Spectral vs Generation/Hiro2: Difference between revisions
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! align="center" colspan="2" | Hiro 2 | ! align="center" colspan="2" | Hiro 2 | ||
|- | |- | ||
| align="center" colspan="2" |[[File:Spectral VS Generation Hiro2 Image. | | align="center" colspan="2" |[[File:Spectral VS Generation Hiro2 Image.png|frameless|center|400x400px]] | ||
|- | |- | ||
| '''Health''' || 420 | | '''Health''' || 420 | ||
Line 22: | Line 22: | ||
'''Likes''': Blood<br> | '''Likes''': Blood<br> | ||
'''Dislikes''': Defeat | '''Dislikes''': Defeat | ||
== | ==Gameplay Overview== | ||
Hiro 2 has | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} Hiro2 is a rushdown character with a safe approach thanks to her slow fireball, her main strength being how easy is for her to get okizeme from most interactions. | |||
'''Hiro 2 is a glass cannon mix-up character utilizing her unique Hover Dash to employ high/low mixups when approaching''' | |||
| pros= | |||
* '''Hover Dash''': Her unique dash allows her to perform quick high/low mixups and in knockdowns she can also do crossups while she can cover areas of the screen with hitboxes such as of j.b or j.c really quick usually stopping approaches and starting her pressure. | |||
* '''Unbearable''': Hiro2 can usually start her offense anywhere thanks to her slow fireball forcing the opponent to either jump/parry or block the fireball as she approaches safely behind it and even if she's cornered she has a good DP that goes into a knockdown starting her okizeme. | |||
| cons= | |||
* '''Weird Mobility''': Aside from hover, her air dash has a weird upward arc before falling down the ground , making IADs (or box dashes) completely useless to attempt and also gives her poor options aginast projectiles. | |||
* '''"Meter, what's that?"''': Below average damage combined with the fact that her normal BnB requires her to spend meter means she usually ends a round with no meter and needs to recover it in the next one. | |||
* '''Ms. Glass''': Lowest health of the game alongside Jadou2, but without the damage he has, means you require perfect play to win against some characters. Her DP, despite being good, has poor risk/reward meaning death on block or making them guess on wake up if they get hit and it doesn't help that reversals are true in this game. | |||
* '''Very Poor Supers''': Aside from 214214A, the pillar of fires from 236236A have a fixed distance from Hiro2 and won't fully hit in corner combos. 641236A is supposed to be an anti-zooning tool yet the startup is immense and is easily avoided on reaction, her 236236D, an unreliable reversal as it can easily be parried on reaction, and lastly her lv3 is a stubby command grab that you can't combo into and they can jump after superflash. | |||
}} | |||
==Normals== | ==Normals== | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
{{MoveData | {{MoveData | ||
|name=5A | |name=f.5A | ||
|image= | |image=SVG_Hiro2_Far5A.png | ||
|data= | |||
{{AttackData-SVG | |||
| damage = 12 | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = 4 | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro swipes her claw forward. | |||
</Br>Visually Similar to Close 5A, but hits 1 frame slower. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=f.5B | |||
|image=SVG_Hiro2_Far5B.png | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 30 | ||
| guard = | | guard = Mid | ||
| cancel = Specials | |||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Hiro shoves her claw forward. | ||
</Br>Visually similar to Close 5B but 3 frames slower. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=f.5C | |||
|image=SVG_Hiro2_Far5C.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 45 (15 per hit) | |||
| guard = Mid | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro turns her claw into tentacles and hits 3 times. When used on an airborne opponent, it causes knockdown and does not push you back on Hit. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
|name=f.5D | |||
|image=SVG_Hiro2_Far5D.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 20 (10 per hit) | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro balances on her scythe and kicks 2 times. Automatically moves her forward. Only the first hit can be canceled. | |||
}} | |||
}} | |||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
{{MoveData | |||
|name=cl.5A | |||
|image=SVG_Hiro2_Close5A.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 12 | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro swipes her claw forward. | |||
</Br>Visually Similar to Far 5A, but hits 1 frame faster. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cl.5B | |||
|image=SVG_Hiro2_Close5B.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 30 | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro shoves her claw forward. | |||
</Br>Visually similar to Far 5B but 3 frames faster. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cl.5C | |||
|image=SVG_Hiro2_Close5C.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 45 | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro swipes her claw upwards. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cl.5D | |||
|image=SVG_Hiro2_Close5D.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 10 | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Standing knee. | |||
}} | |||
}} | |||
===Crouching Normals=== | ===Crouching Normals=== | ||
{{MoveData | |||
|name=2A | |||
|image=SVG_Hiro2_2A.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 12 | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro swipes her claw forward. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2B | |||
|image=SVG_Hiro2_2B.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 30 | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro swipes her claw forward, further than 2A. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2C | |||
|image=SVG_Hiro2_2C2.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 40 (20 per hit) | |||
| guard = High | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro swipes her claw down and hits twice. Causes knockdown if you hit the opponent in the air. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2D | |||
|image=SVG_Hiro2_2D.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 10 | |||
| guard = Low | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = A short, crouching kick. | |||
}} | |||
}} | |||
===Jumping Normals=== | ===Jumping Normals=== | ||
{{MoveData | |||
|name=j.A | |||
|image=SVG_Hiro2_j.A.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 12 | |||
| guard = High | |||
| cancel = | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro twirls her scythe around her. | |||
</Br>Visually similar to Hiro's j.B, but the hitbox does not hit behind her. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.B | |||
|image=SVG_Hiro2_j.B.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 30 | |||
| guard = High | |||
| cancel = | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro slashes her scythe downwards. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.C | |||
|image=SVG_Hiro2_j.C.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 40 | |||
| guard = High | |||
| cancel = | |||
| startup = 12 | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro slashes her scythe downwards with more range. Hits opponents out of the air and into Knockdown. Arguably Hiro 2's most used air normal for controlling space or starting an attack. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.D | |||
|image=SVG_Hiro2_j.D.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 10 | |||
| guard = High | |||
| cancel = | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Air kick. Hitbox is around the scythe, so it may have crossup potential. | |||
}} | |||
}} | |||
===Chain Specific Normals=== | ===Chain Specific Normals=== | ||
===Throws=== | ===Throws=== | ||
{{MoveData | |||
|name=A+D | |||
|subtitle=Forward Throw | |||
|image=SVG_Hiro2_Grab1.png | |||
|image2=SVG_Hiro2_GrabSlice.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 60 | |||
| guard = Throw | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro grabs the opponent and does a horizontal slash with her scythe. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=B+D | |||
|image=SVG_Hiro2_Grab1.png | |||
|image2=SVG_Hiro2_GrabSuplex.png | |||
|subtitle= Back Throw | |||
|caption2=S U P L E X | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 70 | |||
| guard = Throw | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro grabs the opponent and suplexes them. | |||
}} | |||
}} | |||
===Dust (Sword Series Slash)=== | ===Dust (Sword Series Slash)=== | ||
{{MoveData | |||
|name=5B+C | |||
|image=SVG_Hiro2_StandingDust.png | |||
|subtitle=Standing SSS | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 150 | |||
| guard = High | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2B+C | |||
|subtitle=Low SSS | |||
|image=SVG_Hiro2_LowDust.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 150 | |||
| guard = Low | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Same as standing SSS but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D. | |||
</Br>Looks the same as 2C, but it is not blocked High. | |||
}} | |||
}} | |||
===Parry (Chaos Breaking)=== | ===Parry (Chaos Breaking)=== | ||
{{MoveData | |||
|name=A+B | |||
|image=SVG_Hiro2_GroundParry.png | |||
|caption=Standing Parry | |||
|image2=SVG_Hiro2_CrouchParry.png | |||
|caption2=Crouching Parry | |||
|image3=SVG_Hiro2_AirParry.png | |||
|caption3=Jumping Parry | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Dodges projectiles and counters any physical, non-grab attacks. | |||
</Br>The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed. | |||
}} | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
{{MoveData | |||
|name=Skull Flare | |||
|subtitle=スカルフレア | |||
|input=236 + A/B/C | |||
|image=SVG_Hiro2_236A.png | |||
|caption=A version | |||
|image2=SVG_Hiro2_236B.png | |||
|caption2=B version | |||
|image3=SVG_Hiro2_236C.png | |||
|caption3=C version | |||
|data= | |||
{{AttackData-SVG | |||
| version = A | |||
| damage = 40 | |||
| guard = Mid | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Light (A) version. Travels at a moderate speed. | |||
}} | |||
{{AttackData-SVG | |||
| version = B | |||
| damage = 40 | |||
| guard = Mid | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Medium (B) version. Travels at a faster speed. After traveling a short distance, the fireball moves down and becomes a Low. | |||
}} | |||
{{AttackData-SVG | |||
| version = C | |||
| damage = 40 | |||
| guard = Mid | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Heavy (C) version. Travels about the same speed as the A version before speeding up to B's speed. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Devil Dust ~ Inferno | |||
|subtitle=魔界粧・轟炎 | |||
|input=236 + Two buttons | |||
|image=SVG_Hiro2_236TwoButtons.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 80 (40 per hit) | |||
| guard = Mid | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro charges up before shooting two fireballs. One has a low dip and the other is a high arc. Both are blocked mid. Useful for fighting around other fireballs and Hiro's 214D. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Hell's Zone | |||
|subtitle=ヘルズ・ゾーン | |||
|input=623 + A/B/C | |||
|image=SVG_Hiro2_623SuperCancel.png | |||
|caption=Super Cancel on this sprite | |||
|data= | |||
{{AttackData-SVG | |||
| version = A | |||
| damage = 40 | |||
| guard = Mid | |||
| cancel = SoT, Supers | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Traditional DP compared to her regular form. Travels the least distance vertically. | |||
</Br>About a 19 frame window at the start to cancel into Supers. | |||
}} | |||
{{AttackData-SVG | |||
| version = B | |||
| damage = 45 | |||
| guard = Mid | |||
| cancel = SoT, Supers | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Travels a medium distance. | |||
</Br>About an 18 frame window at the start to cancel into Supers. | |||
}} | |||
{{AttackData-SVG | |||
| version = C | |||
| damage = 45 | |||
| guard = Mid | |||
| cancel = Hell's Area, SoT, Supers | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Travels the highest distance. The only version that can use '''Hell's Area''' afterward. | |||
</Br>About a 17 frame window at the start to cancel into Supers. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Hell's Area | |||
|subtitle=ヘルズ・エリア | |||
|input=Hell's Zone C ~> 6C | |||
|caption=Set em up, <br>Knock em down | |||
|image=SVG_Hiro2_j.B.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 20 | |||
| guard = Can't | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Knocks the opponent down to the ground. Can be input at any time after 623C hits. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Blazing Ghost Slice | |||
|subtitle=烈火死霊斬 | |||
|input=214 + A/B/C | |||
|image=SVG_Hiro2_236ABC.png | |||
|data= | |||
{{AttackData-SVG | |||
| version = A | |||
| damage = 50 | |||
| guard = Mid | |||
| cancel = Supers | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Horizontal scythe slash. Does not move forward. | |||
}} | |||
{{AttackData-SVG | |||
| version = B | |||
| damage = 53 | |||
| guard = Mid | |||
| cancel = SoT, Supers | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Moves forward about 1/4 of the screen before slashing. Only version that is '''Seal of Time''' cancelable. | |||
}} | |||
{{AttackData-SVG | |||
| version = C | |||
| damage = 56 | |||
| guard = Mid | |||
| cancel = Supers | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Spins forward before slashing. Invincible while spinning. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Scythe Ride Strike | |||
|subtitle=サイズ・ライド・ストライク | |||
|input=j.214 + A/B/C | |||
|image=SVG_Hiro2_j.214Map.png | |||
|caption=A, B, & C versions | |||
|image2=SVG_Hiro2_j.214Attack.png | |||
|data= | |||
{{AttackData-SVG | |||
| version = A | |||
| damage = 50 | |||
| guard = High | |||
| cancel = SoT, Supers | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro moves backwards and up before diving with an overhead attack. | |||
}} | |||
{{AttackData-SVG | |||
| version = B | |||
| damage = 53 | |||
| guard = High | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Moves up a short distance before starting her dive. | |||
}} | |||
{{AttackData-SVG | |||
| version = C | |||
| damage = 56 | |||
| guard = High | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Jumps forward and up before starting her dive. | |||
}} | |||
}} | |||
==Super Moves== | ==Super Moves== | ||
===Level 1 Supers=== | ===Level 1 Supers=== | ||
{{MoveData | |||
|name=True Devil Dust Inferno 1 | |||
|subtitle=真・魔界粧轟炎壱 | |||
|input=236236 + A/B/C | |||
|image=SVG_Hiro2_236236ABC.png | |||
|caption= | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 163 (Total) | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro channels fire into her claw, which sends the opponent flying horizontally on hit. After scrolling some distance, the screen will stop and the opponent will bounce off the wall. Four pillars of fire will rise from the ground with decreasing strength and knockback towards Hiro. The last pillar sends the opponent up and causes Knockdown. The pillars can hit opponents lying On The Ground, but only damages them. You can act right after Hiro puts her arm down. | |||
</br>All pillars of fire are a fixed distance from Hiro. Best used when facing towards the middle of the stage or when you're in the middle. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=True Devil Dust Inferno 2 | |||
|subtitle=真.魔界粧轟炎弐 | |||
|input=641236 + A/B/C | |||
|image=SVG_Hiro2_641236ABC.png | |||
|caption= | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 153 | |||
| guard = Low | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro points her scythe forward and sends out a projectile that moves across the ground. If the projectile hits, Hiro will jump forward and bombard the opponent with explosions. Sends the opponent up and offscreen and causes Knockdown. You can act after you land on the ground. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=True Blazing Ghost Slice | |||
|subtitle=真.烈火死霊斬 | |||
|input=214214 + A/B/C | |||
|image=SVG_Hiro2_236ABC.png | |||
|caption= | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 45-45-60 | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro does three horizontal slices. If the opponent is on the ground when the third hit connects, they will be launched to the edge of the screen. If the opponent is in the air when the third hit connects, they'll be launched up a short distance and you may be able to combo off of it. The window between the second and third hit has enough time for the opponent to parry if the super is activated raw. Guaranteed Guard Break on the third hit while in burst, but still susceptable to parries. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Devil Summon ~ Purgatory | |||
|subtitle=魔招.煉獄 | |||
|input=236236 + D | |||
|image=SVG_Hiro2_236236D.png | |||
|caption= '''SHINRYUKEN''' | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 125 | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro spins with her scythe into the air, dragging the opponent up then hitting them back down. Invincible on startup(?). On hit, it can be canceled with a special at any point before the last hit. Mainly used as an anti-air/invincible super. Guaranteed Guard Break when in burst. | |||
}} | |||
}} | |||
===Level 3 Super=== | ===Level 3 Super=== | ||
{{MoveData | |||
|name=Last Heaven | |||
|subtitle=ラスト.ヘヴン | |||
|input=214214 + D | |||
|image=SVG_Hiro2_Grab1.png | |||
|caption= | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 283 | |||
| guard = Grab | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hiro grabs the opponent, hits them with four slashes, then stabs them with her clawed hand. <br>Fast command grab, but has a short range, doesn't stay out for long, and cannot be comboed into. | |||
}} | |||
}} | |||
==Strategy== | ==Strategy== | ||
===Neutral=== | |||
===Offence (On Hit)=== | |||
====HKD OKI==== | |||
===Offence (On Block)=== | |||
===Defense=== | |||
==Combos== | ==Combos== | ||
===Chain Combos=== | ===Chain Combos=== | ||
===Basic Combos=== | ===Basic Combos=== | ||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Combo''' | |||
| align="center" style="background:#f0f0f0;"|'''Total Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |||
| colspan="6" align="center" | '''Meterless BnB''' | |||
|- | |||
|66C > 5A > 5B > 5C > 214C > 214B | |||
| | |||
| | |||
|- | |||
|66C > 5A > 5B > 5C > 214C > 66B | |||
| | |||
|66B will cause a standing reset. | |||
|- | |||
|66C > 5A > 5B > 5C > 623C > 6C > 2C OTG | |||
| | |||
| | |||
|- | |||
|(Corner Only) 66C > 5A > 5B > 5C > 214C > 623C > 6C > 2C OTG | |||
| | |||
| | |||
|- | |||
| colspan="6" align="center" | '''1 Bar BnB''' | |||
|- | |||
|66C > 5A > 5B > 5C > 214C > 214B SOT > 5A > 5C > 623C > 6C > 2C OTG | |||
| | |||
| | |||
|- | |||
|66C > 5A > 5B > 5C > 214C > 214B SOT > 214C > 623C > 6C > 2C OTG | |||
| | |||
| | |||
|- | |||
|66C > 5A > 5B > 5C > 214C > 214B SOT > B+C (AAABBBCCCDD > 236D) | |||
| | |||
|Returns about .9 bar after finishing the combo. | |||
|- | |||
|(Corner Only) 66B > 5A > 5B > 5C > 214C >> 5C > 214A > 214214A >> 5C > 623C > 6C > 2C OTG | |||
|226 | |||
|Cancel 214A into 214214A quickly to link. | |||
|- | |||
| colspan="6" align="center" | '''2 Bar BnB''' | |||
|- | |||
|66C > 5A > 5B > 5C > 214C > 214B SOT > 214B > 214C > B+C (AAABBBCCDD > 236D) | |||
| | |||
|Returns about 1.1 bar after finishing the combo. | |||
|- | |||
|(Corner Only) 66C > 5A > 5B > 5C > 214A > 214214A > cl.C > 214A > 214214A > | |||
cl.C > 623C > 6C > 2C OTG | |||
| | |||
| | |||
|- | |||
| colspan="6" align="center" | '''3 Bar BnB''' | |||
|- | |||
|66C > 5A > 5B > 5C > 214C > 214B SOT > 214C > 214B SOT > 214C > 214B SOT > | |||
214C > cl.C > 623C > 6C > 2C OTG | |||
| | |||
|Guarenteed corner carry. | |||
|- | |||
|(Corner Only) 66C > 5A > 5B > 5C > 214A > 214-214A > cl.C > 214A > 214214A > | |||
cl.C > 214A > 214214A > cl.C > 623C > 6C > 2C OTG | |||
| | |||
| | |||
|- | |||
| colspan="6" align="center" | '''Burst BnB''' | |||
|- | |||
|66C > 5A > 5B > 5C > 214C > 214B SOT > cl.C > 623C SOT > Burst > | |||
[cl.C > 214A > 214214A] x4 > cl.C > 623C > 6C > 2C OTG | |||
| | |||
|Requires a one-bar burst. More loops can be added on a two or three-bar burst but may not be optimal. | |||
|- | |||
{{Navbox-SVG}} | {{Navbox-SVG}} |
Latest revision as of 11:28, 30 April 2024
Hiro 2 | |
---|---|
Health | 420 |
Pre-Jump Frames | 4 |
Play Style | All-Around, Mixup |
Dash Type | Into Air Dash |
Character Background
Race: Demon
Motivation: Instinct
Weapon: Gate Of Heaven
Likes: Blood
Dislikes: Defeat
Gameplay Overview
Playstyle
Hiro2 Hiro2 is a rushdown character with a safe approach thanks to her slow fireball, her main strength being how easy is for her to get okizeme from most interactions. Hiro 2 is a glass cannon mix-up character utilizing her unique Hover Dash to employ high/low mixups when approaching |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
f.5A
|
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f.5B
|
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f.5C
|
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f.5D
|
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Close Standing Normals
cl.5A
|
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cl.5B
|
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cl.5C
|
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cl.5D
|
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Crouching Normals
2A
|
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2B
|
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2C
|
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2D
|
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Jumping Normals
j.A
|
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j.B
|
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j.C
|
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j.D
|
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Chain Specific Normals
Throws
A+D
Forward Throw |
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B+D
Back Throw |
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Dust (Sword Series Slash)
5B+C
Standing SSS |
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2B+C
Low SSS |
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Parry (Chaos Breaking)
A+B
|
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Special Moves
Skull Flare
スカルフレア 236 + A/B/C |
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Devil Dust ~ Inferno
魔界粧・轟炎 236 + Two buttons |
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Hell's Zone
ヘルズ・ゾーン 623 + A/B/C |
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Hell's Area
ヘルズ・エリア Hell's Zone C ~> 6C |
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Blazing Ghost Slice
烈火死霊斬 214 + A/B/C |
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Scythe Ride Strike
サイズ・ライド・ストライク j.214 + A/B/C |
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Super Moves
Level 1 Supers
True Devil Dust Inferno 1
真・魔界粧轟炎壱 236236 + A/B/C |
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True Devil Dust Inferno 2
真.魔界粧轟炎弐 641236 + A/B/C |
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True Blazing Ghost Slice
真.烈火死霊斬 214214 + A/B/C |
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Devil Summon ~ Purgatory
魔招.煉獄 236236 + D |
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Level 3 Super
Last Heaven
ラスト.ヘヴン 214214 + D |
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Strategy
Neutral
Offence (On Hit)
HKD OKI
Offence (On Block)
Defense
Combos
Chain Combos
Basic Combos
Combo | Total Damage | Notes | |||
Meterless BnB | |||||
66C > 5A > 5B > 5C > 214C > 214B | |||||
66C > 5A > 5B > 5C > 214C > 66B | 66B will cause a standing reset. | ||||
66C > 5A > 5B > 5C > 623C > 6C > 2C OTG | |||||
(Corner Only) 66C > 5A > 5B > 5C > 214C > 623C > 6C > 2C OTG | |||||
1 Bar BnB | |||||
66C > 5A > 5B > 5C > 214C > 214B SOT > 5A > 5C > 623C > 6C > 2C OTG | |||||
66C > 5A > 5B > 5C > 214C > 214B SOT > 214C > 623C > 6C > 2C OTG | |||||
66C > 5A > 5B > 5C > 214C > 214B SOT > B+C (AAABBBCCCDD > 236D) | Returns about .9 bar after finishing the combo. | ||||
(Corner Only) 66B > 5A > 5B > 5C > 214C >> 5C > 214A > 214214A >> 5C > 623C > 6C > 2C OTG | 226 | Cancel 214A into 214214A quickly to link. | |||
2 Bar BnB | |||||
66C > 5A > 5B > 5C > 214C > 214B SOT > 214B > 214C > B+C (AAABBBCCDD > 236D) | Returns about 1.1 bar after finishing the combo. | ||||
(Corner Only) 66C > 5A > 5B > 5C > 214A > 214214A > cl.C > 214A > 214214A >
cl.C > 623C > 6C > 2C OTG |
|||||
3 Bar BnB | |||||
66C > 5A > 5B > 5C > 214C > 214B SOT > 214C > 214B SOT > 214C > 214B SOT >
214C > cl.C > 623C > 6C > 2C OTG |
Guarenteed corner carry. | ||||
(Corner Only) 66C > 5A > 5B > 5C > 214A > 214-214A > cl.C > 214A > 214214A >
cl.C > 214A > 214214A > cl.C > 623C > 6C > 2C OTG |
|||||
Burst BnB | |||||
66C > 5A > 5B > 5C > 214C > 214B SOT > cl.C > 623C SOT > Burst >
[cl.C > 214A > 214214A] x4 > cl.C > 623C > 6C > 2C OTG |
Requires a one-bar burst. More loops can be added on a two or three-bar burst but may not be optimal. |