Chaos Code/NSC/Hermes: Difference between revisions
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| width="" style="background:#E8E8E8;"|''' <font size = "3"> | | width="" style="background:#E8E8E8;"|''' <font size = "3">c.B - </font> ''' Low. Cancelable. | ||
*Awkward shin kick that can be used in place of 5B in some combos, but only because you just happened to be too close at the time. It's faster than it looks and will link from 2B, but you'll only want to use it in the middle of combos and not as a poke. | *Awkward shin kick that can be used in place of 5B in some combos, but only because you just happened to be too close at the time. It's faster than it looks and will link from 2B, but you'll only want to use it in the middle of combos and not as a poke. | ||
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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 | *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 c.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 | *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 c.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 | *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 c.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"> | | width="" style="background:#E8E8E8;"|''' <font size = "3">c.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. | *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 | *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 c.D. While it's not exactly a terrible move, it's not cancelable, so it's usefulness is quite limited. | ||
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Revision as of 03:52, 8 September 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.
It's extremely important to note that you cannot cancel moves using the same spirit type and that you cannot use a spirit again until it disappears. This hurts her combo potential, especially compared to characters who have easily spammable one-hit supers.
Run vs Step
Run
Hermes needs to be able to run to do her corner loop which is a source of considerable damage if you manage to start it and keep it going. Being able to Run is also important to be able to capitalize on situations like ice trap knockdown or comboing off of ice trap super. You're going to need all the damage you can get, so you're probably better off sticking with 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+D 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
- 2B, 5C, B+C, 236236+A/C, A+B, 2C, 214+BD, 214214+B/D, 236236+A/C, A+B, 2C, j.BCD, j.214D
- Throw, 236+C
- Throw, 236+B/D, 236236+A/C
- Throw, dash up, 2C, cl.D, hj.BCD, j.214+D or BD
- Throw, IAD j.BD, cl.D, hj.BCD, j.214+D 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)
- 2B, 5CD, 2BB, 5C, delay 6+B, 214+C (Corner only)
- 2AB, 5CD, 6+B, 214+A, 214214+B/D (Corner only)
- 5ABC, 236+B/D, 214214+B/D (Corner only)
- 2B, 5CD, 2B, 5C, 214+C, B+C, cl.D, 214+BD, 214214+B/D, 236236+A/C, A+B, 5CD, 214+BD, 214214+B/D, 2C, hj.BCD, j.214+D (Corner only)
Move List
Normal Moves
5A - Mid. Cancelable.
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2A - Mid. Cancelable.
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c.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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c.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.
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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. Floats high in the air on counter-hit for easy combos.
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. This move inflicts the most stun damage out of all of Hermes' specials, especially with 3 orbs set, but it's very unlikely you'll ever be able to utilize such a situation.
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)