Spectral vs Generation/Hiro2: Difference between revisions
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is | | 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''' | '''Hiro 2 is a glass cannon mix-up character utilizing her unique Hover Dash to employ high/low mixups when approaching''' | ||
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| cons= | | 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. | * '''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 | * '''"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 | * '''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. | * '''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. | ||
}} | }} |
Latest revision as of 11:28, 30 April 2024
Hiro 2 | |
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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 |
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Pros | Cons |
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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 S U P L E X S U P L E X
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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 Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
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Special Moves
Skull Flare スカルフレア 236 + A/B/C A version A version B version B version C version C version
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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 Super Cancel on this sprite Super Cancel on this sprite
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Hell's Area ヘルズ・エリア Hell's Zone C ~> 6C Set em up, Knock em down Set em up,
Knock em down |
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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 A, B, & C versions A, B, & C versions
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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 SHINRYUKEN SHINRYUKEN
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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 |
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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 |
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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. |