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| |data= | | |data= |
| {{AttackData-MB | | {{AttackData-MB |
| | |version=6C |
| |damage=1000 | | |damage=1000 |
| |reddamage= | | |reddamage= |
Revision as of 01:37, 18 December 2020
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
To-do
|
- Overview
- (Add a short summary with what type of playstyle can be associated with H-Roa?)
|
|
Additional Resources
Match Video Database
H-Roa Melty Bits
H-Roa Tutorial by sibladeko (tonberry)
Players to watch/ask
JP:
NA:
Overview
Strengths Weaknesses
Strengths
|
- Excellent ground game
- Good backdash
- 236A/B and 214X are air unblockable
- Easy meter management (214C, 236C, j.236C)
- Meterless reversal in 623B
|
Weaknesses
|
- Mediocre damage normally, only gets good damage on counter-hit
- Lacks ways to open opponents up - must rely on staggers and guard pressure
- Needs meter to get oki off most CHs without sacrificing tons of damage
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General Gameplan
For now, go watch the Tonberry vid - this part hasn't been written yet (obviously).
Neutral
Place text here*
Pressure
Place text here
Okizeme
Place text here
Defense
place text here*
Combos
IMPORTANT NOTE ABOUT ALL COMBOS LISTED: Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.
Combo Notation Help
|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
For more information, see Glossary and Controls.
|
X > Y
|
X input is cancelled into Y.
|
X > delay Y
|
Must wait for a short period before cancelling X input into Y.
|
X, Y
|
X input is linked into Y, meaning Y is done after X's recovery period.
|
X+Y
|
Buttons X and Y must be input simultaneously.
|
X/Y
|
Either the X or Y input can be used.
|
X~Y
|
This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
|
X(w)
|
X input must not hit the opponent (Whiff).
|
j.X
|
X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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sj.X
|
X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
|
dj.X
|
X input is done after a double jump.
|
sdj.X
|
X input is done after a double super jump.
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tk.X
|
Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
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(X)
|
X is optional. Typically the combo will be easier if omitted.
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[X]
|
Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
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]X[
|
Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
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{X}
|
Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
|
Attack "X" should only hit N times.
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(XYZ)xN
|
XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
|
A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
|
The first attack must be a Counter Hit.
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Air CH
|
The first attack must be a Counter Hit on an airborne opponent.
|
66
|
Performs a ground forward dash.
|
j.66
|
Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
|
Performs an Instant AirDash.
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AT
|
Performs an Air Throw. (j.6/4A+D)
|
IH
|
Performs an Initiative Heat.
|
AD
|
Performs an Arc Drive.
|
AAD
|
Performs an Another Arc Drive.
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Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent,
|
- 2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A
|
3534
|
|
Meter Gained: 46.5% |
Meter Given (vs C-Moon): 19.9% |
Standard okizeme combo. Allows for 236B oki. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough. |
|
|
Normal starter, grounded opponent,
|
- 5B > 2B > 5C(2) > 6C > 236A
|
3213
|
|
Meter Gained: 32.2 |
Meter Given (vs C-Moon): 13.8 |
Use if you're too far away for 6AAA to land. |
|
|
Normal starter, grounded opponent,
|
- 2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A > j.BC > dj.BC > AT
|
4722
|
|
Meter Gained: 64.7 |
Meter Given (vs C-Moon): 27.7 |
AT => 214B isn't airtight but will force opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs) If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground. |
|
|
Normal starter, grounded opponent
|
- 236B > 2A > 5B > j.BC > dj.BC > AT
|
4410
|
|
Meter Gained: 38.1% |
Meter Given (vs C-Moon): 16.3% |
You can do 5B > 6C, which adds 500 damage, but also requires a sdj to hit some characters and is significantly tighter. |
|
|
CH starter, grounded/air opponent
|
- (214A/B) > (2C) > 6C > j.BC > dj.BC > AT
|
3706
|
|
Meter Gained: 42.0% |
Meter Given (vs C-Moon): 18.0% |
Baby confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter. |
|
|
CH starter, grounded/air opponent
|
- (214A/B) > 6[C] > delay 214A/B > j.BC > dj.BC > AT
|
4571
|
|
Meter Gained: 45.5% |
Meter Given (vs C-Moon): 19.5% |
Slightly harder. You can do this off aerial hits that are further away - your range is dependent upon the range you can land 6[C] at. |
|
|
CH starter, grounded/air opponent
|
- (214A/B) > 6[C], 5A > 6C > j.BC > dj.BC > AT
|
4598
|
|
Meter Gained: 47.6% |
Meter Given (vs C-Moon): 20.4% |
(Video) |
6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video. |
|
|
CH starter, grounded opponent
|
- 236B CH > 6C > j.BC > dj.BC > AT
|
5150
|
|
Meter Gained: 39.2% |
Meter Given (vs C-Moon): 16.8% |
Counterhit confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an aerial 236A counterhit most of the time. |
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|
CH starter, grounded opponent
|
- 6[C] iad9 j.C land j.BC dj.BC AT
|
4958
|
|
Meter Gained: 38.1% |
Meter Given (vs C-Moon): 16.3% |
Counterhit confirm. iad 8/9 will work, iad 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible. |
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|
gAT starter, airborne opponent
|
|
2061
|
|
Meter Gained: 12.6% |
Meter Given (vs C-Moon): 5.4% |
Pretty easy to do. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable. |
|
|
Metered Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 5C(1) > 6AAA > 6[C] > 236A > 236C
|
4516
|
|
Meter Gained: 46.5% (before 236C) |
Meter Given (vs C-Moon): 43.2% |
Meter dump variant of your BnB. Gives oki and damage. You can 214A instead of 236A for slightly more damage. |
|
|
Normal starter, grounded opponent
|
- 2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C
|
5544
|
|
Meter Gained: -all% |
Meter Given (vs C-Moon): 25.1 |
Max damage heat version. |
|
|
CH starter, grounded opponent
|
- 214A/B CH > delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT
|
5696
|
|
Meter Gained: -66%* |
Meter Given (vs C-Moon): 29.0% |
(Video) |
Only generates 16% before superflash. Delay first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video. |
|
|
CH starter, grounded opponent
|
- 214A/B CH > delay 6[C], 5A > 6C > 214B > 236C
|
4885
|
|
Meter Gained: -68% |
Meter Given (vs C-Moon): 37.4% |
Corner only. Same rules as usual apply to the 6[C] 5A 6C. |
|
|
Normal starter, grounded opponent
|
- 236A > 214C > 6C > j.BC > j.BC > AT
|
4464
|
|
Meter Gained: -84% |
Meter Given (vs C-Moon): 20.1% |
OTG meter dump combo off 236A, no CH required. |
|
|
Normal starter, grounded opponent
|
- 236A > 214C > 6[C], 5A > 6C > j.BC > j.BC > AT
|
5045
|
|
Meter Gained: -82% |
Meter Given (vs C-Moon): 25.2% |
OTG combo off 236A with meterdump. The 6[C] timing changes based on how many hits of 214C connect. |
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|
Move Descriptions
Frame Data Help
|
Header
|
Tooltip
|
Move Box Colors
|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
|
Damage
|
Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
|
Red Damage
|
Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage.
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Proration
|
The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
|
Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
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Cancel
|
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
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Guard
|
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
|
Startup
|
Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
|
Active
|
The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
|
Recovery
|
Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
|
Advantage
|
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
|
Invul
|
Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
|
Normal Moves
Standing Normals
|
5A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
-
|
75%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
9
|
-1
|
3.0%
|
-
|
Pretty bad mid kick. Unless you're using this for stagger pressure using 5A6A > 2A > 5A6A, you're much better off saving this for rebeat.
|
5A~6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
-
|
80% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
16
|
-5
|
6.0%
|
-
|
Can be used in pressure by rebeating to 2A afterwards. Better hitbox than 5A, but you lose 5A(w) in case you need to cancel a poorly spaced 5C. On the upside, it is forward advancing so it keeps pressure on.
|
5A~6A~6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
-
|
60% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
17
|
-4
|
7.0%
|
-
|
Launches on hit. Mostly combo filler, but you can cancel this into specials so it doesn't necessarily kill your pressure.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
550
|
-
|
80%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
5
|
13
|
-3
|
5.5%
|
-
|
Pretty solid mid. Can be used to catch 236B normal hits, but the window is pretty tight.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 550
|
-
|
80%, 90% (M), 80% (M)
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
3 (10) 7
|
14
|
-16, -3~0
|
4.0%, 5.5%
|
-
|
This button looks really cool, until you realize the second hit whiffs most crouching hitboxes (unless you're point blank), and then you recognize that it just blows. Hitting with the later hitbox of 5C(2) is 0 on block. You should be cancelling before the second hit in nearly every situation.
|
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
-
|
75%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
8
|
0
|
3.0%
|
-
|
Somewhat stubby normal, but good for staggers and tick throws since it's 0 on block. Unless you plan on staggering 5A6A > 2A > 5A6AA, use this as your redash.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
550
|
-
|
80%
|
-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
6
|
14
|
-5
|
6.0%
|
-
|
It's a low poke, and that's pretty much what it's good for. 7f startup means you can use this out of a blocked 236B to frametrap, but obviously you have to be careful not to do this too often, as it's only airtight if your input is frame perfect, so you can get reversal'd. On the other hand, makes for a decent frametrap & leaves both your A normals open for rebeats if you want.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
-
|
55%
|
-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
11
|
13
|
-6
|
9.0%
|
-
|
One of H-Roa's rare good normals. At 11f active, you can use this to confirm off pretty much any counterhit 214 or 6C, and you can afford to be far more lenient with your timing. Dash 2C will cover a large amount of space on the ground. 2C can be used to punish any tech in the corner on reaction, and dash 2C will cover both neutral and forward tech at midscreen.
|
|
Aerial Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250
|
-
|
75%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
-
|
-
|
2.5%
|
-
|
Strong air-to-air poke. Use this to scout in the air, control space, and more.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
-
|
85%
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
-
|
-
|
6.0%
|
-
|
H-Roa's best air normal. You can use this in iad resets to force stand block & also to tag people above you as the top of the hitbox is disjointed. You'll be using this a lot both to protect space and contest air buttons. Be aware it doesn't hit below you.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
950
|
-
|
90%
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
-
|
-
|
9.5%
|
-
|
The bottom part of your pants leg is disjointed. This is your normal of choice if your opponent is below you, and your best jump-in.
|
|
Command Normals
|
6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
-
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
2
|
17
|
-1 (+18)
|
10.0%
|
-
|
+18 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral.
|
6[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1400
|
-
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
24
|
5
|
14
|
-1, +18
|
14.0%
|
-
|
As before, +18 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
-
|
50%
|
-
|
T
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
20
|
-
|
-
|
See desc
|
Ground throw. On hit, invuln during throw animation. Techable knockdown, can OTG off this. Use 2C to catch techs on reaction in the corner / dash 2C to catch forward/neutral tech outside the corner.
|
~2
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
-
|
50%
|
-
|
T
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
20
|
0
|
-
|
See desc
|
Same as above, but HKD & opponent is invulnerable on the ground.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
-
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1
|
1
|
12
|
--
|
0%
|
-
|
Regular airthrow ender. Recovery is on landing. Usually inferior to j.236B ender since you don't get anything besides 214B antijump, unless your opponent is very patient on wakeup.
|
gAT
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600
|
-
|
30%
|
-
|
T
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1
|
1
|
12
|
Text
|
0%
|
Text
|
Golden airthrow variant (raw AT). Recovery is on landing. Can OTG.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
?
|
50%
|
T*
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
18
|
-4
|
5.0%
|
-
|
H-Roa's standing shield counter. Looks like 5C(1). This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles.
|
Crouching
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
-
|
50%
|
T*
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
18
|
-4
|
15%
|
-
|
H-Roa's crouching shield counter. Looks like 2C. Same notes as above.
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
?
|
50%
|
T*
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
18
|
-4
|
5.0%
|
-
|
Air shield counter.
|
|
Special Moves
Grounded Specials
Thunder Flash (EX: Seventh Heaven (Original Sin)) 236A/B/[B]/C SOKO DAROU! SOKO DAROU! Your opponent whiffed something... or you're about to eat 5k. Your opponent whiffed something... or you're about to eat 5k.
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
-
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
5
|
29
|
-6
|
15%
|
High 4-11, Full 12-27
|
Soko Darou A is mainly used to disrespect spacing and punish whiffed normals. While it is -6 on block normally, there's 5 active frames with individual hitboxes, so hitting with the 3rd active frame or later leaves you safe on block. You should only be using this when you're /sure/ it'll hit, since your reward off this is either meh damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or (most likely) 236B oki. However, this move /is/ air unblockable, and therefore your go-to for sniping landings and other reads.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
-
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
31*
|
5
|
13
|
+7
|
15%
|
High 7-31, Full 32-47
|
Holding B can delay the startup to up to 42f, depending on how long B is held. -- H-Roa's bread and butter and the skill that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best damage on a counterhit. This will also cross up your opponent if used near max range. Additionally, you can half-charge it to try to get your opponent to flinch.
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
--
|
-
|
-
|
--
|
--
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
X
|
16
|
--
|
--
|
-
|
This is the feint/fake. You can use this in your pressure into redash, as a way to fake people out who expect Soko B. You can also use this as a (gimmicky) oki setup, where you do 236[B] 2A, 236[B] throw, or 236{B}. If they start throw teching, use 236[B] 5B to call it out. You mainly use this move for mind games, as it has a decent amount of recovery.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 300(x20)
|
-
|
50%, 100%
|
--
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5+6
|
120
|
26
|
-24
|
-100%
|
High 3-11, Full 12-132
|
See this move? This move is... not as good as you think it is. It's got 11f of *vulnerable* startup, so unless you *really* need the range, you're better off using 236A, because at least then you have a chance of not eating a full combo if it's blocked. Use this move with caution, and be aware that you're not invuln on startup like Ciel. Also, it's air blockable, so 236A is better anytime it'd hit.
|
|
Thunder Needle - Moment (EX: Thunder Needle - Moment Viper) 214A/B/C Covers your head and cross-ups. Covers your head and cross-ups. Hold down the air game Hold down the air game Pressure resets everywhere... Pressure resets everywhere...
|
A/B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
-
|
70%
|
--
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
12*
|
14
|
-4
|
10%
|
-
|
Active hitbox is 2 2 (2) 2 (2) 2. A version will cover behind you, B version won't. Only the first hit of this will cover your head, so you actually can be hit through this even without disjoints. However, this special is extremely good and once again gives you very solid damage on counterhit. This move is air unbloackble, so use this to preemptively anti-air, and use 214B to poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example).
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
450x8
|
-
|
100%
|
--
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5+12
|
55*
|
16*
|
+12~+61
|
-100%
|
-
|
Active hitbox is 2 (1) 1 (3) x7, 2 (1) 1; recovers during active frames. This move is (in my opinion) H-Roa's best special. You can use it to lock down neutral, dump in pressure for absolutely free meter dump, or use to extend some of your combos for extra damage. Additionally, it recovers during active frames, so it's deceptively hard to punish. You should be using this often. Also, it's one of the only ways to keep your turn after a point blank 236B midscreen, so you can use it for that as well.
|
|
Rising Thunder (EX: Rising Thunder Praise) 623A/B/C You probably got this trying to do dash 236A You probably got this trying to do dash 236A The good one The good one Looks cool but wastes meter Looks cool but wastes meter
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500, 1000
|
-
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
7
|
42
|
-31, -27
|
3%, 10%
|
-
|
This move is pretty bad. Its only purpose is as a fast antiair, since both hits are AUB. However, you're better off just doing rising j.A or 214B. Ideally, this move almost never comes out.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500, 1000, 500
|
-
|
100%
|
-
|
HL, HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
12
|
46
|
-40, -36~-32, -30
|
3%, 10%, 3%
|
Full 1-5
|
H-Roa's meterless reversal (and invuln, too!). Only the first hit is AUB, but you can use this like you would any other DP. Goes at a solid angle, is invuln... what more do you want? You can use this to tack on damage after your OTG ground throw if you *really* want.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400x6, 1000
|
-
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+0
|
25
|
44
|
-58
|
-100%
|
Full 1-5
|
This move is (largely) a waste of meter, but there's a situation in which it's useful: It's air unblockable and 2+0, so you can use this as a jank anti-air. You can use this to tack on damage after a throw, like F-Roa, but you don't get the hard knockdown, so... why would you, except if you *really* needed the damage? Its main utility is that it's fast and invuln on startup.
|
|
Aerial Specials
Name j.236A/B/C Fast Fast Covers your head and feet Covers your head and feet Reversal time! Reversal time!
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
-
|
75%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
3
|
3
|
+3(TK)
|
8%
|
-
|
Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk j.236A in pressure and keep your turn. Also, you can link it in certain air combos with j.bc j.236a sdj j.bc AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery,
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700x3
|
-
|
75%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
14
|
15
|
9
|
-1(tk)
|
7%
|
-
|
This move looks really bad. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles, since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400x6
|
-
|
75%
|
-
|
HLA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+10
|
12
|
6
|
-
|
-100%
|
Full 1-25
|
This is a true air reversal. With that said, it's still an air reversal, and metered on a half moon character with mediocre meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would j.236A. It does require individual shields, for any players crazy enough to go for it,
|
|
Arc Drive
Heavenly Crashing Thunder 41236C (in Heat)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
7000
|
-
|
50%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+5
|
2
|
38
|
-15
|
-All
|
-
|
Actual damage vs VSion is 3080. Use as combo ender or as an OTG, otherwise it's not super useful since it's a hitgrab. If you combo someone in heat, this is what you should be going into, but I often find having an extra 214C/236C is useful, since H-Roa rarely gets a clean grounded hit in pressure & having the ability to either extend pressure or confirm a 214B frametrap is more useful than having the extra damage.
|
|
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