Chaos Code/NSC/Hermes
Story
Hermes
『エルメス』
Hermes was once a mild mannered and prudish young girl before discovering a strange magical book which unlocked the power to control elemental spirits, at the cost of never being able to wear pants again. Now working for the anti-government ninja clan "kuranai" hermes seeks the Chaos Code, planning to use it's unlimited power to betray Kuranai cause they're boring.
Playstyle
Health: 28000
Stun: 90
Hermes is a setplay character at heart with powerful zoning capabilities as well. She uses three elemental spirits (lightning, fire, and ice) for her special moves, each of which has different properties. Lightning specials deal the most stun and are most useful for zoning, fire specials have great combo utility, and ice is at the core of her setplay.
Because Hermes is on the squishier side, she generally wants to keep her opponents out until she has an opportunity to knock the opponent down in the corner, preferably with a 214B/BD lightning orb or two set in the vicinity. Once she has the knockdown, she can move in and run her considerable mixups. EX ice trap (22BD) locks the opponent in place, and she can go for a low starter with 2B or high with 6B (in the corner) or instant air dash j.C or j.D.
It's important to note that you have to wait until a spirit disappears before you can use it again. This means, for example, that you can't super cancel out of a lightning spirit special move into a lightning spirit super move. This limits her combo potential somewhat, but her zoning tools are strong enough to make up for that in match.
Mobility (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 EX ice trap. You're going to need all the damage you can get, so you're probably better off sticking with Run.
Step: Not recommended
Extra Move Selection
- Bursting Desire (236B/236D):
- B version creates a wide, short-ranged projectile that travels forward a short distance and hits once. The D version creates a similar projectile that does not move, but deals 5 hits; more importantly, it detonates any lightning orbs on screen with a slightly weaker version of the same projectile. Because the projectile is so active, dealing with lightning orbs in neutral becomes much scarier.
- Blazing Jealousy (214A/214C):
- One of Hermes' primary combo tools. The A version sends the fire spirit charging forward, dealing multiple hits as it travels. The C version sends Hermes charging forward as well, and can wallsplat an airborne opponent for a continued combo or a hard knockdown if too far away to convert. Both versions will push the opponent back significantly; in particular, a 214C following cl.D can send the opponent to the corner from a wide portion of the screen.
- Scorching Pleasure (2141236B/D):
- This is Hermes' combo super, as it does far more damage than either 236236A/C or 236236B/D (partially ignoring damage scaling) and causes a hard knockdown. Contrary to the normal restrictions on super canceling from same-element special moves, this can be canceled out of Blazing Jealousy, which can be useful if spending the additional 2 bars will result in a kill.
- Raging Blizzard (214214B/D):
- An enhanced version of 22BD, this super covers a wider area than 22BD and hits 10 times instead of 3. There is significant pushback with each of the 10 hits on block, making additional setups difficult outside the corner. Because of this, and because of the opportunity cost of not having one of the above tools, this super is generally not recommended.
Recommended Sets
- Blazing Jealousy/Scorching Pleasure:
- This is the combo damage pairing. Blazing Jealousy has great utility for corner carry and combo extensions. Scorching Pleasure is a powerful combo ender and, as mentioned above, can be canceled directly from Blazing Jealousy.
- Bursting Desire/Blazing Jealousy:
- This set trades some of the above's combo potential for stronger neutral and setups from 236D lightning orb detonations. Its meterless combos are still very strong, as Blazing Jealousy is still available.
Move List
Click on a header to expand that section of the movelist
Normal Moves
5A
5A
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2A
2A
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cl.B
cl.B
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5B
5B
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2B
2B
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5C
5C
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2C
2C
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cl.D
cl.D
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5D
5D
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2D
2D
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j.A
j.A
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j.B
j.B
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j.C
j.C
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j.D
j.D
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Universal Mechanics
Throw
Throw
5/6AC |
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Guard Break
Guard Break
6CD |
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C+D
Tactical Guard
CD |
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A+B
Roll
CD |
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Special Moves
632146P
Humiliating Bind
632146P |
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214K
Floating Desire
214K |
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236P
Singeing Sensation
236P |
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22K
Awakening of Gaia
22K |
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623K
Piercing Thunder
623K |
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Extra Special Moves
214P
Blazing Jealousy
214P |
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236K
Bursting Desire
236K |
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Ultimate Chaos Moves
236236P
Infernal Conflagration
236236P |
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236236K
Shaking Lightning Storm
236236K |
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Extra Ultimate Chaos Moves
632146K
Scorching Pleasure
2141236K |
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214214K
Raging Blizzard
214214K |
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Strategy
Neutral
Hermes' optimal range in neutral is a bit closer than half screen, at the edge of 236A and 214A range. In most matchups, her general gameplan is to maintain this distance and use the 236P series (flame whip), 214A (fire sprite forward), 22K series (ice trap/ground fireball), and sometimes the 623K series (lightning strikes) to keep the opponent out and fish for a hard knockdown. In the event that the opponent hesitates to approach and plays defensively, setting lightning orbs around the screen with 214B is a good use of time, especially with Bursting Desire; these can be detonated later with 214D or 623K (or 236D), or left alone to detonate by time (potentially cutting a combo if your opponent gets in successfully). Note that 214D will travel to the orbs in the order that they were set, so be mindful of when and where you put your orbs down. Once Hermes is at midrange, far 5B > (5C - spacing dependent) > 214A is a solid poke that can help maintain some distance; note that it is not a true blockstring, so using it too predictably can result in an opponent rolling on you and punishing. With meter, EX flame whip (236AC) is an excellent tool to catch an opponent trying to get in, as it hits multiple times against grounded or airborne opponents and can convert into a full combo relatively easily, allowing you to run oki.
Hermes' air options are outclassed by much of the cast, so in most matchups, it's best to stay grounded where possible. For air-to-ground, IAD j.C or j.D each have advantages and disadvantages. j.C is more of an all-purpose tool, as it hits twice overhead and is the most active of Hermes' air normals. j.D starts up two frames faster, deals more damage, and causes damage scaling to kick in later due to being only one hit, but its hitbox is primarily below Hermes, making it useful only as a jump-in. It is generally less likely to open up a particularly defensive opponent than j.C, but can have its advantages as a change of pace. For air-to-air situations, j.C is generally the best option most of the time, as it is special cancelable into 214D or 214BD. j.A can be useful to interrupt an opponent's aerial approach, but it is exceptionally difficult to convert this into any meaningful damage or knockdown, even on counter hit.
As is the case with many zoners and/or setplay characters, Hermes' defense is somewhat lacking. She has no meterless reversal, and even her metered options are flawed. 623BD, while fast and active, has no invulnerability and often trades with the opponent; 236236K is only invincible on startup and is rather slow and reactable, although Hermes can spend extra meter to Chaos Shift (roll cancel) it and make it safer. Against predictable opponents who manage to get up close, Tactical Guard (parry) is her best friend, but naturally this relies heavily on mind games and RPS to function.
Against rushdown-oriented opponents such as MG, Hikaru, and Ray, Hermes' 22K series shines a bit more. Both 22B and 22D hit low, which is useful for catching unaware opponents and for maintaining distance from your opponent. 22BD does not hit low but does have three hits; this makes it easier to convert into a combo if your opponent is caught and also has the benefit of taking out Ray's armor in the event that a Ray player uses armor to try to get in (as opposed to using it in pressure). 22D is a fast-moving, low-hitting ground projectile that can cover your approach (either to midrange or to pressure your opponent up close). 22[D] is also useful to throw off your opponent's timing; after a certain charge time, Hermes can move while holding the projectile and perform other actions. 22D also has quite a bit of hitstun, so depending on your spacing when it connects, it's possible to convert into a full combo.
Characters such as Kudlak-Sin and Celia who can outrange Hermes pose a few more challenges. Since 22D is Hermes' only real fullscreen option, you'll need to use this and follow it in to try to maintain that midrange distance. As noted above, 236AC and 22D can convert into a full combo; Hermes generally wants to play more aggressively in these matchups, using those tools to approach and go for run up 2B or IAD j.C to go on the offensive.
Okizeme
Once Hermes has a hard knockdown, she has powerful mixup potential for an ostensible zoner. Most of the time, she will end combos in 214C, which is a hard knockdown against airborne opponents that also causes wallsplat in the corner. If the opponent does not hit the wall, her options are slightly more limited but still powerful. She can use 22[D] negative edge to cause the projectile to hit meaty and run in; since that projectile is a low, the opponent must block or roll. Hermes has free movement at this point, so roll is very punishable. On hit, she can convert into a full combo (IAD j.D is useful for this) which will more than likely carry to the corner, allowing her to run corner oki. On block, since they will be crouching, IAD j.D can set up a hard-to-blockable (not a true unblockable) which will lead to more pressure.
At the corner, Hermes' oki truly shines. Following a sufficiently high wallsplat, she can use the ender 2B > 2A > 2A > 5B > 5C > 214C to push herself into the corner, then set 22BD and roll back through the opponent. Timed properly, this can create a very ambiguous left/right mixup which, if the ice trap hits, can loop into itself since from there, it's possible to run corner combos with the same ender. Generally, depending on the meter situation, only two to three loops will be needed to kill, since 214C can cancel into either a super or Exceed to finish the job.
Combos
Beginner BNBs
This section is a sample of Hermes' BNB combos to learn as a beginner, presented in order it's recommended to learn them. Note that many of these combos are meterless; this is because Hermes would usually rather save meter to spend on EX ice trap setups and ending combos with 214BD rather than burning it on super cancels or Exceed. That goes double if you chose the Bursting Desire/Blazing Jealousy set, as Hermes' base supers do not cause hard knockdown.
- 2B > 2A > (2A) > 5B > 5C > 214A/C
- A simple string leading to 214A/C which will work anywhere on screen, although the second 2A may need to be omitted depending on initial spacing. End with 214A if you want the opponent to be pushed out for zoning purposes, or 214C if you want to end closer and play more aggressively.
- On block the string can end with the safer 236A instead of the 214P series (214C being very punishable and 214A being quite negative), although 236A leaves a gap that can be rolled.
- [2B > 2C] OR [j.C(2) > 2B] > cl.D(2) > sjc > j.C(2) > j.D > 214D/BD
- This air series is useful at midscreen or corner and with 214BD ender is a good way to practice setting up lightning orbs or EX ice traps on knockdown. Buffering super jump during cl.D is not strictly necessary for this air series to connect, but practicing that way will help you use the air series later in combos where it might not connect otherwise.
- This works off the low starter 2B > 2C or off a jump-in. j.C is the easiest air starter to use, but once you get more comfortable you can substitute j.D for a bit more damage.
- [2B > 2C] OR [j.C(2) > 2B] > cl.D(2) > delay 214C
- Input 214C when the opponent reaches the apex of their launch height from cl.D for this to connect. This is incredibly useful from about half screen because it will cause a wallsplat and hard knockdown. Once you're more comfortable with the timing, if you get the wallsplat you can extend the combo further. See the advanced midscreen combo section for an example of how that works.
- 5A > 5B > 5C > 6B > 2363214AC
- Meter dump if you happen to have 3 bars and it will kill. Buffer the motion as 6B connects and press A+C just before Hermes touches the ground.
Advanced Midscreen Combos
After learning the routes above, try moving on to these for more difficult but more optimized combos. j.D > 2B > cl.D is used as the starter for many of these, but j.C can be substituted for j.D, and 2B > 2C > cl.D can be used as well for a low confirm.
- Throw > microdash > 2C > cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214D/BD
- Primary throw combo, works midscreen or corner and on front or back throw. The opponent will need to nearly touch the ground before 2C in order for the full air series to connect.
- j.D > 2B > cl.D(2) > delay 214C > run > wallsplat > [2C > cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214D/BD] OR [2B > 2A > 2A > 5B > 5C > 214C > 22BD after knockdown]
- From about 1/2 to 1/4 screen distance, this pickup becomes possible off launch into 214C. Any closer to the corner and it will sideswap after delay 214C.
- The first option using the air series does slightly more damage and will set up a lightning orb above the opponent in the corner, allowing time to set up either an EX ice trap or another orb closer to the ground.
- The second option is slightly lower damage versus the first and does not involve an orb set, but it saves meter and ends with a sideswap. This creates an ambiguous left/right situation for the opponent to guess which direction to block an EX ice trap set immediately after knockdown. Vary the timing of a roll after the ice trap to force the opponent to guess their blocking direction.
- j.D > 2B > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214D/BD
- This combo does much more damage than the 214C ender at midscreen, refunds the meter spent on 22BD with the air series, and with j.214BD ender carries almost wall-to-wall.
- After cl.D(2) delay 214C can be substituted for less meter gain but hard knockdown without spending additional meter.
- j.D > 2B > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > delay 214C > run > wallsplat > [2C > cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214D/BD] OR [2B > 2A > 2A > 5B > 5C > 214C > 22BD after knockdown]
- If starting from midscreen, the 214C wallsplat pickup is possible off 22BD microdash pickup, allowing an additional extension before the air series begins. As this reaches the corner and builds significant meter after 22BD, j.214BD ender is highly recommended for the knockdown and lightning orb set.
- The alternative string ending in a corner sideswap can be used here as well.
Corner Combos
Hermes' corner combos can be very scary to deal with, but they are also on the tricky side. These routes do have quite a bit of crossover, however; once the first one is mastered, the others fall into place without as much difficulty.
- j.D > 2B > cl.D(1) > 22BD > 5B > 5C > 214C > (22BD third hit) > 236A > cl.D(2) > 214C > 2B > 2A > 2A > 5B > 5C > 214C
- video example (12:02)
- 214C loop. Note that the third 214C will sideswap, but you can set an EX ice trap after the final hit and go for another mixup as in the video example.
- j.D > 2B > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > 214C > (22BD third hit) > 236A > cl.D(2) > 214C > (2B > 2A > 2A > 5B > 5C > 214C)
- Alternative 214C combo. This does more damage than the combo above, but the extension into the third 214C is trickier. Depending on the situation, it may be preferable to end after the second 214C to keep the corner and/or super cancel into Scorching Pleasure if your set includes it.
- 6B > j.214B > j.B > 5A > 5C > 214D(2) > microdash > 2C > cl.D(2) > sjc > j.C(2) > j.D > j.214D/BD
- An example of how lightning orb setups can be used for combos. This requires at least one orb set on top of the opponent in the corner prior to beginning the combo. For a video example of the alternate 214C loop leading into this combo, click here.
- If you have an orb setup above the opponent as well as directly on their sprite, this becomes substantially easier and does more stun. For a video example of that situation, click here.
- Against lower-stun characters such as Lupinus and/or in game situations where stun damage has piled up from zoning with lightning specials, these may result in outright stun and major damage.
- 2B > 2C > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > 214C > (22BD third hit) > 236A > cl.D(2) > (214C > cl.D(2)) > 214D(2) > microwalk > 2C > cl.D(2) > 214C > 2141236B/D
- Another lightning orb combo with one orb above and one orb on the opponent, this time using 2B as a starter. If you do not have the meter for the super cancel, or if your set does not include Scorching Pleasure, substitute 214C > super for the air series ending in j.214D/BD. For a video example of this combo from the last midscreen combo, click here.
- The (214C > cl.D(2)) notated in parentheses drastically increases the degree of difficulty on this combo, but squeezes out a little bit more damage and possibly enough meter gain for the Exceed extension (see below).
Exceed Extension (Scorching Pleasure)
With the Blazing Jealousy/Scorching Pleasure extra move set, a relatively easy Exceed extension becomes possible off any combo ending in 214C against an airborne opponent in the corner. Since many of Hermes' corner combos have a 22BD early, you may need to begin with full or near-full meter to make these work, or execute a complicated lightning orb combo as sampled above. The extension itself after Exceed is quite simple, as below:
- ...214C > B+C > 2C > cl.D(2) > 214C > 2141236B/D > A+B > 2C > cl.D(2) > 214C > 2141236B/D
Old combos
These were staple combos in the pre-NSOC version of the game. Most of these combos still work, but they tend to be impractical for various reasons. Many of them require super cancels, which are generally weaker and less efficient in NSOC than they were prior. Click here for a link to the old combo list.
Colors
- Console Versions: 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.
I-no
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Sarah Bryant
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