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Line 428: |
Line 428: |
| | version = 236B | | | version = 236B |
| | damage = 40 | | | damage = 40 |
| | guard = Mid/Low | | | guard = Mid |
| | cancel = None | | | cancel = None |
| | startup = | | | startup = |
Revision as of 21:18, 7 March 2021
Hiro 2
|
|
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
Character Info
Hiro 2 has lots of tools, allowing her to play both a very defensive shoto style and a very aggressive in your face playstyle. This combined with her lvl 3 being a command grab makes your pressure very scary.
The downside of having such a good game plan from the start is that her damage is slightly lower compared to some of the other characters when her 2-3 bar combos come into question, and you will find that you need more hits than other characters to take games.
Nevertheless she still ha an amazing neutral game, pressure, and a flexible playstyle that can be adapted for any matchup.
Strengths |
Weaknesses
|
- Has a fireball with variable timing, a low hitting version of said fireball, and can also shoot both a high and low fireball at once
- Has a dp that you can Seal of Time to combo off of
- Has an I-No dash, allowing you to be extremely aggressive with fast overheads
- Has amazing pressure, is very safe on block on multiple moves, and has an amazing high low mix up thanks to her unique dash
- Has a Shinryuken super that can be canceled into other moves on the first hit and while rising before the last hit
- Lvl 3 is a command grab so it can't be blocked
|
- Shares the lowest health and guard health in the game with Jadou2, and many characters can kill her from above her burst threshold because of it
- Supers are situational, and can leave Hiro2 very vulnerable if improperly used
- Due to how dash works pressure can be difficult against certain opponents as you cant airblock, making you vulnerable to fast buttons and anything with invuln startup
- Lvl 3 is a command grab so you can't combo into it
- Raw ground c normals are pretty niche, very slow and you can't combo off of them, solid as pokes however
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Normals
Far Standing Normals
f.5A
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Damage
|
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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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
|
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
|
Mid
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Specials
|
-
|
-
|
-
|
-
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Hiro shoves her claw forward.
Visually similar to Close 5B but a few 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
|
None
|
-
|
-
|
-
|
-
|
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
|
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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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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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
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
Hiro shoves her claw forward.
Visually similar to Far 5B but a few 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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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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-
|
|
|
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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Hiro swipes her claw forward.
|
|
2B
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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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30
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Mid
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Specials
|
-
|
-
|
-
|
-
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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
|
-
|
-
|
-
|
-
|
|
|
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 scyther 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 slahes her scythe downwards with more range. Slaps opponents out of the air and causes Knockdown.
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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
|
High
|
-
|
-
|
-
|
-
|
-
|
|
|
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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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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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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-
|
High
|
None
|
-
|
-
|
-
|
-
|
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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-
|
Low
|
None
|
-
|
-
|
-
|
-
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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
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
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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
|
Version
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Damage
|
Guard
|
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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236A
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40
|
Mid
|
None
|
-
|
-
|
-
|
-
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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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236B
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40
|
Mid
|
None
|
-
|
-
|
-
|
-
|
Medium (B) version. Travels at a faster speed. After traveling a short distance, the fireball moves down and becomes a Low.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
236C
|
40
|
Mid
|
None
|
-
|
-
|
-
|
-
|
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
|
None
|
-
|
-
|
-
|
-
|
Hiro charges up before shooting two fireballs. One has a low dip and the other is a high arc. Both are blocked mid.
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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
|
Cancel
|
Startup
|
Adv Hit
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Adv Block
|
Chain Adv Block
|
623A
|
40
|
Mid
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SoT, Supers
|
-
|
-
|
-
|
-
|
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
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
623B
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45
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Mid
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SoT
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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
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
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623C
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45
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Mid
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SoT
|
-
|
-
|
-
|
-
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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 623C -> 6C Set em up, Knock em down Set em up, Knock em down
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Damage
|
Guard
|
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
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Damage
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Guard
|
Cancel
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Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
|
214A
|
50
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Mid
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Supers
|
-
|
-
|
-
|
-
|
Horizontal scythe slash. Does not move forward.
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Version
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
214B
|
53
|
Mid
|
SoT, Supers
|
-
|
-
|
-
|
-
|
Moves forward about 1/4 of the screen before slashing. Only version that is Seal of Time cancelable.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
214C
|
56
|
Mid
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Supers
|
-
|
-
|
-
|
-
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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
|
Version
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
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j.214A
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50
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High
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SoT, Supers
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-
|
-
|
-
|
-
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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
|
j.214B
|
53
|
High
|
None
|
-
|
-
|
-
|
-
|
Moves up a short distancebefore starting her dive.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
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j.214C
|
56
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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
|
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
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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 porjectile hits, Hiro will jump forward and bombard the opponent with explosions. Causes Knockdown.
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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.
|
|
Devil Summon ~ Purgatory 魔招.煉獄 236236 + D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
125
|
Mid
|
N/A
|
-
|
-
|
-
|
-
|
Hiro spins with her scythe into the air, dragging the opponent up and knocking them back down. Invincible on startup(?). Mainly used as an anti-air/invincible super.
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|
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
Combos
Chain Combos
Basic Combos