Chaos Code/NSC/Hermes: Difference between revisions
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| width="" |''' <font size = "3">Flaming Desire - 214+B/D</font>''' | | width="" |''' <font size = "3">Flaming Desire - 214+B/D</font>''' | ||
*B ver: Hermes places a sphere of | *B ver: Hermes places a sphere of electricity in front of her. This sphere will be used for the D version of this move as well as for a few other specials. You can have a maximum of three spheres onscreen at any given moment. Can cancel in midair from 6B. Stays on-screen for about 10 seconds before exploding on its own for small damage. | ||
*D ver: Hermes | *D ver: Hermes summons a ball of electricity in front of her. If you have any spheres placed from 214B, the ball will travel to each sphere in the order you placed them, like a projectile. Otherwise, it just explodes immediately. Can cancel in midair from 6B. Basic air combo ender. | ||
*ex ver (EX): Hermes | *ex ver (EX): Hermes summons three balls of electricity in front of her, which explode. This move is amazing. It has a ton of active frames, is usable midair, and has a deceptively wide and tall hitbox. You'll get a wallbounce on counterhit for a big combo, otherwise you'll get a hard knockdown to set up your oki. Can cancel in midair from 6B. Overall a good use of meter and rather effective anti-air. | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">Singeing Sensation - 236+A/C</font>''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">Singeing Sensation - 236+A/C</font>''' | ||
Crack that whip! Give the past a slip! | |||
*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. | ||
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*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. | *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 A 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 | *ex ver (EX): Similar to the A 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 counterhit. Vacuum effect does not work on block. | ||
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| width="" |''' <font size = "3">Awakening of Gaia - 22+B/D</font>''' | | width="" |''' <font size = "3">Awakening of Gaia - 22+B/D</font>''' | ||
*B ver: Hermes calls the ice spirit to lay a trap in front of her. | *B ver: Hermes calls the ice spirit to lay a trap in front of her. If the opponent touches this, they are knocked down. This is your go-to oki option, also good against rush happy characters to force them to face your dangerous array of anti-airs. Stays on-screen for 4 seconds. | ||
*D ver: The ice spirit delays a bit, then pounds the ground to create a low hitting, respectably fast projectile that causes a short amount of stun. Can be hit-confirmed for an easy | *D ver: The ice spirit delays a bit, then pounds the ground to create a low hitting, respectably fast projectile that causes a short amount of stun. Can be hit-confirmed for an easy follow up with 236A, 236236P, or dash f.B depending on distance. | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">Piercing Thunder - 623+C/D</font>''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">Piercing Thunder - 623+C/D</font>''' | ||
Hermes calls the lightning spirit to summon a lightning bolt. Additionally, all spheres on screen will be detonated, creating additional lightning bolts at their location. Very similar to Rachel's Sword Iris. The button used controls the distance of the initial bolt. | |||
*B ver: The lightning bolt appears directly in front of Hermes. Not particularly useful unless you have spheres out. | |||
*D ver: | *D ver: The lightning bolt appears about a half screen distance away. This version IS quite useful for controlling space, even without spheres on the screen, but take care because it is ridiculously easy to punish. | ||
*ex ver (EX): Hermes calls a wave of lightning down in front of her, which hits 5 times. Inflicts a massive amount of stun damage, especially when used along with 3 orbs. | *ex ver (EX): Hermes calls a wave of lightning down in front of her, which hits 5 times. Inflicts a massive amount of stun damage, especially when used along with 3 orbs, but otherwise has no noticeable advantages over the B version. | ||
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Revision as of 09:57, 8 September 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.
It's extremely important to note that you cannot cancel moves using the same spirit type and that you cannot use a spirit again until it disappears. This hurts her combo potential, especially compared to characters who have easily spammable one-hit supers.
Run vs Step
Run
Hermes needs to be able to run to do her corner loop which is a source of considerable damage if you manage to start it and keep it going. Being able to Run is also important to be able to capitalize on situations like ice trap knockdown or comboing off of ice trap super. You're going to need all the damage you can get, so you're probably better off sticking with 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
- 22+B, 214+C
- 22+B, 2C, cl.D, hj.BCD, 214+D or BD
- 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
- 2B, 5C, B+C, 236236+A/C, A+B, 2C, 214+BD, 214214+B/D, 236236+A/C, A+B, 2C, j.BCD, j.214D
- Throw, 236+C
- Throw, 236+B/D, 236236+A/C
- Throw, dash up, 2C, cl.D, hj.BCD, j.214+D or BD
- Throw, IAD j.BD, cl.D, hj.BCD, j.214+D or BD
- Throw, IAD j.BD, 5C, 214+BD (wallslam), 236236+A/C
- Throw, IAD j.BD, 2C, cl.D, 236+C(one hit), 2A, 5BC, 214+BD (Corner only)
- 2B, 5CD, 2BB, 5C, delay 6+B, 214+C (Corner only)
- 2AB, 5CD, 6+B, 214+A, 214214+B/D (Corner only)
- 5ABC, 236+B/D, 214214+B/D (Corner only)
- 2B, 5CD, 2B, 5C, 214+C, B+C, cl.D, 214+BD, 214214+B/D, 236236+A/C, A+B, 5CD, 214+BD, 214214+B/D, 2C, hj.BCD, j.214+D (Corner only)
Move List
Normal Moves
5A - Mid. Cancelable.
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2A - Mid. Cancelable.
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c.B - Low. Cancelable.
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f.B - 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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c.D - Mid. Cancelable.
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f.D - 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.
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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
Crack that whip! Give the past a slip!
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Awakening of Gaia - 22+B/D
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Piercing Thunder - 623+C/D
Hermes calls the lightning spirit to summon a lightning bolt. Additionally, all spheres on screen will be detonated, creating additional lightning bolts at their location. Very similar to Rachel's Sword Iris. The button used controls the distance of the initial bolt.
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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 unless you space it perfectly. Air unblockable. Floats high in the air on counter-hit for easy combos.
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. This move inflicts the most stun damage out of all of Hermes' specials, especially with 3 orbs set, but it's very unlikely you'll ever be able to utilize such a situation.
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)