Spectral vs Generation/Hiro: Difference between revisions
m (→Defense) |
|||
(25 intermediate revisions by the same user not shown) | |||
Line 42: | Line 42: | ||
| cons= | | cons= | ||
* '''Poor Defense''': Hiro relies on meter to get out of pressure, such as using guard cancel or a super reversal, outside of it she's forced to block | * '''Poor Defense''': Hiro relies on meter to get out of pressure, such as using guard cancel or a super reversal, outside of it she's forced to block in most situations and guess right. | ||
* '''Average Damage''': Without meter, Hiro's damage can be a bit underwhelming, requiring up to 4 or 5 interactions to get a round. Sometimes it makes you pick between damage and okizeme or dust for meter gain which resets neutral. This lack of damage also allows the opponent to enter burst threshold often and spin the round | * '''Average Damage''': Without meter, Hiro's damage can be a bit underwhelming, requiring up to 4 or 5 interactions to get a round. Sometimes it makes you pick between damage and okizeme or dust for meter gain which resets neutral. This lack of damage also allows the opponent to enter burst threshold often and spin the round in their favor. | ||
* '''Honest In A Dishonest Game''': While she has many tools to work with, she's often the one having to play a lot more careful as most of the cast can blow her out of 2 or 3 hitconfirms and she doesn't have anything extremely crazy compared to some characters. | * '''Honest In A Dishonest Game''': While she has many tools to work with, she's often the one having to play a lot more careful as most of the cast can blow her up out of 2 or 3 hitconfirms and she doesn't have anything extremely crazy compared to some characters. | ||
}} | }} | ||
Line 114: | Line 114: | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Hiro balances on her scythe and kicks | | description = Hiro balances on her scythe and kicks moving her forward a bit, the hitstun is surprisingly higher than you'd expect. | ||
</Br> You can buffer super from it without actually getting the super on whiff allowing for easy hitconfirms. | </Br> You can buffer super from it without actually getting the super on whiff allowing for easy hitconfirms. | ||
</br> Surprisingly her only far standing normal from which you can combo onto something. | </br> Surprisingly her only far standing normal from which you can combo onto something. | ||
Line 465: | Line 465: | ||
| guard = Mid | | guard = Mid | ||
| cancel = Super | | cancel = Super | ||
| startup = | | startup = 11 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Light (A) version. Travels the slowest and does the least damage. | | description = Light (A) version. Travels the slowest and does the least damage. | ||
</br> You can have more than one projectile on the screen allowing you to do things like 236A and 236C. | |||
</br> Thanks to the slow travel speed you can dash along with it for a safe approach if spaced properly. | |||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 475: | Line 477: | ||
| guard = Mid | | guard = Mid | ||
| cancel = Super | | cancel = Super | ||
| startup = | | startup = 12 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 485: | Line 487: | ||
| guard = Mid | | guard = Mid | ||
| cancel = Super | | cancel = Super | ||
| startup = | | startup = 13 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Heavy (C) version. Travels the fastest and does the most damage. | | description = Heavy (C) version. Travels the fastest and does the most damage. | ||
</br> The one you'll be using often for your basic combos as the others might not combo midscreen. | |||
}} | }} | ||
}} | }} | ||
Line 498: | Line 501: | ||
|input=623A/B/C | |input=623A/B/C | ||
|image=SVG_Hiro_623ABC.png | |image=SVG_Hiro_623ABC.png | ||
|caption= Dive to win | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 504: | Line 508: | ||
| guard = High | | guard = High | ||
| cancel = SoT | | cancel = SoT | ||
| startup = | | startup = 25 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Hiro dives forward with an overhead attack. Move doesn't become active until hiro starts her dive. | ||
</br> Any of the versions can be safe on block if they block on the later frames and comboed out of it if they get hit. | |||
</br> Doesn't seem so useful at first but the active hitbox on the air can stop air dashes and work as a low risk parry bait if they run forward | |||
</br> Expecting the other far reaching versions. | |||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 514: | Line 522: | ||
| guard = High | | guard = High | ||
| cancel = SoT | | cancel = SoT | ||
| startup = | | startup = 25 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = B and C versions are often used to catch opponents jumping around as the arc traversed gets longer. | ||
</Br> Can surprisingly crossup if the opponent is crouching against some of the characters but don't rely too much on it happening. | |||
</br> Easy to parry so try to catch them off guard with it. | |||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 524: | Line 534: | ||
| guard = High | | guard = High | ||
| cancel = SoT | | cancel = SoT | ||
| startup = | | startup = 25 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Hiro dives more than half a screen forward on this version and can RARELY cross-up. | ||
</br> Used in your combos a lot and in neutral thanks to the huge arc being capable of even catching backdashes. | |||
</br> Just hit them with it for the funnies. | |||
}} | }} | ||
}} | }} | ||
Line 547: | Line 559: | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 32 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 563: | Line 575: | ||
|input=214D | |input=214D | ||
|image=SVG_Hiro_214D.png | |image=SVG_Hiro_214D.png | ||
|caption= Testament is proud. | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 600: | Line 613: | ||
|input=236-236A | |input=236-236A | ||
|image=SVG_Hiro_236236A.png | |image=SVG_Hiro_236236A.png | ||
|caption= | |caption= Why not | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 615: | Line 628: | ||
|input=236-236B | |input=236-236B | ||
|image=SVG_Hiro_236236D.png | |image=SVG_Hiro_236236D.png | ||
|caption= | |caption= For corner | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 624: | Line 637: | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Consumes One Meter.<br> Three average speed fireballs thrown above Hiro. | | description = Consumes One Meter.<br> Three average speed fireballs thrown above Hiro. Doesn't work well as anti air since no version has iframes and they can air parry on reaction. Does the most damage raw but scales the hardest in combos. | ||
</br> Use this on the corner instead of the C version to make it safe. | |||
}} | }} | ||
}} | }} | ||
Line 630: | Line 644: | ||
|name=236-236C | |name=236-236C | ||
|image=SVG_Hiro_236236C.png | |image=SVG_Hiro_236236C.png | ||
|caption= | |caption= Only I can do the zoning | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 639: | Line 653: | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Consumes One Meter.<br> Only one fireball is thrown but this is the fastest compared to the A and B versions. This is your go to super for ending combos or catching zoning. | | description = Consumes One Meter.<br> Only one fireball is thrown but this is the fastest compared to the A and B versions. This is your go to super for ending combos or catching zoning. Do not use it on the corner as they recover first getting you punished. | ||
}} | }} | ||
}} | }} | ||
Line 660: | Line 674: | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Consumes 1 meter.<br> Really good anti-air super. | | description = Consumes 1 meter.<br> Really good anti-air super but can be parried since it's not a projectile. | ||
</br> 214214D or 214214A on wake up, pick your poison. | |||
</br> Hitting your opponent gets you a free HKD and enough time to set up 50/50. | |||
}} | }} | ||
}} | }} | ||
Line 671: | Line 687: | ||
|input=214-214A/B/C | |input=214-214A/B/C | ||
|image=SVG_Hiro_214214x_0.png | |image=SVG_Hiro_214214x_0.png | ||
|caption= | |caption= MASH MASH MASH MASH | ||
|image2=SVG_Hiro_214214x_1.png | |image2=SVG_Hiro_214214x_1.png | ||
|caption2= on hit | |caption2= on hit | ||
Line 683: | Line 699: | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Hitgrab so you can be parried out of it. | ||
</br> Can catch opponents in the air and it's your other reversal as it has more horizontal range and faster recovery. | |||
</br> You can combo into it from back throw but it's not universal. | |||
}} | }} | ||
}} | }} | ||
Line 693: | Line 711: | ||
|subtitle=ラスト・ヘブン | |subtitle=ラスト・ヘブン | ||
|image=Hiro_2141236x.png | |image=Hiro_2141236x.png | ||
|caption= | |caption= Is it gonna kill? | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 703: | Line 721: | ||
| advBlock = | | advBlock = | ||
| description = Consumes 3 meter.<br> Hitgrab, sort of works like a raging demon but can be confirmed off of most things like a fireball. <br> Completely invulnerable on startup and active frames. | | description = Consumes 3 meter.<br> Hitgrab, sort of works like a raging demon but can be confirmed off of most things like a fireball. <br> Completely invulnerable on startup and active frames. | ||
</br> Like other lv3s, it does a lot of damage but this one comes with a lot of iframes and Hiro has easy combos onto it, making this one of the bests. | |||
}} | }} | ||
}} | }} | ||
Line 709: | Line 728: | ||
===Neutral=== | ===Neutral=== | ||
Hiro is a very well rounded character for playing neutral. She has solid buttons to cover various angles, such as 5B which is great as a predictive anti air, 5C which covers a lot of space in front of her, and 8j.C which covers a lot of air space and makes it very hard to approach. Hiro also has a fast step dash letting her get in fast when there is a gap she can take advantage of. Hiro's main goal in neutral is to set up her 214D trap to control space and force the opponent to have to alter their approach, normally forcing them into the air which Hiro has options for. | Hiro is a very well rounded character for playing neutral. She has solid buttons to cover various angles, such as 5B which is great as a predictive anti air, 5C which covers a lot of space in front of her, and 8j.C which covers a lot of air space and makes it very hard to approach. Hiro also has a fast step dash letting her get in fast when there is a gap she can take advantage of. Hiro's main goal in neutral is to set up her 214D trap to control space and force the opponent to have to alter their approach, normally forcing them into the air which Hiro has options for. | ||
Once you manage to set up a 214D you can start zoning fullscreen with 236A/B/C or 214A/B/C as most characters will struggle approaching with Hiro's many tools to stop them alongside 214D which they could land on after air dash. | |||
===Offence (On Hit)=== | ===Offence (On Hit)=== | ||
On hit Hiro will aim to get a hard knockdown, normally achieved with her standard bnb 5B -> 5C >> 9jc >> j.B -> j.C which lets you set up a 214D for oki. Alternatively, you can instead of doing a jump cancel use 623A/B/C Sot which lets you extend for damage which still leads to a hard knockdown or a dust for meter. For the most part you wont use supers for combos as the meter is best spent on a 623A/B/C Sot, though in burst you should 100% go for a lvl 3 for damage. | On hit Hiro will aim to get a hard knockdown, normally achieved with her standard bnb 5B -> 5C >> 9jc >> j.B -> j.C which lets you set up a 214D for oki. Alternatively, you can instead of doing a jump cancel use 623A/B/C Sot which lets you extend for damage which still leads to a hard knockdown or a dust for meter. For the most part you wont use supers for combos as the meter is best spent on a 623A/B/C Sot, though in burst you should 100% go for a lvl 3 for damage. | ||
Line 714: | Line 735: | ||
Hiro's HKD OKI is the best part of her kit thanks to her 214D and how easy it is to set it up after a combo. afterwards with a meaty 214D you have a solid mixup with 2D for a low, j.A for an instant overhead, and side swap mixups as well, letting you vortex the opponent into another HKD into 214D mixup. | Hiro's HKD OKI is the best part of her kit thanks to her 214D and how easy it is to set it up after a combo. afterwards with a meaty 214D you have a solid mixup with 2D for a low, j.A for an instant overhead, and side swap mixups as well, letting you vortex the opponent into another HKD into 214D mixup. | ||
===Offence (On Block)=== | ===Offence (On Block)=== | ||
On block Hiro doesn't have to many tools for pressure on block, and most of her specials are for neutral and zoning, though her 623A/B/C is a true overhead, letting you open up people who arent expecting it. Note that it can be reacted to on block with a parry, complacently ending your turn | On block Hiro doesn't have to many tools for pressure on block, and most of her specials are for neutral and zoning, though her 623A/B/C is a true overhead, letting you open up people who arent expecting it. Note that it can be reacted to on block with a parry, complacently ending your turn. | ||
Hiro's approach is usually through airdashes with j.9c or j.b if they're close, j.9c being quite plus allowing for more pressure afterwards or simply doing empty air dash into low, while j.b can catch opponents downbacking since her airdash can sideswitch. | |||
The problem with approaching through the ground is that usually you'll dash onto a normal or get stuffed, but at mid to close range you definitely can thanks to her d.2d. | |||
===Defense=== | ===Defense=== | ||
Unfortunately for Hiro she lacks a meterless reversal, | Unfortunately for Hiro she lacks a meterless reversal forcing you to block most of the time, but so long as you manage your meter well you'll never ran out of it. | ||
You can guard cancel in wake up, use either 214214d or 214214a/b/c, perhaps if you're feeling bold also level 3 and lastly..blocking is for the weak, hold UP in your wake up and yes this can surprisingly work as people tend to mistime their okizeme since there's not a proper tool to lab meaties. | |||
==Combos== | ==Combos== | ||
Line 772: | Line 798: | ||
|- | |- | ||
|9C > 2D > 2B > 2C > 236C | |9C > 2D > 2B > 2C > 236C | ||
| | | 116 | ||
| | | | ||
|- | |- | ||
|9C > 5B > C > 9B > 9C | |9C > 5B > C > 9B > 9C | ||
| | |120 | ||
|Hard knock-down | |Hard knock-down chain, allows for 50/50, core to her gameplan. | ||
| | | | ||
|- | |- | ||
| colspan="6" align="center" | '''One Bar BnB''' | | colspan="6" align="center" | '''One Bar BnB''' | ||
|- | |- | ||
|9C > 5B> C > 623C (SOT) > B+C (AAABBBCCCDD > 236D) | |9C > 5B> C > 623C (SOT) > B+C (AAABBBCCCDD > 236D) | ||
| | |180 | ||
| | |Practical 1 meter combo, albeit the lack of a hard knockdown means you have to take risk and start pressuring your opponent right away. | ||
|- | |- | ||
|9C > 2D > 2B > 2C > 236C > 236-236C | |9C > 2D > 2B > 2C > 236C > 236-236C | ||
| | |168 | ||
|Punishable on hit in the corner point-blank. If in the corner, use 236-236B. | |Punishable on hit in the corner point-blank. If in the corner, use 236-236B. | ||
|- | |- | ||
|9C > | |9C > 2c > 236C > 236-236C | ||
| | |180 | ||
| | | | ||
|- | |- | ||
|9C > 5B > C > 623C (SOT) > 5B > C > 9B > C | |9C > 5B > C > 623C (SOT) > 5B > C > 9B > C | ||
| | |175 | ||
|Hard Knockdown finish. Good tool for oki set-ups. | |Hard Knockdown finish. Good tool for oki set-ups and finishing rounds where dust can't kill. | ||
|- | |||
|Back Throw > 236236C/214214C | |||
|124/121 | |||
|Use 236236c midscreen and 214214c on the corner | |||
|- | |||
|Back Throw > 5B > C > 623C (SOT) > sideswitch B+C (AAABBBCCCDD > 236D) | |||
|152 | |||
|Good damage while also keeping them on the corner and thanks to the dust you barely lose any meter, one of Hiro's unique traits | |||
|- | |- | ||
| colspan="6" align="center" | '''Two Bar BnB''' | | colspan="6" align="center" | '''Two Bar BnB''' | ||
|- | |- | ||
|9C > 5B > C > 623C (SOT) > 5B > C > | |9C > 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > B+C (AAABBBCCCDD > 236D) | ||
| | |213 | ||
| | |May as well recover some with dust after all you can't live without meter. | ||
|- | |- | ||
| colspan="6" align="center" | '''Three Bar BnB''' | | colspan="6" align="center" | '''Three Bar BnB''' | ||
|- | |- | ||
|(Corner Only) 9C > 2D > 2B > 2C > 236C > 214-1236C | |(Corner Only) 9C > 2D > 2B > 2C > 236C > 214-1236C | ||
| | |296 | ||
|You can set up 214D after level 3. | |You can set up 214D after level 3 as a meaty but you don't have enough time for 50/50. | ||
|- | |- | ||
|9C > | |9C > 2C > 214-1236C | ||
| | |332 | ||
| | |Highest raw damage without burst, works midscreen as well. | ||
|- | |- | ||
| colspan="6" align="center" | '''Burst BnB''' | | colspan="6" align="center" | '''Burst BnB''' | ||
|- | |- | ||
|9C > 5B > C > 623C (SOT) > (Burst) 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > clB > C > 623C (SOT) > 214-1236A | |9C > 5B > C > 623C (SOT) > (Burst) 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > clB > C > 623C (SOT) > 214-1236A | ||
| | |334 | ||
|Requires 2 bar. In the end wait for your opponent to be close to the ground, about Hiro's head level, before doing level 3. If you don't they can tech out of the after the super flash. | |Requires 2 bar. In the end wait for your opponent to be close to the ground, about Hiro's head level, before doing level 3. If you don't they can tech out of the after the super flash. | ||
|- | |||
|(623C(SOT) > 214D)xN > 214-1236A | |||
|Kills anyone | |||
|SOT has to be the earliest and not late for 214D to combo, you can use 623B if you fear you'll go too far.Too close vs Erile can end up sideswitching. | |||
|} | |} | ||
Latest revision as of 11:40, 30 April 2024
Hiro | |
---|---|
Health | 510 |
Pre-Jump Frames | 3 |
Play Style | All-Around, Setplay |
Dash Type | Step |
Character Background
Race: Demon
Motivation: To revive the Demon King
Weapon: Gate Of Heaven
Likes: Pride in demons
Dislikes: "Heroic" Humans
Gameplay Overview
Hiro is a strong character with an all-around tool kit that mainly focuses on set-play and solid neutral play. Hiro has decent anti-zoning tools, rushdown tools, and solid buttons to keep the opponent in check. Hiro's main strengths lie within her 214D floor trap. If the opponent steps onto the trap, it will be triggered. This is amazing for holding neutral, punishing careless rushdown, and setting up 50/50 okizeme situations. Most of her match-ups allow Hiro to stay back and set-up 214D but, she falls short to rushdown characters who can abuse her poor defensive options. Finding a way to set-up 214D is your main priority in most match-ups to keep a stranglehold on neutral. Hiro is a jack-of-all-trades mainly focused on setplay with strong neutral tools allowing her to play as she wants, may it be rushdown or zoner. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
5A
|
---|
5B
|
---|
5C
|
---|
5D
|
---|
Close Standing Normals
5A
|
---|
5B
|
---|
5C
|
---|
5D
|
---|
Crouching Normals
2A
|
---|
2B
|
---|
2C
|
---|
2D
|
---|
Jumping Normals
j.A
|
---|
j.B
|
---|
j.C
|
---|
j.D
|
---|
Chain Specific Normals
A -> 3C
|
---|
Throws
A+D
Forward Throw |
---|
B+D
Back Throw |
---|
Sword Series Slash (Dust)
5B+C
Standing SSS |
---|
2B+C
Low SSS |
---|
Chaos Breaking (Parry)
A+B
|
---|
Special Moves
Flaming Soul
焔魂 236A/B/C |
---|
Scythe Ride Strike
サイズ・ライド・ストライク 623A/B/C |
---|
Gate of Hell
ゲート・オブ・ヘル 214A/B/C |
---|
Gate of Hell (D)
ゲート・オブ・ヘル 214D |
---|
Hell's Zone
ヘルズ・ゾーン 236D |
---|
Super Moves
Level 1 Supers
Devil Dust ~ Inferno
魔界粧・轟炎 236-236A |
---|
236-236B
|
---|
236-236C
|
---|
Devil Summon ~ Purgatory
魔召・煉獄 214-214D |
---|
Blazing Ghost Slice
烈火死霊斬 214-214A/B/C |
---|
Level 3 Super
Last Heaven
ラスト・ヘブン 2141236A/B/C |
---|
Strategy
Neutral
Hiro is a very well rounded character for playing neutral. She has solid buttons to cover various angles, such as 5B which is great as a predictive anti air, 5C which covers a lot of space in front of her, and 8j.C which covers a lot of air space and makes it very hard to approach. Hiro also has a fast step dash letting her get in fast when there is a gap she can take advantage of. Hiro's main goal in neutral is to set up her 214D trap to control space and force the opponent to have to alter their approach, normally forcing them into the air which Hiro has options for. Once you manage to set up a 214D you can start zoning fullscreen with 236A/B/C or 214A/B/C as most characters will struggle approaching with Hiro's many tools to stop them alongside 214D which they could land on after air dash.
Offence (On Hit)
On hit Hiro will aim to get a hard knockdown, normally achieved with her standard bnb 5B -> 5C >> 9jc >> j.B -> j.C which lets you set up a 214D for oki. Alternatively, you can instead of doing a jump cancel use 623A/B/C Sot which lets you extend for damage which still leads to a hard knockdown or a dust for meter. For the most part you wont use supers for combos as the meter is best spent on a 623A/B/C Sot, though in burst you should 100% go for a lvl 3 for damage.
HKD OKI
Hiro's HKD OKI is the best part of her kit thanks to her 214D and how easy it is to set it up after a combo. afterwards with a meaty 214D you have a solid mixup with 2D for a low, j.A for an instant overhead, and side swap mixups as well, letting you vortex the opponent into another HKD into 214D mixup.
Offence (On Block)
On block Hiro doesn't have to many tools for pressure on block, and most of her specials are for neutral and zoning, though her 623A/B/C is a true overhead, letting you open up people who arent expecting it. Note that it can be reacted to on block with a parry, complacently ending your turn.
Hiro's approach is usually through airdashes with j.9c or j.b if they're close, j.9c being quite plus allowing for more pressure afterwards or simply doing empty air dash into low, while j.b can catch opponents downbacking since her airdash can sideswitch. The problem with approaching through the ground is that usually you'll dash onto a normal or get stuffed, but at mid to close range you definitely can thanks to her d.2d.
Defense
Unfortunately for Hiro she lacks a meterless reversal forcing you to block most of the time, but so long as you manage your meter well you'll never ran out of it. You can guard cancel in wake up, use either 214214d or 214214a/b/c, perhaps if you're feeling bold also level 3 and lastly..blocking is for the weak, hold UP in your wake up and yes this can surprisingly work as people tend to mistime their okizeme since there's not a proper tool to lab meaties.
Combos
Chain Combos
Chain Combo | Damage Per Hit | Notes |
5A -> B -> C | 15,15,22 | C causes a knockdown. |
5D -> B -> C | 10,15,22 | The Same as 5ABC chain but with D and does less damage. C causes a knockdown. |
2A -> B -> C | 15,15,22 | Starting mid. |
2D -> B -> C | 10,15,22 | Starting low. |
5A -> C | 15,25 | C causes a knockdown. Always far C no matter how close you are. |
5D -> C | 10,25. | C causes a knockdown. Always far C no matter how close you are. |
5B -> C | 30,22 | Launches the opponent into the air. Jump cancelable. |
jB -> C | 30,18 | Air chain. If done as an air to air it will hard knockdown. |
A -> 3C | 15,30 | C is an overhead that cannot be canceled. See Chain Specific Normals |
BnB Combos
Combo | Total Damage | Notes | |||
Meterless BnB | |||||
9C > 2D > 2B > 2C > 236C | 116 | ||||
9C > 5B > C > 9B > 9C | 120 | Hard knock-down chain, allows for 50/50, core to her gameplan. | |||
One Bar BnB | |||||
9C > 5B> C > 623C (SOT) > B+C (AAABBBCCCDD > 236D) | 180 | Practical 1 meter combo, albeit the lack of a hard knockdown means you have to take risk and start pressuring your opponent right away. | |||
9C > 2D > 2B > 2C > 236C > 236-236C | 168 | Punishable on hit in the corner point-blank. If in the corner, use 236-236B. | |||
9C > 2c > 236C > 236-236C | 180 | ||||
9C > 5B > C > 623C (SOT) > 5B > C > 9B > C | 175 | Hard Knockdown finish. Good tool for oki set-ups and finishing rounds where dust can't kill. | |||
Back Throw > 236236C/214214C | 124/121 | Use 236236c midscreen and 214214c on the corner | |||
Back Throw > 5B > C > 623C (SOT) > sideswitch B+C (AAABBBCCCDD > 236D) | 152 | Good damage while also keeping them on the corner and thanks to the dust you barely lose any meter, one of Hiro's unique traits | |||
Two Bar BnB | |||||
9C > 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > B+C (AAABBBCCCDD > 236D) | 213 | May as well recover some with dust after all you can't live without meter. | |||
Three Bar BnB | |||||
(Corner Only) 9C > 2D > 2B > 2C > 236C > 214-1236C | 296 | You can set up 214D after level 3 as a meaty but you don't have enough time for 50/50. | |||
9C > 2C > 214-1236C | 332 | Highest raw damage without burst, works midscreen as well. | |||
Burst BnB | |||||
9C > 5B > C > 623C (SOT) > (Burst) 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > clB > C > 623C (SOT) > 214-1236A | 334 | Requires 2 bar. In the end wait for your opponent to be close to the ground, about Hiro's head level, before doing level 3. If you don't they can tech out of the after the super flash. | |||
(623C(SOT) > 214D)xN > 214-1236A | Kills anyone | SOT has to be the earliest and not late for 214D to combo, you can use 623B if you fear you'll go too far.Too close vs Erile can end up sideswitching. |