Spectral vs Generation/Hiro2: Difference between revisions
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| intro = {{SUBPAGENAME}} 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. | | intro = {{SUBPAGENAME}} 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. | ||
''' | '''Hiro 2 is a glass cannon mix-up character utilizing her unique Hover Dash to employ high/low mixups when approaching''' | ||
| pros= | | pros= | ||
* '''Hover Dash''': Her unique dash allows her to perform quick high/low mixups and in knockdowns she can also do crossups while she can cover areas of the screen with hitboxes such as of j.b or j.c really quick usually stopping approaches and starting her pressure. | * '''Hover Dash''': Her unique dash allows her to perform quick high/low mixups and in knockdowns she can also do crossups while she can cover areas of the screen with hitboxes such as of j.b or j.c really quick usually stopping approaches and starting her pressure. | ||
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| cons= | | cons= | ||
* '''Weird Mobility''': Aside from hover, her air dash has a weird upward arc before falling down the ground , making IADs (or box dashes) completely useless to attempt and also gives her poor options aginast projectiles. | * '''Weird Mobility''': Aside from hover, her air dash has a weird upward arc before falling down the ground , making IADs (or box dashes) completely useless to attempt and also gives her poor options aginast projectiles. | ||
* '''"Meter, what's that?"''': Below average damage combined with the fact that her normal BnB requires her to spend | * '''"Meter, what's that?"''': Below average damage combined with the fact that her normal BnB requires her to spend meter means she usually ends a round with no meter and having to recover it the next one. | ||
* '''Ms. Glass''': Lowest health of the game alongside Jadou2 but without the damage that he has means you require almost perfect play to win against some characters. Her DP, despite being good, has poor risk/reward meaning death on block or making them guess on wake up if they get hit and it doesn't help that reversals are true in this game. | * '''Ms. Glass''': Lowest health of the game alongside Jadou2 but without the damage that he has means you require almost perfect play to win against some characters. Her DP, despite being good, has poor risk/reward meaning death on block or making them guess on wake up if they get hit and it doesn't help that reversals are true in this game. | ||
* '''Very Poor Supers''': Aside from 214214A, the pillar of fires from 236236A have a fixed distance from Hiro2 and won't fully hit in corner combos. 641236A is supposed to be an anti-zooning tool yet the startup is immense and is easily avoided on reaction, her 236236D, an unreliable reversal as it can easily be parried on reaction, and lastly her lv3 is a stubby command grab that you can't combo into and they can jump after superflash. | * '''Very Poor Supers''': Aside from 214214A, the pillar of fires from 236236A have a fixed distance from Hiro2 and won't fully hit in corner combos. 641236A is supposed to be an anti-zooning tool yet the startup is immense and is easily avoided on reaction, her 236236D, an unreliable reversal as it can easily be parried on reaction, and lastly her lv3 is a stubby command grab that you can't combo into and they can jump after superflash. |
Revision as of 20:00, 25 April 2024
Hiro 2 | |
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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
Gameplay Overview
Hiro2 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. Hiro 2 is a glass cannon mix-up character utilizing her unique Hover Dash to employ high/low mixups when approaching |
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Pros | Cons |
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Normals
Far Standing Normals
f.5A
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f.5B
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f.5C
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f.5D
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Close Standing Normals
cl.5A
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cl.5B
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cl.5C
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cl.5D
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Crouching Normals
2A
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2B
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2C
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2D
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Jumping Normals
j.A
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j.B
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j.C
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j.D
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Chain Specific Normals
Throws
A+D
Forward Throw |
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B+D
Back Throw |
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Dust (Sword Series Slash)
5B+C
Standing SSS |
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2B+C
Low SSS |
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Parry (Chaos Breaking)
A+B
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Special Moves
Skull Flare
スカルフレア 236 + A/B/C |
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Devil Dust ~ Inferno
魔界粧・轟炎 236 + Two buttons |
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Hell's Zone
ヘルズ・ゾーン 623 + A/B/C |
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Hell's Area
ヘルズ・エリア Hell's Zone C ~> 6C |
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Blazing Ghost Slice
烈火死霊斬 214 + A/B/C |
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Scythe Ride Strike
サイズ・ライド・ストライク j.214 + A/B/C |
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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 |
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True Devil Dust Inferno 2
真.魔界粧轟炎弐 641236 + A/B/C |
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True Blazing Ghost Slice
真.烈火死霊斬 214214 + A/B/C |
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Devil Summon ~ Purgatory
魔招.煉獄 236236 + D |
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Level 3 Super
Last Heaven
ラスト.ヘヴン 214214 + D |
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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. | ||||
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) 66B > 5A > 5B > 5C > 214C >> 5C > 214A > 214214A >> 5C > 623C > 6C > 2C OTG | 226 | 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 |
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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 |
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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 |
Requires a one-bar burst. More loops can be added on a two or three-bar burst but may not be optimal. |