Spectral vs Generation/Hiro2: Difference between revisions
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== Character Info == | == 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.<br> | 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.<br> | ||
The downside of having such a good game plan from the start is that her damage | The downside of having such a good game plan from the start is that her damage is slightly lower compared to some of the other characters when her 2-3 bar combos come into question, and you will find that you need more hits than other characters to take games.<br> | ||
Nevertheless | Nevertheless she still ha an amazing neutral game, pressure, and a flexible playstyle that can be adapted for any matchup. | ||
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*Has a fireball with variable timing, a low hitting version of said fireball, and can also shoot both a | *Has a fireball with variable timing, a low hitting version of said fireball, and can also shoot both a high and low fireball at once | ||
*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 an I-No dash, allowing you to be extremely aggressive with fast overheads | *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, amazing high low mix | *Has amazing pressure, is very safe on block on multiple moves, and has an amazing high low mix up thanks to her unique dash | ||
*Has a Shinryuken super that can be canceled into other moves on the first and last hit | *Has a Shinryuken super that can be canceled into other moves on the first hit and while rising before the last 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 | ||
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*Shares the lowest health and guard health in the game with Jadou2, and many characters can kill her from above her burst threshold because of it | *Shares the lowest health and guard health in the game with Jadou2, and many characters can kill her from above her burst threshold because of it | ||
*Supers are | *Supers are situational, 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 | *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 |
Revision as of 22:50, 8 February 2021
Hiro 2 | |
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Health | 420 |
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 is slightly lower compared to some of the other characters when her 2-3 bar combos come into question, and you will find that you need more hits than other characters to take games.
Nevertheless she still ha an amazing neutral game, pressure, and a flexible playstyle that can be adapted for any matchup.
Strengths | Weaknesses |
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Strategy
Normals
5A
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