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 | ||
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'''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=== | ||
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| guard = Mid | | guard = Mid | ||
| cancel = Specials | | cancel = Specials | ||
| startup = | | startup = 4 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Hiro twirls her | | description = Hiro twirls her scythe around her. | ||
</Br>Visually similar to Hiro's j.B, but the hitbox does not hit behind her. | </Br>Visually similar to Hiro's j.B, but the hitbox does not hit behind her. | ||
}} | }} | ||
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| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 12 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Hiro slashes her scythe downwards with more range. | | 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. | ||
}} | }} | ||
}} | }} | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Air kick. | | description = Air kick. Hitbox is around the scythe, so it may have crossup potential. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 150 | ||
| guard = High | | guard = High | ||
| cancel = None | | cancel = None | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 150 | ||
| guard = Low | | guard = Low | ||
| cancel = None | | cancel = None | ||
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}} | }} | ||
}} | }} | ||
===Parry (Chaos Breaking)=== | ===Parry (Chaos Breaking)=== | ||
{{MoveData | {{MoveData | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = A | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = B | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = C | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
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| advHit = | | advHit = | ||
| advBlock = | | 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. | | 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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = A | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = B | ||
| damage = 45 | | damage = 45 | ||
| guard = Mid | | guard = Mid | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = C | ||
| damage = 45 | | damage = 45 | ||
| guard = Mid | | guard = Mid | ||
| cancel = SoT, Supers | | cancel = Hell's Area, SoT, Supers | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
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|name=Hell's Area | |name=Hell's Area | ||
|subtitle=ヘルズ・エリア | |subtitle=ヘルズ・エリア | ||
|input= | |input=Hell's Zone C ~> 6C | ||
|caption=Set em up, <br>Knock em down | |caption=Set em up, <br>Knock em down | ||
|image=SVG_Hiro2_j.B.png | |image=SVG_Hiro2_j.B.png | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = A | ||
| damage = 50 | | damage = 50 | ||
| guard = Mid | | guard = Mid | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = B | ||
| damage = 53 | | damage = 53 | ||
| guard = Mid | | guard = Mid | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = C | ||
| damage = 56 | | damage = 56 | ||
| guard = Mid | | guard = Mid | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = A | ||
| damage = 50 | | damage = 50 | ||
| guard = High | | guard = High | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = B | ||
| damage = 53 | | damage = 53 | ||
| guard = High | | guard = High | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = | | version = C | ||
| damage = 56 | | damage = 56 | ||
| guard = High | | guard = High | ||
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| advHit = | | advHit = | ||
| advBlock = | | 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. | | 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. | ||
}} | }} | ||
}} | }} | ||
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|input=236236 + D | |input=236236 + D | ||
|image=SVG_Hiro2_236236D.png | |image=SVG_Hiro2_236236D.png | ||
|caption= | |caption= '''SHINRYUKEN''' | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
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| advHit = | | advHit = | ||
| advBlock = | | 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. | | 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. | ||
}} | }} | ||
}} | }} | ||
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==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
|
---|
f.5B
|
---|
f.5C
|
---|
f.5D
|
---|
Close Standing Normals
cl.5A
|
---|
cl.5B
|
---|
cl.5C
|
---|
cl.5D
|
---|
Crouching Normals
2A
|
---|
2B
|
---|
2C
|
---|
2D
|
---|
Jumping Normals
j.A
|
---|
j.B
|
---|
j.C
|
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j.D
|
---|
Chain Specific Normals
Throws
A+D
Forward Throw |
---|
B+D
Back Throw |
---|
Dust (Sword Series Slash)
5B+C
Standing SSS |
---|
2B+C
Low SSS |
---|
Parry (Chaos Breaking)
A+B
|
---|
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 |
---|
Hell's Zone
ヘルズ・ゾーン 623 + A/B/C |
---|
Hell's Area
ヘルズ・エリア Hell's Zone C ~> 6C |
---|
Blazing Ghost Slice
烈火死霊斬 214 + A/B/C |
---|
Scythe Ride Strike
サイズ・ライド・ストライク j.214 + A/B/C |
---|
Super Moves
Level 1 Supers
True Devil Dust Inferno 1
真・魔界粧轟炎壱 236236 + A/B/C |
---|
True Devil Dust Inferno 2
真.魔界粧轟炎弐 641236 + A/B/C |
---|
True Blazing Ghost Slice
真.烈火死霊斬 214214 + A/B/C |
---|
Devil Summon ~ Purgatory
魔招.煉獄 236236 + D |
---|
Level 3 Super
Last Heaven
ラスト.ヘヴン 214214 + D |
---|
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. |