Spectral vs Generation/Hiro2: Difference between revisions

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'''Pros'''
'''Pros'''
*Has an amazing neutral game
*Has an amazing neutral game
*Has a fireball with variable timing
*Has a fireball with variable timing, a low hitting version of said fireball, and can also shoot both a mid and low fireball at once
*Has a low hitting version of said fireball
*Can also shoot both a mid and low fireball at once
*To reiterate her fireball is very good
*Has a dp that you can Seal of Time to combo off of
*Has a dp that you can Seal of Time to combo off of
*Has objectively the most useful dash in the game
*Has an I-No dash, allowing you to be extremely aggressive with fast overheads
*Has amazing pressure, is very safe on block on multiple moves and has amazing high low mix ups and can side switch easily
*Has amazing pressure, is very safe on block on multiple moves and has amazing high low mix ups and can side switch easily
*Has a Shoryureppa super that can be canceled into other moves on the first hit
*Lvl 3 is a command grab so it can't be blocked
*Lvl 3 is a command grab so it can't be blocked


'''Cons'''
'''Cons'''
*Supers are arguably average, sometimes just not worth the meter
*Supers are average in terms of damage, and can leave Hiro2 very vulnerable if improperly used
*Due to how dash works pressure can be difficult against certains opponents as you cant airblock, making you vulnerable
*Due to how dash works pressure can be difficult against certain opponents as you cant airblock, making you vulnerable to fast buttons and anything with invuln startup
*Lvl 3 is a command grab so you can't combo into it
*Lvl 3 is a command grab so you can't combo into it
*Raw ground c normals are pretty niche, very slow and you can't combo off of them, solid only when in footsies
*Raw ground c normals are pretty niche, very slow and you can't combo off of them, solid as pokes however





Revision as of 01:24, 31 December 2020

Hiro 2
Spectral VS Generation Hiro2 Image.jpg
Play Style All-Around, Mixup
Dash Type Into Air Dash

Character Background

Race: Demon
Motivation: Instinct
Weapon: Gate Of Heaven
Likes: Blood
Dislikes: Defeat

Character Info

Hiro 2 has lots of tools, allowing her to play both a very defensive shoto style and a very aggressive in your face playstyle. This combined with her lvl 3 being a command grab makes your pressure very scary.
The downside of having such a good game plan from the start is that her damage isn't very high compared to some of the other characters, you will find that you need more hits than other characters to take games.
Nevertheless her average damage is offset by her amazing neutral, pressure, and flexible playstyle that can be adapted for any matchup.


Pros

  • Has an amazing neutral game
  • Has a fireball with variable timing, a low hitting version of said fireball, and can also shoot both a mid and low fireball at once
  • Has a dp that you can Seal of Time to combo off of
  • Has an I-No dash, allowing you to be extremely aggressive with fast overheads
  • Has amazing pressure, is very safe on block on multiple moves and has amazing high low mix ups and can side switch easily
  • Has a Shoryureppa super that can be canceled into other moves on the first hit
  • Lvl 3 is a command grab so it can't be blocked

Cons

  • Supers are average in terms of damage, and can leave Hiro2 very vulnerable if improperly used
  • Due to how dash works pressure can be difficult against certain opponents as you cant airblock, making you vulnerable to fast buttons and anything with invuln startup
  • Lvl 3 is a command grab so you can't combo into it
  • Raw ground c normals are pretty niche, very slow and you can't combo off of them, solid as pokes however


Normals

5A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2