Higurashi Daybreak Wiki
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JP Wiki Page

This character's normals are the same for all weapons. Go to Kuraudo Ooishi to see info about this character's normal attacks.

Type  Attack
Neutral Shot  Grab 'n' Throw (Cost: 1 Main)
Charge Shot So Long Gay Keiichi (Cost: 1 Charge)
Full Charge Shot  Explosive Grab 'n' Throwdown
OoishiELFIVE

Ooishi hyper arm on L5

Main = 1
Charge = 1

Performance:

Melee Short Range Attacks Mid Range Attacks Long Range Attacks
A A X X

Hyper Arm Ooishi (Haipaa Aamu "ハイパーアーム" or Ude "腕") is the God of close-range but can be counter-played with long-range characters as he doesn't have any kind of projectile and is a bit slow.

JP Match Footage (mapleleaf)

Shots/Unique Moves[]

His grabs are indeed unblockable command grabs and possible to do in the air.

In Oyashiro mode, he can do massive damage with his grabs and even more when comboing into grab, so he can turn the tide of battle significantly.

Neutral Shot (NS)[]

Full reload time: 2.5 seconds

Known as Ooishi's Ultimate Weapon (Ooishi no Saishuu Heiki "大石の最終兵器"), Ooishi grabs onto the opponent for about 5 seconds, and can move around with them. While holding on to them, he can still perform normal attacks, and you can press the Shot button again to throw them towards the locked-on opponent (which damages the other opponent if it hits), or even charge to do an unscaled CS or FCS. Doing a CS while holding on to the opponent is free and does not cost any Charge.

Charge Shot (CS)[]

Full reload time: 6 seconds

Ooishi dashes forward and spins them around before throwing them toward the direction of the other opponent, which, like his NS, can damage the other opponent if it makes contact. The spinning enemy can hit a nearby opponent as well. Faster dash than FCS and longest movement distance. Possible to throw an opponent that is completely downed, for an OTG command grab (wow!). Definitely go for this on knockdowns.

Needs testing, but according to the JP wiki, it is much easier to chase the opponent after throwing them if you do it in the air.

Full Charge Shot (FCS)[]

Charge time: 2.5 seconds

Described by JP as Ooishi's Secret Technique and Greatest Attack (Ooishi no Ougi ni shite Saidai no Kougeki "大石の奥義にして最大の攻撃"), the charge is very fast and this is something you can practically aim for in situations. It creates an explosion upon landing that can hurt a nearby enemy, but does not hurt your ally. Completely invincible for the duration of the grab animation.

Excellent means of air transportation, being able to move quickly without using stamina. Secret tech is to use it to dodge enemy attack in the air by switching the lock-on to the other opponent and releasing this move.

EX[]

Ooishpoundgifsmallfps

ex pound de ooishi

Pressing S in Hypermode has Ooishi perform his FCS without having to charge it up, meaning that he has access to his FCS at all times when in Hypermode.


Pressing S in the air has him perform the Secret Ultra Belly Flop Supreme Pound Shockwave, that has a long spinning animation startup and creates a huge wide-range shockwave upon landing (but the shockwave only has a hitbox if an opponent is hit by the belly flop itself).




Combos/Tech Tips[]

Comboing from attacks into the grabs is ideal rather than doing the grab raw if you can help it, however doing the grabs raw is no joke either if the opponent has a habit of thinking they can block.

Comboing from his Air Attack (j.A) is a common strategy and means of approach.

You can even combo into a grab from the belly flop, his Airdash Attack (ADA), for a sneak air attack that deals massive damage, over half an average opponent's health, which is a common Ooishi jutsu (You have to release the grab as soon as the hit connects). This combo is great because it also gets rid of your landing recovery frames.

He can even combo into his CS from a fully-downed opponent. (Which makes ADA CS combo very easy). Meaning you can get an OTG CS off of most knockdowns for good damage.

Character Matchups/Stage Recommendations[]

(unironically though, Trap Satoko can be a headache matchup for Hyper Arm Ooishi since he can be forced to approach if he wants to attack her, lacking any projectiles)

Avoid playing against long-range characters.

Your ally will probably want to be a character that can play long-range.

Your best stage is going to be the Dam/Junkyard due to how the mound of garbage can block projectiles, and you'll want to avoid an open stage like the School that allows for projectiles to be shot around from many places on the map.

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