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Hiryo
Owned by :
xKAReloadedx
HP :
1000
Meter Size :
3000
Prejump Frames :
5
Extra Movement Options :
Backwards Run (4), Quick Dashes (44 or 66), Fastfall(j.22)
Backstory
Sent from another world, Hiryo needs to find strong allies before he can return and face the darkness again.
Gameplay
Strengths
Weaknesses
Incredibly fast on the ground. Hiryo's walk rivals the speed of some characters' runs. His dash is also the best in the game, travelling the longest distance, crossing up, and having 2 I-frames on startup.
Versatile meterless damage. All of Hiryo’s buttons lead into meterless loops with great corner carry.
High mixup potential. If your defense isn’t on point, a good Hiryo WILL open you up once they get in.
Low Range. A lack of large buttons or a meaningful way to engage at a range that isn't right up in your opponent's face means that Hiryo has to get in before he can start his mixups.
Poor defense. The lack of a 5f button on the ground without spending a bit of meter and a stubby counterattack can mean that in some instances, Hiryo has trouble capitalizing on an unsafe blockstring moreso than other characters.
Low damage output. Hiryo's not broken anymore, so he has to rely on resets and mixups to keep up with the rest of the cast in terms of damage output. If you're on your game, Hiryo might have trouble getting things started.
Command List
Normal Moves
5A
5A(Frames 9-10)
5AA
5A(Frames 11-12)
5AAA
5AA
5AAA(Frames 5-6)
5AAA(Frames 17-18)
5A
Damage
Guard
Cancel
Invul
Property
Cost
10
Mid
5AA, 2A, 5B, 5C, 2C, 214A, 236B, 236C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
8
4
10
+2(-1)
-
2
Solid grounded poke, but is outclassed in most regards by 5B, which is just as safe but faster, less stubby, and more damaging.
5AA
Damage
Guard
Cancel
Invul
Property
Cost
15
Mid
5AAA, 2A, 5BB, 5C, 2C, 214A, 236B, 236C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
2
12
+1(-2)
-
1
5A followup, great for blockstrings as you can frametrap by cancelling into 2C.
5AAA
Damage
Guard
Cancel
Invul
Property
Cost
30(15*2)
Mid
j.A, j.2B, j.C, j.2C, j.236A
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
4
2(5-6)
2(17-18)
Down(-8)
-
1
Leaves you airborne, so mashing A is a really good air combo starter.
Be careful to hit-confirm 5AA, because the 3rd hit of the auto combo is super unsafe.
Toggle Hitboxes
Toggle Hitboxes
5B
5B(Frames 7-8)
5BB
5B(Frames 9-10)
5BB(Frames 7-8)
5BB(Frames 9-10)
5B
Damage
Guard
Cancel
Invul
Property
Cost
15
Mid
5BB, 5AA, 2A, 5C, 2C, 214A, 236B, 236C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
4
10
+2(-1)
-
2
Hiryo's best grounded button.
It has great range for its speed, but hitting 5B at the very edge of the range will not combo into 5BB at midscreen. At that range, it is recommended to 2A or 5C, as those will combo.
5BB
Damage
Guard
Cancel
Invul
Property
Cost
45
Mid
Jump, 2C, 214A, 236B, 236C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
4
11
Launch (-5)
-
1
Stab that transitions into a hitgrab that launches the opponent up.
Opponent will snap to your sword during the hitgrab, making it good for catching an opponent jumping out of your pressure.
Opponent can tech out quite early after being launched, so you can have rise with a jumping button to hit your opponent or it won't combo.
Toggle Hitboxes
Toggle Hitboxes
Frames 7-8
Frames 9-11
Frames 12-15
Frames 16-17
Damage
Guard
Cancel
Invul
Property
Cost
15
Mid
j.B, j.C, j.236A
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
6
15
Air (-11)
-
1
A dash normal, unique to Hiryo.
Hits in front, and then behind him.
Great burst option, gives you the momentum to follow up with combos that have amazing corner carry.
Toggle Hitboxes
Toggle Hitboxes
Frames 7-9
Frames 10-12
Damage
Guard
Cancel
Invul
Property
Cost
15
High
Fastfall(on hit), j.B, j.2B, j.C, j.2C, j.236A
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
6
15
Air
-
2
Fastest button in the air that doesn't cost meter.
Toggle Hitboxes
Toggle Hitboxes
Frames 8-9
Frames 10-11
Frames 12-13
Damage
Guard
Cancel
Invul
Property
Cost
20
High
Fastfall(on hit), j.2B, j.C, j.2C, j.236A
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
7
6
14
Air
-
2
Sweeping upwards slash that hits in front and behind you, making it great for crossups.
Inexplicably can be blocked mid, which somewhat hurts its mixup potential.
Toggle Hitboxes
Toggle Hitboxes
Spin
Ender
Damage
Guard
Cancel
Invul
Property
Cost
7*N+20
Mid(Spin), High(Ender)
j.C, j.236A, 2C(Ender)
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
7
Until landing+3
24 after landing
Stance
-
2(Spin), 2(Ender)
The centerpiece of all Hiryo's most basic loops.
Held back by the meter gain it gives the opponent, allowing them to burst out of your loops earlier than they might otherwise be able to.
Harder loops replace this attack with j.236A, which does more damage and gives the opponent less meter, as well as having a juggle of 0.
Activates Quick Slash Stance.
Toggle Hitboxes
Toggle Hitboxes
Frames 11-14
Frames 15-16
Frames 17-landing
Damage
Guard
Cancel
Invul
Property
Cost
30
High
Fastfall(on hit), j.236A
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
10
Until landing+10
5 after landing
Down (-3)
-
2
Divekick that travels incredibly fast.
Knocks down on hit and hits overhead, which makes it great for opening the opponent up.
Has a special animation for getting blocked.
Toggle Hitboxes
Toggle Hitboxes
Universal Mechanics
Frames 13-14
Frames 15-16
Damage
Guard
Cancel
Invul
Property
Cost
10
High
j.2B, j.C, j.2C, j.236A
-
Air
-
Startup
Active
Recovery
Advantage
Proration
Juggle
12
4
9
-2 (-5)
-
2
Among the faster overheads.
Toggle Hitboxes
Toggle Hitboxes
Frames 9-11
Frames 12-15
Frames 16-19
Damage
Guard
Cancel
Invul
Property
Cost
20
Low
5AAA, 5BB, 5C, 2C, 214A, 236B, 236C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
8
11
8
+2 (-5)
-
1
Fast, super active low.
Hiryo's hurtbox becomes a bit shorter during the attack, letting you low-profile some jumpins.
Core part of Hiryo's loops, as it can hit an opponent after a groundbounce, something none of his other grounded buttons can do.
Toggle Hitboxes
Toggle Hitboxes
Damage
Guard
Cancel
Invul
Property
Cost
60
Unblockable
Dash
-
Grab
-
Startup
Active
Recovery
Advantage
Proration
Juggle
12
8
15
Down
-
5
Fast throw, ability to be dash cancelled lets you combo out of it which is crazy good.
Toggle Hitboxes
Toggle Hitboxes
Damage
Guard
Cancel
Invul
Property
Cost
15
Unblockable
-
-
Counter
1000
Startup
Active
Recovery
Advantage
Proration
Juggle
0
10
15
Down
-
2
Your standard counter. Stubby counterattack means that some attacks can be made counter safe against Hiryo.
EX Attacks
Frames 8-9
Frame 10
Damage
Guard
Cancel
Invul
Property
Cost
20
Mid
-
-
-
250
Startup
Active
Recovery
Advantage
Proration
Juggle
7
3
2
Stance
-
0
Huge range and virtually no endlag make this button amazing for its cost.
Unlike the stance it activates, 5C has no cancels out of it.
Activates Quick Slash Stance.
Toggle Hitboxes
Toggle Hitboxes
Damage
Guard
Cancel
Invul
Property
Cost
-
-
Dash, Jump, Stance-A, Stance-B, Stance-C, 2C, 214A, 236B, 214B, 236C
-
-
0
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
-
-
0
Can cancel as soon as you enter the stance, which lasts for 240 frames.
Hiryo cannot block during Quick Slash Stance.
Enters stance from j.2B, 5C, 2C, and j.2C.
Frames 9-10
Frames 11-12
Damage
Guard
Cancel
Invul
Property
Cost
45
Mid
Dash(on hit), 2C, 214A, 236B, 236C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
10
4
21
Down (-1)
-
3
Largest attack in Hiryo's kit without spending meter.
Range and groundbounce makes it useful for extending combos and checking dashes, or just harassing your opponent on the ground due to its safety on block.
Toggle Hitboxes
Toggle Hitboxes
Frames 9-11
Frames 12-13
Frames 14-15
Damage
Guard
Cancel
Invul
Property
Cost
45
Mid
Dash(on hit), 2C, 214A, 236B, 236C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
8
7
14
Launch (-2)
-
1
Excellent corner carry, ability to cancel into dash on hit lets you combo Stance-B into 66A which is a core part of some loops.
It's also safe on block, which makes it a good burst option to quickly get in against an opponent who least expects it.
Toggle Hitboxes
Toggle Hitboxes
Frames 7-8
Frames 9-10
Damage
Guard
Cancel
Invul
Property
Cost
35
Mid
Dash(on hit), 2C, 214A, 236B, 236C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
4
14
Launch/Wallbounce(See description)/(-7)
-
2
HUGE dedicated anti-air, but whiffs on grounded opponents.
Will only wallbounce if the opponent isn't in a hitstun state, so it's good for starting anti-air combos but not very good for general combo extension.
Toggle Hitboxes
Toggle Hitboxes
Frames 3-4
Frames 5-6
Ender
Damage
Guard
Cancel
Invul
Property
Cost
See description
Mid
2C, 236B
-
-
250
Startup
Active
Recovery
Advantage
Proration
Juggle
2
4
24
Down (-8)
-
2
Grounded version does a static 55 damage and can be chained into itself by holding the button.
In the air version, Hiryo slashes until he reaches the ground, but the attack usually does anywhere from 87-107 damage.
Uses the same ender as j.2B, which has a huge vertical hitbox and groundbounces on hit
Toggle Hitboxes
Toggle Hitboxes
Star Strikes
Frames 13-15
16-landing
Ender
Damage
Guard
Cancel
Invul
Property
Cost
101
Mid
-
-
-
1000
Startup
Active
Recovery
Advantage
Proration
Juggle
12
Until landing+20
16
Down (Air)
-
2
A core part of Hiryo's more difficult loops.
Starting hitbox only hits in front of you, meaning its pickup is less than stellar compared to Hiryo's other aerial extenders.
Great for travelling fullscreen.
Can be tiger knee'd.
Toggle Hitboxes
Toggle Hitboxes
Damage
Guard
Cancel
Invul
Property
Cost
160
Mid
Dash
-
-
1000
Startup
Active
Recovery
Advantage
Proration
Juggle
22
2
16
Launch (+2)
-
0
Launcher hit switches sides, making it a better option than a counter for reversing corner situations for the same cost.
Combos after 214A are a bit more difficult than those after 236B.
Toggle Hitboxes
Toggle Hitboxes
Damage
Guard
Cancel
Invul
Property
Cost
105
Mid
Dash, Jump
-
-
See Description
Startup
Active
Recovery
Advantage
Proration
Juggle
21
2
18(whiff), 17(hit)
Launch (-8)
-
2
Good combo ender, but generally outclassed by 214A this patch.
Costs 1000 meter, but costs an additional 500 if it hits.
Toggle Hitboxes
Toggle Hitboxes
Damage
Guard
Cancel
Invul
Property
Cost
120
Unblockable
Dash
-
Throw
1000
Startup
Active
Recovery
Advantage
Proration
Juggle
10
15
10
Launch
-
2
Doesn't cancel out of very many things, but is great raw, especially as it's faster and more active than Hiryo's normal throw.
Toggle Hitboxes
Toggle Hitboxes
Coolest looking attack in the game, free
Frames 28-32
Frames 33-35
Frames 59-61
Frames 62-64
65-67
68-70
Damage
Guard
Cancel
Invul
Property
Cost
348(149+199)
Unblockable
-
-
Air
2000
Startup
Active
Recovery
Advantage
Proration
Juggle
27
8(28-35), 12(59-70)
9
Down
-
2
Hiryo's only attack that hits fullscreen.
Super reactable and costly, so you don't want to throw this out carelessly.
Great combo ender when you have adequate bar.
Can be used as a cheeky punish on a tech.
Toggle Hitboxes
Toggle Hitboxes
Cancel Table
Cancel Table
A
B
C
Star Strike
Unique
PLACEHOLDER
-
-
-
-
-
PLACEHOLDER
-
-
-
-
-
PLACEHOLDER
-
-
-
-
-
X : On Contact
X[+] : Available on Whiff
X[-] : On Hit only
X[/] : On Block only
Combos
Color Gallery
Roadmap
In Progress / Completed
To-do
Basic stuff like the landing page and navbox is in, along with some system pages.
System page is complete.
Clean up and finish the rest of the character pages. Every page needs to be updated to account for changes in updates 2.0 to 2.4.
Create netplay page.
Update FAQ
Add patch-notes from 2.1 to 2.4.
Finish adding frame data to every page, and begin adding hit-boxes to every page. Glitch is currently the gold standard in the gameplay section, hitboxes aside. (Avoid doing Violet's at all costs however!)
When Adding Hitboxes: Only take images from Fighter Factory. This is to keep the look of the hitboxes clean!
Ensure that this chart is updated over time.