and have a good day.
Ok, hope you have fun 🙂
Your gonna miss domain clashes
Noooooooo but have fun
Its alright cuz tze said that the update is probably next week so at saturday or sunday. You’ll be here before the update!
NoobEternally: "a long long time ago"
one week ago:
Fr people r saying 1 week is very long but there's other games gets updates month and say its early 😭
people got too comfy with getting updates daily and look at what happens now
@@mridotprobablyname me one game that used/ is updating daily 😭
He doesn't want the community to go rabbid with suggestions.
Here's a couple of my ideas for Hakari
1- Reserve Balls Rework
This could be an RNG move based on what situation you're in, Hakari would shoot one of 3 balls, blue, red, or green
You cannot get one type of ball twice in a row
Blue- This ball essentially freezes a random move if the opponent is hit with it, locking it away from the opponent for a short while, the effect is ignored if blocked
Red- This ball explodes when an opponent is hit with it, ragdolling them unlike blue and green, this block breaks but stll
Green- This ball acts like a normal one with no special effects
this might be broken, but its still RNG + the same old startup and range of the old one
2- Reserve Balls + R
This has the same RNG element and balls, but it instead puts the balls on the floor as a trap, these don't stay for too long, though
3- Rough Energy Air Variant
Hakari dives onto the ground like Yuji's kick, but instead it combo extends, looks like Hakari's entrance in the Panda vs Kashimo fight, and is blockable
also the third scenario that i am not adding in
i hope you have fun on your trip, Eternally!
Rng moves are ass
i really like the rng balls and the rough energy air variant but im not a big fan of the reverse balls + r, since a lot of the moves in the game push both of the people away
Good idea,but Tze wont add it he said he hated rng and only makes exceptions to stuff that needs to have rng like hakaris domain
Cool idea, however. Hakari isn't the avatar💀
@@boi6515 youre playing as hakari.
3 new moves for hakari could be combining his 2, 3, and 4 moves with his first move to apply them when the ball hits, like how megumi combines nue and the frogs for an attack.
1. Combining moves 1 and 2 would shoot a ball that locks the enemy in doors if it hits
2. Combining moves 1 and 3 would make the ball launch enemies back more and deal more damage like rough energy would.
3. Combining moves 1 and 4 would make the ball act like the initial kick in his fourth move leading into the kick afterwards.
I think these moves would spice up Hakari’s play style
This is really creative I hope this could be added
1+4 sounds like the new Manji Kick lmao.
Add air variant of rough energy just like air crushing blow
you predicted the first one!!!
Bro had a vision
he REALLY needs a rework of a kind hes rlly weird to play with and against so i hope tze cooks
Or just more finishers as well
@@TheDivineOne14 he needs a LOT more variants and a slight ult gamble change and def finishers
I think he’s fine how he is but ok.
@@mariowithagun1941 he definitely isnt hes really wonky and two of his moves r some of the worst in the entire game
his ult sucks ass its hard to get and it ends quickly and isnt good
he also has like no varients of moves ever which basically just means he has 2 normal moves+passive and 2 ult moves
the rest r irrelevant and trash
@@mikachu_charmonydove his ult does not suck bro wtf are you on about. Although I do agree that the r move needs a change.
I know this isn’t really what the video is about but I think it would be cool if he got some finishers too
yeah, besides the shutter doors there is't that much finishers.
Fr
Same for megumi
@@DaveTheDummy120 He has 2 finishers and that's it. Shutter doors and the awakening 2. it would honestly be nice if maybe for the base 4 instead of kicking them through the doors. He instead just barrages them with kicks before finally breaking the doors with a last kick or something. As for awakening. I don't have any ideas
3:11 nah bro really said "stand proud you're strong"
Thb Noob Eternally is my favorite JJS youtuber, he's a very down to earth individual, you can see that when he's explaining... He always considers different possibilities for theories and stuff, reads the update log when the game updates, something i've seen other youtubers don't do, and a bunch of little things like that are the ones that make me enjoy his videos a lot. Ahh and his thumbnails... S tier for sure.
move idea for reserve balls: Pressing R before you flick the ball will have it do the same animation however after you hit the move, you run towards the hit person with rough energy doing the same damage as a black flash, this will however leave reserve ball on around 1.5x longer cd.
Maybe he just means finishers for hakari
I really hope not
@@slightlydapperdwarf49 he should get finishers along with some changes to his base moves
It's not a move, but I feel like cutscenes should be emotes, not actually damaging moves.
For example, Hakari vs. Kashimo. A waste of time and effort, yes, but hella cool.
Canonically, Hakari uses Doors and Balls to activate the cutscenes.
I had a cool idea in my mind, which idk if cool or not. Basically, a R variant of Rough Energy, you smack your opponent up, into the doors, which will fall down onto hakari user and allow for hakari to kick/punch them, sending away (kinda just a flash thing idk, I didn't think too much about it)
Sounds like fever breaker v2
@@Ed26724 In my head it sounded better. By kicking is like the scene where Todo kicked mahito from below into the ceiling, that's what I am low-key imagining with this concept
this works better with a fever breaker variant, still cool though!
@@mercenary3047 it is a cool idea dont get me wrong but the way you explained it made it look like fever breaker but the doors bring the opponent to you instead of appearing in front of them
a fun idea that i also saw in the manga: Whenever hakari is about to die he resets the domain expansion putting the fourth roll to a zero but healing him as he was at the start of the domain
1. Fever Breaker + Rough Energy: After the initial kick, Pressing 3 will instead have You follow up with a Rough Energy enhanced Punch instead of the follow-up kick. Similar to Energy Surge's first hit. This has increased damage and knockback but puts both Fever Breaker and Rough Energy on cooldown.
2. Rough Energy Variant: By holding down 3, Your legs become coated in Rough Cursed Energy. This enhances your M1s by increasing it's damage and allowing it to break block BUT also applies some knockback on your M1s. Enough that after 2-3 M1s, Your opponent will be too far for your M1s to connect. This effect ends once you stop holding 3. The cooldown for this variant is increased by how long you've been holding down 3 (Meaning if it was held down for 3 seconds, That's 3 seconds + The Regular Cooldown time. Maximum Cooldown that can be reached from this would be somewhere in between 15 and 20s)
3. Reverse Ball Air Variant: I think another comment mentioned this but I'd like to add my own spin on it. Basically jump in the air, Shoot three balls in a shotgun spread (Like mentioned at 2:18). This obviously has increased AoE/Damage Potential (Dependent on how many targets there are and how many balls hit the opponent) and Increased Stun Time. Where this differs from the other comment is that start-up is long enough that the enemy can get out of the way (The dodge window is tight but it's definitely doable if you have good enough reflexes and or are prepared for it). It also has limited aiming capabilities via shift lock (You can change the direction but not the distance it travels).
Idk if these ideas are good but if they are, That's nice. If they aren't then that's to be expected, This is my first time doing something like this after all.
Hakari Suggestions
reserve ball: has an air variant which allows you to jump up and shoot 3 pellets to the ground, allowing more aoe, combo extending potential, it’s stun lasts longer but loses its range.
reserve ball + special: pressing special after reserve ball hits teleports you to the opponent and smashes them into the ground, leaving them grounded.
Rough energy: holding jump during the startup will send the opponent upwards, allowing the use of shutter door to catch them midair or just to send them closer to you for more combo extending
Rough energy + special: the user does a gut-punch to the opponent, dealing more knockback in exchange for slightly less damage.
An Air variant for energy surge can have hakari knocking you into the air and while he's up there with you he sends a container towards
I do think that hakari is strong on close range and some people consider it stupidly over powdered, but I think that since Megumi and Mahito overshadowed him in some way, which I think it's why Tze wanted to add more stuff to him
giving him a mode moveset would be nice because his mode is really js fun and back man which isn’t bad but makes the unique stuff hakari does like throwing a whole crate at someone and dropping lottery machines from the sky options to add
Part 3 of posting my moveset until he reviews it
Hey man I just started watching your vids and I love them, so if you can, pls review my jjk Hana Kurusu (Angel) moveset,
Btw when equipping this moveset, your avatar will have a glowing yellow halo above your head and small angel wings
Btw sorry if this underwhelming, cus we don't see much of angel's cursed technique in the manga, but I still hope that you enjoy reading this
R move- you can fly for 3 seconds as fast as running normally and break through any building you fly into
1) Divine grab- This is a 'press twice move' where if you just press once, you will grab your opponent and slam them into the ground, if you press twice, you will grab your opponent and float a little bit into the air, and send your opponent flying into the ground with a glowing yellow aura released from your wings (kind of like tsb tatsumaki first move variant)
2) Blessed beam- this is a ranged attack where you clasp your hands together (like piercing blood) and shoot out a glowing yellow beam (a very mini Jacob's ladder)
3) Seraphic aura- Creates a small glowing yellow sphere around you (transparent) that lasts 2 seconds, this heals you and gives you a speed buff anyone that enters the area a speed debuff
4) Paradisical touch- this will make you fly for 1.5 seconds and whoever you fly into receives a reasonable amount of damage while getting knocked back
Awakening- Celestial Evolution which makes you float into the air and makes you perform the t pose that Sukuna did while fighting jogo along with some manga panels with quotes from angel in the manga
1) Sacred Authority- lets out a glowing yellow aura that expands a like an explosion and whoever gets caught in that aura will stop what they are doing and bow to you on one leg while they take damage every second, this last for five seconds
2) Planetary plummel- You fly into the air and sends a giant glowing yellow fist that makes all buildings that came in contact with the fist crumble to the floor, and any person that came in contact with it will be sent flying into the nearest building
3) Jacob's Ladder (I'm sure you already know what this is)- Summons the infamous star symbol that we all know and love and sends a giant beam from that symbol, this does the most damage to curses which means if someone who has Sukuna or Mahito equipped gets hit by this it will take away half of their health, then it takes away a quarter of their health if they are a human like hakari gojo or megumi
4) (This isn't canon but I thought it would be cool if I made this up) Domain expansion, Empyreal Era- Inside of the domain is a floating cloud, there is a staircase that leads to a pair of pearly gates, who ever is in this domain has 20 seconds to make it to the gates, people may sabotage each other while trying to make it to the gates, you may sabotage others as well, if you manage to make it in time you will automatically exit the domain, and who ever doesn't make it to the gates in time, gets one shot by a guaranteed hit Jacob's Ladder
Awakening passive- You get healed the same amount of damage that you deal, for example, if you deal half health to someone, you get healed half of your health, and if you deal a quarter of someone's health, you get healed a quarter of your health and so on
And that's it for my Angel moveset, I did this because I thought that she was a really unique character in jjk
Like this comment so that he can see this
I think replacing the reserve ball with a container throw would be nice. hits a wider area and does a little more damage while also having more range. i think the rest of his moves are fine though in terms of damage and combo extending.
this the second container move request I've seen and honestly this would be the coolest shi to see in jjs
I think tze said hikari throwing containers out of nowhere where be dumb but we could get like a ruble throw in awking?
tze said he would not add that
@@EquinoxWasTaken i think tze is prob gonna add the container to ultimate because of the gif that he sent
Reverse balls + r move concept
Up close
Medium damage, good stun move
When a character is near you, you can use R move into reverse ball to knock them through your doors and make them fall onto the ground
Not very fun but good to add
I main hakari so there probably will be some bias, but he needs some new stuff, his base kit isnt bad, but its just boring, he has 0 variants.
and also his awakening is probably the worst in the game, not cause jackpot is bad, its just cause his is sort of the only one not guaranteed (besides mahito, but his is unfinished)
My new concepts
How jackpot is gained is fine, while it may be pretty easy to counter, its not so hard its bad, its just not guaranteed which honestly fits hakari well and i dont mind it.
But since all the other awakenings give new moves and a full heal instantly, I think hakari could get something when he pops domain, A full heal could be good, but i was thinking a cooldown reduction while domain is up, allowing him to just get jackpot faster.
Give it more scenes, we only got 2 currently, and more scenes are just fun
Variants to his R was something that my friends and i talked about and while noone else has a R variant, we thought allowing you to place a door under you for basically a double jump would be cool, cause then you can chain walljumps and get like 6 of them in a row? of course it would put R on cd but not as long as normal.
Jackpot has 1 major counter which the other awakenings also have, they have counters to it while hakari doesnt. Known as those dam ladders
I was thinking a overwhelming luck variant, which is basically just a super jump
The cooldown reduction is a really good idea honestly
My king deserves it
An r varient of his 4th awakening move that flings a container at the opponent and can be flung back an forth between two hakaris
Variant for shutter doors:
Pressing fever breaker and shutter doors (like the toad nue) at the same time will cause shutter doors to summon one door to knock them to the side then hit them with the other door before ending with a punch
Pros: higher damage and longer holding
Cons: harder to combo off of due to the knock back and losing shutter doors and make fever breaker start at half the cooldown after the move
Tze is finnaly changing hakaris domain sound!!! (Maybe)
No. Dont. Hakari's music isnt a shitty phonk. Its an opening for a romance anime
He's probably referring to the domain expansion noise (ryoiki tenkai) which is still using mahito's voice. *it's worse now since mahito is in the game and has a domain expansion himself)
@@Dorneles2307 I think maybe he means the voice line or something.
@@jamesthebrunchlad7775 yuh I mean the voice line.
@@Dorneles2307 people who thinks Hakaris domain music is some goofy ass phonk is just weirdos
Hakari main here (used to be a gojo main)
Personally its very predictable to fight any hakari (theres only 1 single good combo for him) so more moves will genuanlly help him in the combo game and making him fun too play and not just spam 1 single combo
Also i would really like to see the 1st and 3rd move be changed i think the 2nd and 4th are fine but the 1st and 3rd need to change
1st move idea: being able to change the type of bullet
(Shotgun,sniper,regular, etc)
3rd move idea: an air varient like yujis would be cool
He should add the probability change and time reduction modes for his domain expansion
A cool idea in my opinion for Reserve Balls variant could be a coin flip (ball turns into a coin) and the direction of the move is upwards. If you 4th hit someone into the air with your basic attacks and use the variant it hits them twice (one time when the coin goes up and one time when the coin goes down, the hits also do damage) and then your character extents their hand and the coin is either Head or Tails (Or something cooler, like icons related to the game or the anime) and you get one new ability for Heads or Tails respectively. That ability could replace Reserve Balls until it is used and the 1st slot goes on cooldown (So you can't immediatelly use Reserve Balls again). It will fit Hakari's theme of luck aswell.
Tze could either make the coin flip a buff-debuff or a buff-buff. Buff-Debuff would require that the Buff is a pretty good one. And if its a buff-buff then they would need to be weaker.
Idea
The ult instead of instantly activating the domain is like the others ult, so you get 3 new moves and the fourht one is the domain expansion, the R special could change to a mini jackpot so you would get a random effect like X2 dammage for the next ability or give a little health bost
Can’t wait for the new moves that Hakari will get. This rework might make me a gambling addiction again for my ultimate (Not actual gambling. I repeat, not actual gambling).
Give reserve balls a air veriant that tosses like 3 to 5 balls down in an arc in domain, they all count as a hit so if only two of the 3 to 5 balls hit, you get a event. For rugh energy, let it use the envienment as a wepon in the snes of the ruble made from the move deals dmg, if you use rught energy on a trashcan, it is like throwing it but faster, and ruble form like a building shoot out and deals dmg.
@NoobEternally i think you forgot to add to megumi G switching base and ult
My take on Hakari reworked Base
R special: Won't change cuz the counter is very nice as it is
Move1: Spike Punch
-User does the move Hakari does against Yuji's face where he just spikes his face like a volleyball. Unblockable, but has a little bit of a short range so players aren't able to just side-dash at an opponent and hit them with the move. The enemy would most likely be moving a bunch anyway. Can hit airborn ragdolls, but not ragdolls on the ground
-Air variant makes the move become a smash move where the user slams their fists on the ground, causing an AOE effect that flings people away slightly while ragdolling them
-Special R: Using R (or holding R) while doing the normal variant summons train doors to trap the opponent midair like current Hakari's second move, but only for like a second or two. If m1'ed during this, it will immediately free the opponent into a ragdoll with the train doors breaking apart. Can be used as a combo extender for the other moves, but your normal R is on cooldown
-Finisher: Instead of the enemy just being ragdolled, their stopped by train doors like current Hakari's fourth move. The Hakari then dashes at them, doing a dropkick and flinging the enemy's ragdoll far
-Air Finisher: none, it just flings the ragdoll away normally
Move2: Pure Love Uppercut
-User uppercuts the enemy into the air then summons the train doors to trap them midair before grabbing their ankle and slamming them onto the ground. This'll knock the ragdolled enemy upwards like when you do an m1 uppercut which will allow them to be hit by the other moves as they come down. Blockable and is able to hit ragdolls
-No air variant
-Finisher: When the opponent is slammed back to the ground, instead of just once, their slammed two times after the first one, being slammed back and forth
Move3: Rough Barrage
-Like Yuji's Cursed Strikes, the Hakari dashes forward and locks the opponent in a combo if hit. A three punch combo into a heavy punch that ragdolls and flings the opponent a short distance away, like they'll be in dash distance range. Blockable of course, but can hit airborn ragdolls
-Air variant: Sends the Hakari hurling forward in the air, delivering a dropkick to whoever is hit. Unblockable, but a little slow windup. Just enough for the opponent to be able to react. hits ragdoll
-R special variant: Pressing R on both normal or air variant will result in the Hakari once again trapping the opponent between train doors. This time, it's a direct combo extender which you can use M1's. Makes the R move go on cooldown
-Finisher: During the final hit of the move, where it would normally fling them away, it instead changes to the Hakari uppercutting the opponent far away
-Air finisher: Flings them normally, but the enemy is pinned by train doors and sliced in half
Move 4: Lucky Ball
-Like TSB Genos' blitz shot. Using the move throws a huge ball at the opponent. Holding it down "charges the move up". There are three stages of the charge. The first makes the ball emit low amounts of energy and has a slightly higher hitbox and damage than normal. The second makes the ball emit more amounts of energy and has an increased hitbox and damage. The third makes the ball leak absurd amounts of energy and has a massive hitbox and high damage. Non-charged ball does not ragdoll (except for when the opponent is hit during a front dash or using a move). All thrown charged balls will ragdoll, but the distance the ragdoll would be flung to depends on the charge stage
-Air variant: Hakari flips into the air and sends a ball hurling downwards. It is an AOE that ragdolls opponents
Combo I imagine it to have:
Combo A:
3m1 - 2 - 1 then R - 3 - 4 Air variant
Combo B:
3m1 - 2 - 3 then R - 3m1 into Uppercut - 1 - 4 Air variant
Combo C:
3m1 then uppercut - 3 then R - 3m1 - 2 - 1 - 4 air variant
Ok
Cool idea, but i think a total rework is too much for a character has decent moves. Maybe a rework for the 1 and 3, but i think 2 and 4 are alright as is.
@@divinefox4306 Yeah I just wanted to throw my idea out there and tried to make it so he's not just limites to one combo, kinda like Gojo
besides his 3 star scenario for domain i can only think of 2 special variant moves that feel like variants and not new moves altogether
3 Star scenario 'Friday Night Final Train Riichi' would be the same as the manga, except that if you get it you almost instantly get the jackpot, this could save you from instant death similar to the moment he had against kashimo
2 + R: would either slam the doors downwards dealing more dmg than the normal variant and ragdolling but not being a true combo extender
or would slam the doors fowards like the 4th move second hit, sending the opponent flying back dealing more dmg than the normal version but not being a able to combo extend
4 + R: a simple faint, where you only kick them back with the first hit similar to rough energy but dealing less dmg overall, trade back being that the cooldown for the move is reduced to half since you only did half the move
been here since the rogue demon video days, W video
As a hakari main, i think our kind is cooked
1+3 = rough energy jab.
A quick punch that deals half damage of rough energy but hits MUCH faster, a bit faster than divergent fist. But can be blocked.
3+4 = Rough drop kick
A dash like attack that covers a decent distance, dealing heavy damage, and being unlockable, but very easy to dodge. On a successful hit increases the cool down of rough energy by a few seconds.
R+3 = Crushing door counter
On successful parry slam the doors into the sides of the player before delivering a hard rought energy infused straight knocking the player further away but also dealing massive damage. If the special counter fails both R and 3 take significantly longer to recharge, where as if they succeed the cool down is.
reduced by a small margin.
An awakened move:
A3+R = Heal while being broken
Take whatever hit is in coming and counter with your broken limb, dealing major damage. Works just like Manji kick but if failed A3 is on a higher cool down.
for a reserve ball varient i like the tripple ball idea but how abt a shotgun type of it that goes down similar to yujis aerial cursed triples (sacrificing range for damage)
change hakaris moveset in his domain and add stuff like him throwing trains or a reserve ball machine gun or even something like throwing a big gambling machine, something like that, and thet make and aereal variant of overwhelming luck which would be the dropkick, and for the like overpowered awakening move they could like an r special for energy surge which would be an op counter, idk
edit: make mahoraga able to pick up buildings
1- Reserve ball
Upon hit, increase domain's luck by 20% and have 40% chance of shooting 2 balls
3- rough energy
Normal variants now deals less damage but combo extends (with a skill only, i figured if you can combo through m1 would be too op) and a hypothetical black flash!! Wooo
R-
Counter normally but when used after 4 m1s near a wall, perform a wall combo
2 and 4 is the same
Ultimate
1- Lucky volley
Jump to the closest person on the last hit
3- Overwhelming luck
Simply better hitbox
R move
-dance like normal, but when getting hit perform a counter attack (works like manji kick but more damage and huge knockback)
2 and 4 is the same
Also 10% damage buff when fighting in the train station
I’m a lil late. Reserve balls variant: how to do it: reserve balls + fever breaker. All it dose is use reserve balls and send them back and a door appears behind them making them take more damage. Like Megumi it doesn’t put the extra move. On cooldown.
ive actually spent a bit of time thinking about what alts would be good for hakari to have and ive come up with 2
1. it would be great to have an airborne variant of fever breaker kinda like cursed strikes airborne variant and
2. it would be cool to have a dash version of rough energy if you press 3 and then dash right after to give him a bit of movement and combos
Btw you know you can combo extend with reserve balls if you time is right cuz normally it knocks them but if you time it it stuns
I think rough energy should be a variant move, ain e we dont have too much of those.
normal m1s: hakari does the normal rough energy attack we have right now (shorter startup and slightly less damage)
uppercut: hakari uppercuts, grabs his opponent by the ankle, throws them, and jumps to slam them down (hard to time but does around 1/6 of the standard 100 hp)
downslam: hakari uses his rough cursed energy to force his opponent to bite the curb (after downslam, he does two stomps, jumps and throws reserve balls at his opponent in the air)
Whatabout a lucky volley variant which basically is just, rough energy but also works as mahoragas boulder throw?
I have a few ideas
1.Reserve balls
Tze could add some gamble to this move,like in cursed arena:
Green ball heals 5-10% health(yeeee love gamble)
Red ball does 5% bigger damage
Yellow ball gets random move of cooldown
Grey ball is common ball
2.Energy surge
You can do variation of this move by pressing R when enemy is in air and with this special you will deal + 10 damage(similar to gojo's lapse blue + R)
Idk about Rough energy,Tze should rework it
I think that reserve balls could have an r special variant where it launches a slow door projectile, and then drags them in for a heavy kick.
Rework 1:
Reserve Ball has an R Variant.
Time it when you are about to launch a projectile to break the ball into many small AOE shards, with high velocity.
Rework 2:
Rough Energy could have an aerial variant like Crushing Blow.
If not, another balanced idea could probably be a special variant that does more damage at the cost of ult.
Rework 3: Overwhelming Luck should be a use twice to punch people.
Rework 4:
Hakari's domain should have more move variants (SUCH AS GOLD RESERVE BALL)
to make it more accurate. Each one would have special properties such as damage.
Rework 5:
Using him can be unlucky. When your domain is broken you should lose half of your ult, not all.
My idea for restless gambler: the closer you are with your reserve balls do you have a slight chance of being able to disable the last move your opponent used on you
why ?? whats the point if it doesn't have any connection to the manga or how the move actually functions in game ??
@@FabregasRodriguez because it would be cool
@@MosesTempro everything Tze has added so far is *almost* always from the anime/manga
Besides it's rng which Tze hates,maybe just make it so point blank it deals slightly more dmg knocks away more and longer getup
I have no clue what you mean by disables last move,like forever or temporary?
Forever wont work
Temporary wont work beacuse last move is probably still on cd while the effect ends,a cool idea would be that 2 or 1 random move is randomly disabled,Tze wont add beacuse of rng however another idea would be when hakari does ball whoever it hits is marked,pressing r is doors still but if you hold it you disable the move you want ie:you are hakari and a gojo player has domain and you know you dont have evasive so if they are smart you are cooked,but using ball you hit him and while holding r press fever and it will disable domain (fever is fourth move so fourth move domain getw canceled)
Make it take away 5 or 25 % of max ult depending if its a base or awaken move
Domains should be 50% since insta kills
I hope they just give him r variants to his already existing moves instead of replacing his moves.
I think reserve balls should work where you shoot the ball and if it hits the target you either
-1. Do a flying kick to the targets face or
-2. Have some kind of debuff to the target.
-Rough energy should be a dash attack where you punch the target and they fall on your horizontal doors laying on top, then your character stomps them through it or drops a container on them
NO CUTSCENES THIS IS JJS NOT SORCERERS BATTLEGROUND
2:14, you could also do the cursed arena path. And make the balls a melee move
Reserve ball, should have a close range verson, where the user will try to grab the person in front of them once grab they will use the reserve ball as a hitting tool to damage and knock back the person he grab then knock them back and if they miss it will do the same reserve ball shot and for rough energy add a black flash to it like yuji and mahito
I also have a special combo for door shutter, once the hakari user use door shutter then use the special the door will close on them and hakari user will do a upper cut to the person that got stuck in the special combo
And for the reserve ball idea special combo, when the person that get grab by the hakari close range verson of reserve ball, use the special to summon a door behind the person so when they get knock back the person will get hit the door and hakari user will go for a kick and knock them back
all im going to say now. I like the kit as it is but I wont mind air variants on ALL of the moves. For example like Hakari tossing a fucking container at Kashimo. A huge ground pound or for the base you can make the ball an air variant to where he can create more of it the longer period he is in the air to make some sort of shotgun
alright so, here’s some moves I came up with. 1~ (replacement for reserve balls) Gamble Grasp: a basic grab move where the slot machine things from the domain appear and you grab someone, take one of the slot machine icons and whack them with it, dealing 15-20 damage cuz it’s a grab move, duh. then rough energy could get a ranged variant like hakaris fourth move, obv dealing less damage but having a shorter startup, then for ult moves, the fourth ult move could be him jumping up, and throwing a can like he did in the manga, or to make it like mahiraga, pick up a huge chuck of the map and do that, it also destroys everything destructible in its path and dealing 20 damage per hit
20 hp is ¼ of yujis hp,so no and grab moves arent hard to land + Tze said he wouldn't make hakari like every other game so no slot machines
The jump move idea you copied from someone else or that someone else stole it from you,either way it's a pretty good idea
If rough energy could get different results/effects depending on if you M1,M2,etc and then use it , it would have more practicality rather than just hoping to land a shutter door or sum to land it
Change the ball so it make your opponent get a random one of their moves in 5 seconds cooldown if landed. Also when it's held increase it's startup and increase travel speed.
For the reserve balls I think they should make it a use twice, which saves the reserve balls up to a cap of 3.
I think a R verdant for reserve balls is he instead throws shipping container making more damage and sacrifice the short time start for a long one can not be blocked
What if using reserve balls right after a move shortens the startup, giving some after-combo damage?
I think making reserve ball or doors have an r variant qhere he rides on the doors for movwment could be fun, like megumis bird but you give up the damage in exchange for chase or escape potential
I think he should add another move to his Ult, like another variant of R that could act as a combo starter because in my opinion the first Ult move is very hard to hit. I think he should also add another combo extender, which could be done with another variant of rough energy or reserve balls. Also buff his Ult by giving him higher speed during jackpot because it is just way to easy to run.
I think reserve ball should get an almost nonexistant startup but always ragdoll so it can be used as a punish for people who blatantly rush in but at the same time can't be used as a free combo starter. I personally "reserve" its use for fighting awakinings so I can cancel domains or any move I am expecting them to use.
Each reserve ball should have different effects like u can get fire effect, explode effect, electricity effect, etc. also hakaris rough energy should change to a move where u roll 3 cards at random to get a certain buff
I remeber that devs sayed about adding hakari a variants
reserve balls could be like a rain of metal balls being like the rabbit escape from megumi, since the balls are from plinko and yeah
Hakari Special Ideas:
1. Reserve Ball Juggle (press 1+R)
Hakari Juggles 1-3 reserve balls, and throws them at the enemy. The more time you hold it, the more balls will appear, This takes some of your ult bar.
2. Smooth Energy
Basically just Rough Energy with less startup time in trade for less damage, more knockback, and some of your Ult Bar.
3. Kick Surge
Instead of kicking and following up with doors, you can have a barrage of kicks which have knockback at the end. This takes a lot of your ult bar and can be cancellable.
idk why but i just love this guy thumbnail
"Stand proud Yuji player, you are strong." ahh comment in the end of the fight.
WHTA if shutter doors has a variet when HAKARI kicks the guy really far like in the manga
Fever breaker variant where you don’t do the kick so you can stun the enemy on the door
wow a W move variant that isn't dumb
he doesn't need another combo extender, that would make him busted. 3 m1s into shutter into 3 m1s into fever breaker into 3 m1s into rough energy would be an inescapable combo that would do at LEAST 70%-80% damage.
@@noobyishI already have a tech that lets you do that, it does like 60-70%
"GG, your a good Yuji player" Sukuna ahh quote
Idea: Last Second Gamble
When the user is on their death bed (let’s say under 15%) they can pull a last minute domain with G + R
This opens their domain, but it only lasts for 1-2 seconds for visual affect (no moves are needed to activate jackpot here)
This gives the user a 50/50 chance to achieve a last minute jackpot
If the jackpot is a success, the player will pump their fist into the air
The text around the player would say “[Player Name]… Truly has… Incredible Luck!”
Adding to the animation, 3 matching numbers 1-7 would flash behind the player then disappear once the animation is done
Moves remain the same as normal jackpot, but the aura is a bit larger.
Possible Critiques:
“Why is there a chance? That’s annoying.”
That’s the point. It’s a gamble.
“Why are there no new moves here?”
Couldn’t think of any.
Any questions can be asked in the reply section.
Maybe the music could be Tuca Donka here…🤔
"a long long time ago-" *date is like a week ago*
The moves should change in the domain expansion like reserved ball turning into a slot machine
R variant for shutter doors, he runs up and jumps from the doors then down slams in front of him
Hakari awakening should get a ranged move variant tbh like him throwing giant metal cargo boxes and lucky volley should just have destruction on all hits
And maybe even a combination between the two moves like megumis air toad into nue
Like giant box into lucky volley does extra free damage since even tho hakaris a tank he aint got that much opportunity to do moves like three times
What are the four Gojo R variants?
reserve balls just needs a buff first
As a hakari main, reserve balls is actually literally the best move in the entire game no joke
Hakari is a rough, up close brawler...we see him do plenty of jumping haymaker punches, so why not make a variant for Rough Energy while in the air, or by pressing R.
Basically, it'd have a hop forward, similar to Yuji's Aerial Crushing Blow. If R is pressed during the start up, instead of uppercutting, he'll use the gathered energy after the start up to do a short, lunging haymaker. This would still block break and ragdoll, but it wouldn't hit ragdolled opponents.
Either, you could use this in neutral to punish hyperdefensive players for not making any attack moves, or you could use it as get-up pressure after your combo.
Base should get some R variants at least, as the R is some doors i can think about something like:
Reserve balls could get 2 new things: an R variant to be like Pressicion Pellets from cursed arena, also a combination with closing doors to be like throwing a reserve ball and if it hits goes into closing doors
closing doors is pretty fine, not much to change
Rough energy should get a rework OR an R variant to be like the start of energy surge, to be quick and make pretty much damage
Fever Breaker, not much to change, just pretty much some more damage and that´s all
Ultimate´s activation is cool and unique, not much to change about it
Lucky volley is cool, nothing to change
Lucky rushdown is very good, but an R variant could be very cool, which go like throwing a container. And could be changed name to "Cargo Rush"
Overwhelming luck is interesting but i feel it could be good to have a different ending, like a barrage of punches and then an uppercut, to make it a combo extender so the other moves could be used
Energy surge is good, but i feel it should be three blows instead of two, like, the first one, the second one and then grabbing the opponent and crashing onto the floor
R on ult should be changed, instead of it, could be a re-domain expansion to make the ult bar go a little up
just what i think tho
The community is gonna freak when tze adds a screen lock cutscene
Hakari complete revamp base & awakening: first move: shutter door slam, hakari grabs a train door and pins it against the opponent, VARIANT: hakari slams 2 shutter doors together to create a combo. Second move: lucky barrage, hakari slams the opponent onto the ground creating force and then followed by a barrage slamming them onto the air, third move: air slam, hakari jumps up and slams to the opponent on the ground, fourth move: forceful kick, hakari slams onto the opponent using a kick launching the opponent into a building/area, AWAKENING, death jackpot, his aura activates and he becomes fully jackpot. First ultimate move: cargo throw, hakari throws a massive cargo container onto a group of people or 1 opponent, great for teamers, second ultimate move: idle death gamble, hakari activates his domain and is normal but he gets a buff and no scenarios. Third ultimate move: crush, hakari slams a gambling machine onto multiple opponents or only 1, fourth ultimate move: lucky showdown, hakari gets increased speed and rushes towards a opponent, followed by punch then a air kick and a bodyslam on the end. Other features: hakari‘s base speical ability is the same. Hakari’s ultimate speical ability is increased damage and a half- regeneration.
What are the variants for the second variant
What if you get back tour domain every time you get a jackpot. Hitting a jackpot again will revmove the guarantee on the next jackpot
Putting in suggestions
Dagon/Octopus Man
R: Summon a eel like Shikigami to stun your enemy for 3 or 6 seconds.
First Move: Corpse Spit
Spit out a wave of corpses to block the opponent’s view. Blockable but not counterable.
Second Move: Piranha Fist
Punch your opponent with Piranha’s attached to your hand. Stunning the enemy.
Third Move: Piranha Blitz
Fire a barrage of Piranha’s to stun your opponent. Blockable and counterable.
Fourth Move: Unbreakable Shield
Summon a water shield to parry an opponent’s attack, then shoot out an eel to ragdoll them.
ULTIMATE/G “Vengeful Spirit”
Transform into true form Dagon.
Passive: Allows to hover in air when jumping.
First Move: Eel Typhoon
Unleash a massive amount of invisible eels that will only appear when the Eel bites the enemy. Blockable but not counterable.
Second Move: Water Tornado
Unleash a strong tornado like water to swirl your enemy and ragdoll them.
Third Move: Death Swarm
Unleash every single ocean creatures at once with a long windup. Oneshotting an enemy if all lands.
Fourth Move: Domain Expansion
Cast a Domain Expansion, which you can use Death Swarm in maximum output and float around.
1st. Too many stuns and no abilities should block the enemies sight
2nd. 3 Seconds may not sound like a lot but you can be put down to yellow or red in 3 seconds
3rd. one shot abilities are crazy unless your talking 20 second long windup
4rd. WHEN DID DAGON DO ANY OF THIS
5th. Only move I can see being good and not op is water tornado which is a basic Ult move
are you here to talk shit or just recommending something cause I do not like your attitude. Plus, this is purely for fun and I simply do NOT care if you dont think this moveset is amazing or trash plus Death Swarm is NOT always gonna be a one shot move. You can miss the attacks. Also for 4th, there wasnt enough screen time for Dagon for more ideas. And for 1st one, look at Megumi's moveset. If you wanna be all flexy and bossy make one for yourself?
He needs one he’s the only character other then Mahito with no varients
Is it just me or he sounds like nile red, very cool!
He should have a unique downslam. Maybe being a reference to him jumping down to face kashimo in the beginning of there fight. And a unique uperhit i think it would look like the uppercut kick he did on yuji in there fight. I feel like the little things like that would be able to help make him feel a lot more fun to play as he is kinda bland compared to gojo yuji megumi and mahito
"Stand proud , you are a good yuji player"
i think it might be more scenarios for his jackpot
they should add overall combo escape like in reaoer 2, because getting combo'ed ruins fun
they gotta add a container move bro defo thatd go so hard
where is Hakari getting the containers from?
have you read hakari vs kashimo in the manga ?@jdv09
@@FabregasRodriguez I think what he meant is where are the containers gonna come from, are they gonna magically appear outta no where?
@@FabregasRodriguezhe doesn’t fucking spawn containers that’s not his cursed technique
@@gmattonline6068 true true but besides his domain there's literally nun else to add besides some finishers and buffs so we gotta pull some cool ass move from somewhere like hakari bs kashimo
First of all, make him get his ult faster. His neutral is bad so his ult can be crazy.
Then, for his base moves, make an R varient for rough energy. It could be similar to shadow swarm, but faster and it ends with a single punch. This gives him something for his mobility.
Finally, just buff his damage in his domain. “His neutral sucks” well he’s now trapped in a small space where he actively needs to succeed in neutral to get his ult.
add more finishers, add specila variants to more moves and make the 3 star scenario a 70% chance to hit jackpot unless its guaranteed so that = more gambling = more dopamine
I don’t mind his base moves in all honestly. I have more an issue with his awakening feeling… awkward to use.
i used to main megumi but now i main hakari and i fell like he nees more R variants
Hakari is good but could use a rework. As a Hakari main he is very powerful against most players because of his high damage combo with low opportunity cost. I think Hakari is fine as is without needing more moves except maybe an ultimate buff since the walls restrict your own options with your limited approach options. I mean only the domain not the jackpot.