Vanguard Princess/Kaede Hioh
Profile
Kaede Hioh is an assassin who lives in an underground community. Kaede has no memory of her past, and is "wrapped in an enigma".
Kaede receives a request for an assassination from the government and enters the fight to fulfill it.
Base Health: 900
Guts Threshold: 40%
Guts Factor: 25%
Total Effective Health: 990
Move List
Movement
66: Forward run. Running speed: Kaede > Yui > Saki > Eri > Ayane
44: Back-flip. Huge reversal invincibility. First 38F completely invincible, 10F vulnerable recovery.
Throws
6C/4C | |||
---|---|---|---|
Guard | Air Guard | Support | |
Throw | - | No | |
Damage | Hit / Counter Hit | Counter Scale | |
130 or 150 | Knockdown | 0% | |
Grabs opponent and throws them immediately in the direction pressed. |
j.6C | |||
---|---|---|---|
Guard | Air Guard | Support | |
Throw | No | No | |
Damage | Hit / Counter Hit | Counter Scale | |
100 | Knockdown | - | |
An aerial throw. Ignores damage scaling, so often a good way to end combos. |
Normal Moves
2A | |||
---|---|---|---|
Guard | Air Guard | Support | |
Low | No | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
17 | - / - | +20% | |
Quick low kick with forward leg. Recovers quickly enough to chain into itself. |
2B | |||
---|---|---|---|
Guard | Air Guard | Support | |
Low | No | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
66 | - / Butt Plant | +20% | |
Spins in a knee-high sweep. Along with 5B, these are your mainstay ground pokes. |
2C | |||
---|---|---|---|
Guard | Air Guard | Support | |
Low | Yes | Yes | |
Damage | Hit / Counter Hit | Counter Scale | |
95 | Knockdown | 0% | |
Leans forwards and slashes with her hand. Has some significant startup, but strong and causes knockdown. |
Command Normals
Special Moves
Liberty Arts
Strategy
- Kaede has the slowest assist meter gain in the game, but makes up for it with an above average normal moveset. Most of your midscreen battles will be done without an assist (unless you don't believe in saving up). She is versatile with all the assists due to her minimal use with them. Sierra is good for defensive support as well as giving Kaede some decent long range attack ability. Eko/Hilda/Juliet all provide better combo support in different ways. Kanae is useful for trickery and mixups as normal.
- Her best normals are her B moves: 5B for anti-airs or a super fast ground poke, 2B and 6B for good range and footsies, and j.B for air to air. 2A is a good move as it is her only move that can cancel into itself. It's also a nice combo/pressure starter due to its reach.
- Her rekkas can be a good pressure tool, given you stop at the second hit. The first hit of rekka is incredibly heavy on recovery so you must cancel it into the safer second. They cannot be assist cancelled unless you delay the second hit into the third. This is only good for punish gimmicks and advanced combos. A is used for corner pressure, B is for confirms, and C is for long range punishes. One prime example to use C version is against arrow happy Ayane. Kaede seems to duck the arrow and hit Ayane if timed right. Super does a better job of this so use it if you have the meter to blow.
Using her rekkas like this, you need to be very aware of the opponent's assist meter. They WILL counter a blocked rekka string with an assist call if they have the meter for it, and that can be extremely bad in certain situations. IE, Luna blocks the first hit of the rekkas and calls Eko's 2D, which you eat and then lose half your life for.
- Most combos without an assist require rekkas. Learn to take random counter hits (especially off 5B/2B/6B) that trip into super/rekka confirms. This is a very important part of Kaede's damage, and landing CH combos like this puts the enemy just a hair shy of being dizzied. Follow up with a strong mixup to make it stick.
- Rakuyozan (421) is a very ambiguous ground overhead (depending on which button you use) that can easily rack up counter hits. Any ground mixup close enough to the opponent requires this. On counter hit, you can combo into 5C then do whatever. It is very fast and hops over lows.
- Kaede's projectile Shinkuzan (63214) is a good move for corner pressure and good for weak jump ins (C version is since she hops back and does it). You can easily confirm into rekkas from this on hit. B version is a feint, in which she looks like she's doing it, but nothing comes out. Not the best feint in the world but it can trick the opponent a few. Proxy Guarding shuts this move down very easily so be aware of that and act accordingly to it.
- Dive kick is a good jump in overall since it can be assist cancelled. If it whiffs the opponent, it has virtually no recovery so you can proceed your advances.
- Her air throw is very good. It ignores damage scaling so is often a good choice to end combos. And since it has no whiff animation, you will simply get a j.C on a miss.
Matchups
Yui
Haruka
Lilith
Luna
Kurumi
Saki
Kaede
Natalia
Eri
Ayane
Combos
Damage vs Lilith
Without Assist
5A 5A (72)
2A 2A 2A (48)
CH 5B/2B, 236B->236B->236C (294/289)
CH 6B, 236A->236B->236C (274)
CH 5B/2B/6B, 236B+C (~325)
j.C |> 236A->236B->236C (293)
C, B (202)
C, j.C (211)
C, 236B+C (389)
C, Airthrow (235)
Must be deep and above to hit from the ground.
As Anti-air, works very easily.
236C->236B->236C (259)
63214A/C, C ... (vs Standing Only)
63214A/C, 236B->236B->236C (231)
CH 421A, C ...
Eko
j.C 6D |> 2A 2A, 236B 236B 236C (305)
3D, 421A/B, 6, C, Airthrow (333)
3D, 421A/B, 236A 236B 236C (356)
3D, 421A/B, 6, C ...
Can be used to crossup anyone on wakeup, and some while standing.
j.236D~P, C, 236B 236B 236B (312)
j.236D~P, C ...
Have to be somewhat close for the assist to catch up.
C, 6D~5B, C, Airthrow (402)
C, 6D, j.B, C, 236B 236B 236B (448, Near Corner)
C, 6D~5B, j.B, C, 236B+C (618)
Midscreen extension. Should work on everyone.
... C, (6D~5B, C)*3 ...
Corner loops. Easy to do, very strong.
... C, 5D, C, 5B~2D, j.236C->P (532)
May instant dizzy some characters. Timing after 5D is strict.
C, 5D, C, 6D~5B, C, 5D, C, Airthrow (660)
C, 5D, C, 6D~5B, C, 5D, C, 6D~5B, C, 236B->236B->236C (668, Dizzy)
C, 6D~5B, j.C, C, Airthrow (473, Far from Corner)
C, 6D, j.C, C, 236B 236B 236B (504, Mid)
Lilith Only, Midscreen extensions.
C, (6D~2C, C)*3, 236B->236B->236C (650)
C, (6D~2C, C)*3, 236B+C (786)
Lilith only, stronger corner loops.
Sierra
2B~5D, 5C, Air Throw or 236B+C (309/463)
j.C~5D, C, 3D, 5B, C, Airthrow (488)
Hit C after the first hit of 3D for best damage.
(Knockdown) 2D or 6D, 421A/B, 236A->236B->236C (275~375)
(Knockdown) 2D or 6D, 421A/B, C, Airthrow or 236B+C (319~568, vs Standing Only)
j.236D~P, 66 5C, Airthrow (261)
j.236D~P, 66 5C, 236B->236B->236C (279, Near Corner, usually)
j.236D~P, 66 5C, 236B+C (415)
j.236D~P, 66 5C, 5D~5C ... (Near Corner)
C~6D, 5B, C, Airthrow (406)
C~3D, 5B, C ... (Close)
C, (5D~5C)*3, Airthrow or 236B+C (605/717, Corner)
Juliet
6D, 5C, Airthrow (283)
Need to push yourself slightly deep and above to hit it.
6D, 2A 2A 2A, 5C, Airthrow (296, Close)
6D~ 421A/B, 5B (259)
6D~ 421A/B, 236B+C (463)
Best range/easiest timing setup, but lowest payoff.
3D~ 421A/B, 236B->236B->236C (354)
3D~ 421A/B, 5C ... (vs standing only)
Stronger but timing and distance is more restrictive. Easiest to do as a crossup however.
2D~ 421A/B, 236B+C (472)
Timing is very tight, but slightly more damage.
j.236A, 3D, 66 5C ...
5C Combos
C, 3D, C, Airthrow (390)
C, 3D, C, 236B+C (524)
C, 3D, C, 236B->236B->236C (431)
May miss some characters at midscreen.
C, 3D~5B, C ...
Extra damage for 3D combos but requires you to be close.
C, 2D, C, Airthrow (446)
C, 2D, C, 236B+C (620)
Slightly more range specific and finicky but better damage.
... C, 3D~5B, C ...
... C, j.C~3D |> C ...
Corner loops. j.C version does a little more damage but less stun.
C, 3D~5B, C, 3D~5B, C, 236B->236B->236C
C, j.C~3D, C, j.C~3D, C, 236B->236B->236C
Corner loop examples. Super finish works too.
C, 3D, j.B |> C ...
C, 3D~5B, j.B |> C ...
Midscreen only extensions. Followup rekkas might miss if not somewhat close to the corner.
j.C+5D |> C, j.C~3D, C, j.C~3D, C, 236B+C (772)
CH 5B+5D, 66 5C, 3D~5B, 5C, 3D~5B, j.236CC (606)
Corner, Guaranteed Dizzy on Lilith, end with combo into air throw or super for best followup.
CH 5B+5D, 66 5C, 3D~5B, 5C, 3D~5B, 236B->236B->236B (?)
Corner, Guaranteed Dizzy on weaker characters ...
vs Lilith Only
C, 3D+2C, C, Airthrow (452)
C, 3D+2C, C, 236B+C (606)
C, 3D+2C, C, 236B->236B->236C (498)
Near Corner only
... C, 3D+2C, C ...
Stronger corner loop
C, 3D+2C, C, 3D+2C, C, 236B->236B->236C (629)
Corner loop example
C, 2C~3D, j.C |> C ...
Stronger mid screen extension
Kanae
Hilda
C, 6D, 6B, C, Airthrow (434)
C, 6D, 6B, C, 236B+C (598)
C, 6D, 6B, C, 6D, 5C, Airthrow (554)
Mid, somewhat sketchy in how it hits.
C 3D, 5B, C, Airthrow or 236B+C (478/632)
C 3D, 5B, C 3D, 5B, C, Airthrow or 236B+C (641/743)
Corner
(Knockdown) 2D, 421A/B, C, Airthrow (405)
(Knockdown) 2D, 421A/B, C, 236B->236B->236C (436)
5C+5D, 5B, 5C+5D, 5B, Airthrow (517)
5C+5D, 5B, 5C+5D, 5B, C, Airthrow (572)
Corner, do 5B as late as possible and the following 5C as fast as possible.
63214A/C, 6D, 6B, C ...
Frame Data
Move | Start-up | Duration | Recovery | Total | On Hit | On Block |
---|---|---|---|---|---|---|
44 | - | - | - | 48 | - | - |
Jump | 5 | - | 2 | - | - | - |
Reflect | 1 | 10 | 29 | 40 | - | - |
Throw | 10 | 1 | 31 | 42 | Down | - |
Air Throw | 2 | 1 | - | - | Down | - |
5A | 2 | 4 | 8 | 14 | +4 | +5 |
5B | 8 | 10 | 15 | 33 | +1 | +4 |
5C | 28 | 4 | 30 | 62 | Down | -1 |
2A | 4 | 3 | 12 | 19 | +7 | +5 |
2B | 9 | 7 | 21 | 37 | 0 | 0 |
2C | 12 | 5 | 36 | 53 | Down | -10 |
j.A | 2 | 40 | 8 | - | [29] | [30] |
j.B | 8 | 9 | 8 | - | [34] | [36] |
j.C | 16 | 3 | 8 | - | [47] | [34] |
6B | 15 | 13 | 22 | 50 | -7 | -5 |
j.236X | 14 | Landing | 4 | - | Down | -12 |
(j.236X) +X | 20 | 2 | 26 | 48 | Down | -60 |
236A (1st) | 13 | 3 | 48 | 64 | -24 | -27 |
236B (1st) | 20 | 4 | 48 | 72 | -24 | -27 |
236C (1st) | 29 | 4 | 48 | 81 | -24 | -27 |
+236X (2nd) | 19 | 4 | 30 | - | -6 | -7 |
+236X (3rd) | 16 | 26 | 78 | - | Down | -49 |
421A | 38 | 3 | 19 | 60 | +10 | +9 |
421B | 34 | 4 | 22 | 60 | +10 | +9 |
421C | 52 | 5 | 18 | 75 | +10 | +9 |
63214A | 39 | [36] | 26 | 65 | [34] | [23] |
63214B | - | - | - | 30 | - | - |
63214C | 51 | [37] | 23 | 74 | [34] | [23] |
22A | - | - | - | 75 | - | - |
22B | 67 | 12 | 22 | 101 | -7 | -1 |
22C | 58 | 8 | 16 | 82 | +13 | +13 |
236BC | 5 | 4 | 53 | 62 | Down | -26 |
214BC | 32 | 18 | 46 | 96 | Down | -32 |