Chaos Code/NSC/Hermes: Difference between revisions
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| width="" | ''' <font size = "3">5B - </font> ''' Mid. Cancelable. | | width="" | ''' <font size = "3">5B - </font> ''' Mid. Cancelable. | ||
*Flapping heel kick that has the longest range of all Hermes' normals except 6B. | *Flapping heel kick that moves slightly forward and has the longest range of all Hermes' normals except 6B. A very respectable poke and an easy damage option if you pick the 214+A/C extra special move. Just beware of its mostly horizontal hitbox and try not to eat an IAD combo because of it. | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">2B - </font> ''' Low. Cancelable. | | width="" style="background:#E8E8E8;"|''' <font size = "3">2B - </font> ''' Low. Cancelable. | ||
*A decent low poke that chains into itself and can easily be converted into damage. If your opponent is in the corner, feel free to add a number of 2Bs to your combo just to add damage or get the perfect spacing. This will also link after cl.D and can be used to extend corner combos or even start a loop. | |||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">5C - </font> ''' Mid. Cancelable. | | width="" style="background:#E8E8E8;"|''' <font size = "3">5C - </font> ''' Mid. Cancelable. | ||
*Hermes' swings her arm up in the air as if she's dancing or something. While it looks goofy as hell, this move has pretty solid range for a cancellable C normal and has a pretty good vertical hitbox as well. This is mostly used in combos when you're out of range for cl.D and still want some decent damage. | |||
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| width="" | ''' <font size = "3">2C - </font> ''' Mid. Cancelable. | | width="" | ''' <font size = "3">2C - </font> ''' Mid. Cancelable. | ||
*Hermes stands and swats upwards leaving a trail of yellow behind. Your best anti-air and an okay poke if you're trying to keep the opponent from jumping. This move is often used with cl.D to pick up the opponent to start air combos as it pushes them up, rather than forward. | |||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">cl.D - </font> ''' Mid. Cancelable. | | width="" style="background:#E8E8E8;"|''' <font size = "3">cl.D - </font> ''' Mid. Cancelable. | ||
*Hermes' bends over and throws a high kick behind her. This move can be used as an anti-air but 2C is more effective as you won't have to worry about how close your opponent is. After 2C, this move is great for starting air combos as it's high damage and does a good job of putting the opponent higher into the air. | |||
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| width="" | ''' <font size = "3">5D - </font> ''' Mid. Not cancelable. | | width="" | ''' <font size = "3">5D - </font> ''' Mid. Not cancelable. | ||
*Spinning forward kick that has more range than 5C, but less than 5B. It can be used as a poke occasionally but you'll probably see this more often if you misjudge the distance required for cl.D. While it's not exactly a terrible move, it's not cancelable, so it's usefulness is quite limited. | |||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">2D - </font> ''' Low. Not cancelable. | | width="" style="background:#E8E8E8;"|''' <font size = "3">2D - </font> ''' Low. Not cancelable. | ||
*Basic hard knockdown sweep with slightly more range than 2B. This is mostly used for ice trap setups on oki. | |||
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| width="" | ''' <font size = "3">j.A - </font> ''' High. Cancelable. | | width="" | ''' <font size = "3">j.A - </font> ''' High. Cancelable. | ||
*Circular sleeve swat that you'll rarely ever use. It has SLIGHTLY more horizontal range than j.C and probably something you could use in a pinch, but it won't be often. | |||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">j.B - </font> ''' High. Cancelable. | | width="" style="background:#E8E8E8;"|''' <font size = "3">j.B - </font> ''' High. Cancelable. | ||
* | |||
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Revision as of 12:56, 5 February 2013
Introduction
Hermes is a sorceress working for Kurenai's anti-Earth Union group, joined in battle by elemental spirits of fire, lightning and ice. She has many options for controlling the screen and generally disrupting the opponent's game with her lightning traps, ranged attacks and nasty mixups (she's got several anti air options, low hitting attacks and even a command grab) to encourage creative play.
Run vs Step
Run
Step
Combos
- 2AB, 5CD, 214+C, 236236+B/D
- 2AB, 5CD 6+B, 214+A
- 2AB, 5CD 6+B, 2141236+B/D
- 22+B, 623+B
- 22+B, 214+C
- 22+B, 2C, cl.D, hj.BCD, 214+B or BD
- 5ABC, 623+BD, 236236+A/C
- 5ABC, 214+BD, 236236+A/C
- 2AB, 5BC, 236+B/D, 236236+A/C
- 5ABC, 236+B/D, 2141236+B/D
- 5ABC, 214+C, 214214+B/D
- 5ABC, 6+B, 2363214+AC
- Throw, 236+C
- Throw, 236+B/D, 236236+A/C
- Throw, dash up, 2C, cl.D, hj.BCD, 214+B or BD
- Throw, IAD j.BD, cl.D, hj.BCD, 214+B or BD
- Throw, IAD j.BD, 5C, 214+BD (wallslam), 236236+A/C
- Throw, IAD j.BD, 2C, cl.D, 236+C(one hit), 2A, 5BC, 214+BD (Corner only)
- 2AB, 5CD, 6+B, 214+A, 214214+B/D (Corner only)
- 5ABC, 236+B/D, 214214+B/D (Corner only)
Move List
Normal Moves
5A - Mid. Cancelable.
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2A - Mid. Cancelable.
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cl.B - Low. Cancelable.
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5B - Mid. Cancelable.
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2B - Low. Cancelable.
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5C - Mid. Cancelable.
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2C - Mid. Cancelable.
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cl.D - Mid. Cancelable.
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5D - Mid. Not cancelable.
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2D - Low. Not cancelable.
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j.A - High. Cancelable.
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j.B - High. Cancelable.
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j.C - High. Cancelable. |
j.D - High. Cancelable.
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Command Normals
Charming Step - 6+B
- Short hopping kick with upper body invincibility. Contrary to its appearance, it can be comboed out of toward the end by several moves. For the duration in which Hermes is off the ground, she is considered airborne and can cancel into aerial specials.
Special Moves
Humiliating Bind - 632146+A/C
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Flaming Desire - 214+B/D
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Singeing Sensation - 236+A/C
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Awakening of Gaia - 22+B/D
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Piercing Thunder - 623+C/D
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Extra Specials
Blazing Jealousy - 214+A/C
- A ver: The fire spirit flies out in front of Hermes for a bit, like a short ranged projectile. Relatively safe and easier to combo into from 6B.
- C ver: Hermes and the fire spirit charge toward the opponent together. Super cancels into certain moves, but is harder to combo into from 6B unless you space it perfectly. Air unblockable.
Bursting Desire - 236+B/D
- The lightning spirit appears and summons a large burst of electricity in front of Hermes, hitting 5 times. Visually similar to 214+D, but functionally quite different. If done too close to the opponent only one hit will connect. If you have sphere traps set, they will grow to be the same size as the lightning ball.
Ultimate Chaos
Infernal Conflagration - 236236+A/C
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Shaking Lightning Storm - 236236+B/D
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Extra Ultimate Chaos
Scorching Pleasure - 632146+B/D
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Raging Blizzard - 214214+B/D
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Destruction Chaos
Purifying Brilliance - 2363214+AC
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Colors
Notes:
- PS3 Version: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
- A Button: Normal version
- D Button: KOS-MOS (Xenosaga)
- R1+B Buttons: I-no (Guilty Gear)
- R1+D Buttons: Sarah Bryant (Virtua Fighter)