Pokemon: Close Combat/Heracross: Difference between revisions
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Heracross is a powerhouse of damage, and she prefers a slower pace of play. Her strong and far-reaching charges demand respect on both horizontal and vertical axises. Heracross is a unique fighter among the defensive archetype, as she can flutter her wings and take flight whenever she pleases. Combined with a strong set of aerial options, Heracross can effortlessly control the air. She excels at punishing whiffs with staggering, single-hit yet high-damage charge tackles. Combining that with a solid meter gain gameplan, Heracross can steal rounds at a shocking rate. | Heracross is a powerhouse of damage, and she prefers a slower pace of play. Her strong and far-reaching charges demand respect on both horizontal and vertical axises. Heracross is a unique fighter among the defensive archetype, as she can flutter her wings and take flight whenever she pleases. Combined with a strong set of aerial options, Heracross can effortlessly control the air. She excels at punishing whiffs with staggering, single-hit yet high-damage charge tackles. Combining that with a solid meter gain gameplan, Heracross can steal rounds at a shocking rate. | ||
Heracross can take the utmost advantage of destroying the opponent's guard due to her already strong burst options, which are modified to deal double damage on guard break. Moves such as 2A, 3A, Horn Flurry, and Horn Charge put heavy pressure on a blocking opponent. Her offense is less focused on high/low mixups and instead waits like a ticking time bomb to erode your | Heracross can take the utmost advantage of destroying the opponent's guard due to her already strong burst options, which are modified to deal double damage on guard break. Moves such as 2A, 3A, Horn Flurry, and Horn Charge put heavy pressure on a blocking opponent. Her offense is less focused on high/low mixups and instead waits like a ticking time bomb to erode your endurance at a devastating rate. Desperate opponents will attempt to escape before their endurance hits zero with jump-ins or other offensive options. This is when Heracross unleashes her secret weapon: Horn Turret! This flash kick is a powerful anti-air option that is invulnerable to (most) attacks, and the opponent must respect it even as a wakeup option. | ||
However, this character is not without flaws. Many of the options listed here require commitment from the player, and your opponent can punish poor decisions in neutral. Simplistic in control, Heracross's gameplan and execution demands a slower pace; an innate understanding of neutral to capitalize on mistakes! | However, this character is not without flaws. Many of the options listed here require commitment from the player, and your opponent can punish poor decisions in neutral. Simplistic in control, Heracross's gameplan and execution demands a slower pace; an innate understanding of neutral to capitalize on mistakes! | ||
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|active = 7, 7, 12 | |active = 7, 7, 12 | ||
|recovery = 24 | |recovery = 24 | ||
|advantage = +1 [ | |advantage = +1 [-4] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
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|active5 = 12 | |active5 = 12 | ||
|recovery = 24 | |recovery = 24 | ||
}} | }} | ||
|description= Heracross jabs at the opponent with her horn 3 times. | |description= Heracross jabs at the opponent with her horn 3 times. | ||
*Key pressure tool, as it deals massive guard damage on block | *Key pressure tool, as it deals massive guard damage on block | ||
*All 3 hits will not land unless you are very close to the opponent or have them cornered to mitigate pushback | *All 3 hits will not land unless you are very close to the opponent or have them cornered to mitigate pushback | ||
}} | }} | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 11 | ||
|active = 13 | |active = 13 | ||
|recovery = 52 | |recovery = 52 | ||
|advantage = +54 [-26] | |advantage = +54 [-26] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 11 | ||
|active = 13 | |active = 13 | ||
|recovery = 52 | |recovery = 52 | ||
}} | }} | ||
|description= Heracross launches skyward, horn-first. | |description= Heracross launches skyward, horn-first. | ||
*Requires a downwards charge to execute | *Requires a downwards charge to execute | ||
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|subtitle = | |subtitle = | ||
|damage = 8 (ground)/4 (air) | |damage = 8 (ground)/4 (air) | ||
|grddamage = | |grddamage = 1 | ||
|guard = Low | |guard = Low | ||
|cancel = | |cancel = | ||
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|active = 8 | |active = 8 | ||
|recovery = 30 | |recovery = 30 | ||
}} | }} | ||
|description= Heracross cancels her charge and swings at the opponent's feet. | |description= Heracross cancels her charge and swings at the opponent's feet. | ||
*Can be cancelled into when flight from Horn Charge begins | |||
*Plus on block, allowing for additional pressure | *Plus on block, allowing for additional pressure | ||
*Checks an opponent for walking back | *Checks an opponent for walking back | ||
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|subtitle = | |subtitle = | ||
|damage = 9 (Scaled), 4 (Unscaled) | |damage = 9 (Scaled), 4 (Unscaled) | ||
|grddamage = | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = | |cancel = |
Latest revision as of 17:43, 21 March 2024
Archetypes: | Sumo; Airdasher; Charge |
Health: | 40 |
Endurance: | 14 |
Endurance Refresh: | 4 |
Walk Speed: | 2.8 / -2.0 |
Prejump Frames: | 6f |
Fastest Attack: | 5A (7f) |
She takes a sad song and makes it better!
Introduction
Heracross is a powerhouse of damage, and she prefers a slower pace of play. Her strong and far-reaching charges demand respect on both horizontal and vertical axises. Heracross is a unique fighter among the defensive archetype, as she can flutter her wings and take flight whenever she pleases. Combined with a strong set of aerial options, Heracross can effortlessly control the air. She excels at punishing whiffs with staggering, single-hit yet high-damage charge tackles. Combining that with a solid meter gain gameplan, Heracross can steal rounds at a shocking rate.
Heracross can take the utmost advantage of destroying the opponent's guard due to her already strong burst options, which are modified to deal double damage on guard break. Moves such as 2A, 3A, Horn Flurry, and Horn Charge put heavy pressure on a blocking opponent. Her offense is less focused on high/low mixups and instead waits like a ticking time bomb to erode your endurance at a devastating rate. Desperate opponents will attempt to escape before their endurance hits zero with jump-ins or other offensive options. This is when Heracross unleashes her secret weapon: Horn Turret! This flash kick is a powerful anti-air option that is invulnerable to (most) attacks, and the opponent must respect it even as a wakeup option.
However, this character is not without flaws. Many of the options listed here require commitment from the player, and your opponent can punish poor decisions in neutral. Simplistic in control, Heracross's gameplan and execution demands a slower pace; an innate understanding of neutral to capitalize on mistakes!
Heracross is a tanky charge character who specializes in playing slow in exchange for huge bursts of damage and devastating combos. |
Pick if you like | Avoid if you dislike |
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Flight
Normals
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Specials
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Hyper Moves
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Super
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Throws
Combos
(j.a) 4A4A xx 3A/[4]6B/[4]646B
5B xx [4]646B
[Anti-Air] 2A xx [2]8B
[One Bar] Forward Throw xx 6B
[CH] 5B 3A
Colors