Chaos Code/NSC/Hermes: Difference between revisions
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*'''A ver: Hermes lashes out directly in front of her with the fire spirit's whip. Solid range, unfortunately only has one super cancel that doesn't work except at close range anyway, largely defeating the purpose.''' | *'''A ver: Hermes lashes out directly in front of her with the fire spirit's whip. Solid range, unfortunately only has one super cancel that doesn't work except at close range anyway, largely defeating the purpose.''' | ||
*'''C ver: Hermes lashes out diagonally above her | *'''C ver: Hermes lashes out diagonally above her to hit airborne opponents. There are two hits, the flame and the whip, of which only the whip is untechable.''' | ||
*'''ex ver (EX): Similar to the C version, except with a large ring of fire surrounding the whip. Hits 3 times and brings the opponent closer to Hermes.''' | *'''ex ver (EX): Similar to the C version, except with a large ring of fire surrounding the whip. Hits 3 times and brings the opponent closer to Hermes. This can only be comboed into with a counter-hit 5C/2C. Vacuum effect does not work on block.''' | ||
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*'''B ver: The lightning spirit calls a bolt of thunder a few inches away from Hermes. This works as an anti air if the opponent is close enough, but the real upside comes from the fact that this move uses the lightning traps from 214+B. When the move is performed, another, smaller, pillar of lightning will strike upon the position where the trap was set. With three traps set at once, you can have four lightning bolts in a single move, allowing frightening amounts of screen control. ''' | *'''B ver: The lightning spirit calls a bolt of thunder a few inches away from Hermes. This works as an anti air if the opponent is close enough, but the real upside comes from the fact that this move uses the lightning traps from 214+B. When the move is performed, another, smaller, pillar of lightning will strike upon the position where the trap was set. With three traps set at once, you can have four lightning bolts in a single move, allowing frightening amounts of screen control. ''' | ||
*'''D ver: Same as the above, except the lightning bolt is | *'''D ver: Same as the above, except the lightning bolt is just outside of flame whip distance.''' | ||
*'''ex ver (EX): Hermes calls a wave of lightning down in front of her, which hits 5 times.''' | *'''ex ver (EX): Hermes calls a wave of lightning down in front of her, which hits 5 times.''' |
Revision as of 16:51, 4 February 2013
Introduction
Hermes is a sorceress working for Kurenai's anti-Earth Union group, joined in battle by elemental spirits of fire, lightning and ice. She has many options for controlling the screen and generally disrupting the opponent's game with her lightning traps, ranged attacks and nasty mixups (she's got several anti air options, low hitting attacks and even a command grab) to encourage creative play.
Run vs Step
Run
Step
Combos
- 2AB, 5CD, 214+C, 236236+B/D
- 2AB, 5CD 6+B, 214+A
- 2AB, 5CD 6+B, 2141236+B/D
- 22+B, 623+B
- 5ABC, 623+BD, 236236+A/C
- 5ABC, 214+BD, 236236+A/C
- 2AB, 5BC, 236+B/D, 236236+A/C
- 5ABC, 236+B/D, 2141236+B/D
- 5ABC, 214+C, 214214+B/D
- 5ABC, 6+B, 2363214+AC
- Throw, 236+C
- Throw, 236+B/D, 236236+A/C
- Throw, IAD j.BD, 5C, 214+BD (wallbounce), 236236+A/C
- Throw, IAD j.BD, 2C, cl.D, 236+C(one hit), 2A, 5BC, 214+BD (Corner only)
- 2AB, 5CD, 6+B, 214+A, 214214+B/D (Corner only)
- 5ABC, 236+B/D, 214214+B/D (Corner only)
Move List
Normal Moves
5A - Mid. Cancelable.
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2A - Mid. Cancelable.
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cl.B - Low. Cancelable.
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5B - Mid. Cancelable.
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2B - Low. Cancelable.
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5C - Mid. Cancelable.
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2C - Mid. Cancelable.
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cl.D - Mid. Cancelable.
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5D - Mid. Not cancelable.
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2D - Low. Not cancelable.
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j.A - High. Cancelable.
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j.B - High. Cancelable.
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j.C - High. Cancelable. |
j.D - High. Cancelable.
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Command Normals
Charming Step - 6+B
- Short hopping kick with upper body invincibility. Contrary to its appearance, it can be comboed out of toward the end by several moves. For the duration in which Hermes is off the ground, she is considered airborne and can cancel into aerial specials.
Special Moves
Humiliating Bind - 632146+A/C
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Flaming Desire - 214+B/D
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Singeing Sensation - 236+A/C
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Awakening of Gaia - 22+B/D
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Piercing Thunder - 623+C/D
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Extra Specials
Blazing Jealousy - 214+A/C
- A ver: The fire spirit flies out in front of Hermes for a bit, like a short ranged projectile. Relatively safe and easier to combo into from 6B.
- C ver: Hermes and the fire spirit charge toward the opponent together. Super cancels into certain moves, but is harder to combo into from 6B.
Bursting Desire - 236+B/D
- The lightning spirit appears and summons a large burst of electricity in front of Hermes, hitting 5 times. Visually similar to 214+D, but functionally quite different. If done too close to the opponent only one hit will connect. If you have sphere traps set, they will grow to be the same size as the lightning ball.
Ultimate Chaos
Infernal Conflagration - 236236+A/C
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Shaking Lightning Storm - 236236+B/D
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Extra Ultimate Chaos
Scorching Pleasure - 632146+B/D
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Raging Blizzard - 214214+B/D
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Destruction Chaos
Purifying Brilliance - 2363214+AC
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Colors
Notes:
- PS3 Version: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
- A Button: Normal version
- D Button: KOS-MOS (Xenosaga)
- R1+B Buttons: I-no (Guilty Gear)
- R1+D Buttons: Sarah Bryant (Virtua Fighter)