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| ==Strategy== | | ==Strategy== |
| | ===Neutral=== |
| | |
| | ===Offence (On Hit)=== |
| | |
| | ====HKD OKI==== |
| | |
| | ===Offence (On Block)=== |
| | |
| | ===Defense=== |
| | |
| ==Combos== | | ==Combos== |
| ===Chain Combos=== | | ===Chain Combos=== |
Revision as of 12:30, 12 October 2021
Hiro 2
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|
Health |
420
|
Pre-Jump Frames |
4
|
Play Style |
All-Around, Mixup
|
Dash Type |
Into Air Dash
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Character Background
Race: Demon
Motivation: Instinct
Weapon: Gate Of Heaven
Likes: Blood
Dislikes: Defeat
Character Info
Hiro 2, sometimes referred to as H2, has a multitude of tools that can be used to play defensively or aggresively. She's similar to a shoto, but with a twist thanks to her Morrigan/I-No style dash. H2 has good fireballs that can be used to approach or zone decently. A DP that can be used to punish approaches which can turn into big damage with meter or a hard knockdown for okizeme utility. H2's mix-up game is strong point-blank thanks to her divekick and unique dash. However, her dash also hurts H2 since she does not have any access to dashing lows. H2 suffers big time from her super moves. The only good super H2 has is 214-214A/B/C, since it can be looped in the corner and has good corner carry. The rest of her supers are only usable midscreen only, when the opponent is grounded, or when you want to butcher the damage scaling of your combo.
Overall, Hiro 2 is a nice mix of both defensive and offensive play giving you plenty of options to choose from in play.
Strengths |
Weaknesses
|
- Creative mix-up options with their Morrigan/I-no style dash.
- Good DP, allows for defensive plays that can turn into big damage.
- 236A is great to use as an approach since it travels slow.
- 236A+B puts out two slow moving fireballs, good for approaches.
- 214C can avoid projectiles.
- j.214C is safe on block and can be comboed off of.
- 623C > C causes a hard knockdown. Good for oki set-ups.
- 236-236A/B/C can be comboed off of in many ways.
- 214-214A/B/C can be looped in the corner for massive damage.
- 632146A/B/C can be used to punish zoning and full-screen button whiffs. Grants massive frame advantage on hit.
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- low damage output without meter.
- No dashing lows.
- 66C, the best button H2 has, can be beaten by jabs.
- 66A and 66B can be unsafe on hit if done too early.
- Shares the lowest health in the game with Jadou 2, 420 health. (nice :))
- 236-236A/B/C can't be used in the corner since the flame pillars will go off-screen.
- 236-236D scales damage down a ton in combos.
- 214-214D, Level 3, is the worst super in the game. It's a command grab with almost a second of start-up frames.
- 632146A/B/C travels along the floor, making it hard to confirm into. Also has loads of recovery on whiff.
- j.214A/B/C is an easy parry if done raw.
- j.214A/B/C cannot be comboed into without Seal Of Time (SOT)
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Normals
Far Standing Normals
f.5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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12
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Mid
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Specials
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4
|
-
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-
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-
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Hiro swipes her claw forward.
Visually Similar to Close 5A, but hits 1 frame slower.
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|
f.5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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Mid
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Specials
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-
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-
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-
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-
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Hiro shoves her claw forward.
Visually similar to Close 5B but 3 frames slower.
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f.5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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45 (15 per hit)
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Mid
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None
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-
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-
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-
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-
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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.
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f.5D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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20 (10 per hit)
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Mid
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Specials
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-
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-
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-
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-
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Hiro balances on her scythe and kicks 2 times. Automatically moves her forward. Only the first hit can be canceled.
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Close Standing Normals
cl.5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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12
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Mid
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Specials
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-
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-
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-
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-
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Hiro swipes her claw forward.
Visually Similar to Far 5A, but hits 1 frame faster.
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cl.5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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Mid
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Specials
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-
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-
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-
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-
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Hiro shoves her claw forward.
Visually similar to Far 5B but 3 frames faster.
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cl.5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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45
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Mid
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Specials
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-
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-
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-
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-
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Hiro swipes her claw upwards.
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cl.5D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10
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Mid
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Specials
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-
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-
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-
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-
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|
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Crouching Normals
2A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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12
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Mid
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Specials
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-
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-
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-
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-
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Hiro swipes her claw forward.
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2B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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Mid
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Specials
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-
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-
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-
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-
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Hiro swipes her claw forward, further than 2A.
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2C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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40 (20 per hit)
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High
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None
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-
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-
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-
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-
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Hiro swipes her claw down and hits twice. Causes knockdown if you hit the opponent in the air.
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2D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10
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Low
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Specials
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-
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-
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-
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-
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|
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Jumping Normals
j.A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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12
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High
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-
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-
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-
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-
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-
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Hiro twirls her scythe around her.
Visually similar to Hiro's j.B, but the hitbox does not hit behind her.
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j.B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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High
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-
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-
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-
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-
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-
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Hiro slashes her scythe downwards.
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j.C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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40
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High
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-
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-
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-
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-
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-
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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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j.D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10
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High
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-
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-
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-
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-
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-
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Air kick. Hitbox is around the scythe, so it may have crossup potential.
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Chain Specific Normals
Throws
A+D Forward Throw
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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60
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Throw
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None
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-
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-
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-
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-
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Hiro grabs the opponent and does a horizontal slash with her scythe.
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B+D Back Throw S U P L E X S U P L E X
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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70
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Throw
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None
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-
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-
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-
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-
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Hiro grabs the opponent and suplexes them.
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Dust (Sword Series Slash)
5B+C Standing SSS
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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150
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High
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None
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-
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-
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-
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-
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Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
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|
2B+C Low SSS
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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150
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Low
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None
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-
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-
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-
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-
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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.
Looks the same as 2C, but it is not blocked High.
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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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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
|
-
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-
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-
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-
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-
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-
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Dodges projectiles and counters any physical, non-grab attacks.
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.
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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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Version
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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A
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40
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Mid
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None
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-
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-
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-
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-
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Light (A) version. Travels at a moderate speed.
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Version
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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B
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40
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Mid
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None
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-
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-
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-
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-
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Medium (B) version. Travels at a faster speed. After traveling a short distance, the fireball moves down and becomes a Low.
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Version
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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C
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40
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Mid
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None
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-
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-
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-
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-
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Heavy (C) version. Travels about the same speed as the A version before speeding up to B's speed.
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Devil Dust ~ Inferno 魔界粧・轟炎 236 + Two buttons
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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80 (40 per hit)
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Mid
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None
|
-
|
-
|
-
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-
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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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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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Version
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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A
|
40
|
Mid
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SoT, Supers
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-
|
-
|
-
|
-
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Traditional DP compared to her regular form. Travels the least distance vertically.
About a 19 frame window at the start to cancel into Supers.
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Version
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Damage
|
Guard
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Cancel
|
Startup
|
Adv Hit
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Adv Block
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Chain Adv Block
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B
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45
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Mid
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SoT, Supers
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-
|
-
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-
|
-
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Travels a medium distance.
About an 18 frame window at the start to cancel into Supers.
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Version
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Damage
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Guard
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Cancel
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Startup
|
Adv Hit
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Adv Block
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Chain Adv Block
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C
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45
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Mid
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Hell's Area, SoT, Supers
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-
|
-
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-
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-
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Travels the highest distance. The only version that can use Hell's Area afterward.
About a 17 frame window at the start to cancel into Supers.
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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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Damage
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Guard
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Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
Can't
|
None
|
-
|
-
|
-
|
-
|
Knocks the opponent down to the ground. Can be input at any time after 623C hits.
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|
Blazing Ghost Slice 烈火死霊斬 214 + A/B/C
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Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A
|
50
|
Mid
|
Supers
|
-
|
-
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-
|
-
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Horizontal scythe slash. Does not move forward.
|
Version
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
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B
|
53
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Mid
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SoT, Supers
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-
|
-
|
-
|
-
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Moves forward about 1/4 of the screen before slashing. Only version that is Seal of Time cancelable.
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Version
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
C
|
56
|
Mid
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Supers
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-
|
-
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-
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-
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Spins forward before slashing. Invincible while spinning.
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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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Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A
|
50
|
High
|
SoT, Supers
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-
|
-
|
-
|
-
|
Hiro moves backwards and up before diving with an overhead attack.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
B
|
53
|
High
|
None
|
-
|
-
|
-
|
-
|
Moves up a short distance before starting her dive.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
|
C
|
56
|
High
|
None
|
-
|
-
|
-
|
-
|
Jumps forward and up before starting her dive.
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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
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
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163 (Total)
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Mid
|
N/A
|
-
|
-
|
-
|
-
|
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.
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.
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True Devil Dust Inferno 2 真.魔界粧轟炎弐 641236 + A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
153
|
Low
|
N/A
|
-
|
-
|
-
|
-
|
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.
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|
True Blazing Ghost Slice 真.烈火死霊斬 214214 + A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
45-45-60
|
Mid
|
N/A
|
-
|
-
|
-
|
-
|
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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|
Devil Summon ~ Purgatory 魔招.煉獄 236236 + D SHINRYUKEN SHINRYUKEN
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
125
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
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
Last Heaven ラスト.ヘヴン 214214 + D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
283
|
Grab
|
N/A
|
-
|
-
|
-
|
-
|
Hiro grabs the opponent, hits them with four slashes, then stabs them with her clawed hand. Fast command grab, but has a short range, doesn't stay out for long, and cannot be comboed into.
|
|
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.
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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) 66C > 5A > 5B > 5C > 214A > 214214A > 5A > 5C > 623C > 6C > 2C OTG
|
|
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
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|
Requires a one-bar burst. More loops can be added on a two or three-bar burst but may not be optimal.
|