Spectral vs Generation/Hiro2

From Mizuumi Wiki
Jump to navigation Jump to search
Hiro 2
Spectral VS Generation Hiro2 Image.jpg
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

Normals

Far Standing Normals

5A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
12 Mid Specials - - - -

Hiro swipes her claw forward.
Visually Similar to Close 5A, but hits 1 frame slower.


5B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid Specials - - - -

Hiro shoves her claw forward.
Visually similar to Close 5B but a few frames slower(?).


5C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 (15 per hit) 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.


5D
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 (10 per hit) Mid Specials - - - -

Hiro balances on her scythe and kicks 2 times. Automatically moves her forward. Only the first hit can be canceled.

Close Standing Normals

5A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
12 Mid Specials - - - -

Hiro swipes her claw forward.
Visually Similar to Far 5A, but hits 1 frame faster.


5B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid Specials - - - -

Hiro shoves her claw forward.
Visually similar to Far 5B but a few frames faster(?).


5C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 Mid Specials - - - -

Hiro swipes her claw upwards.


5D
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 Mid Specials - - - -

Standing knee.

Crouching Normals

2A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
12 Mid Specials - - - -

Hiro swipes her claw forward.


2B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid Specials - - - -

Hiro swipes her claw forward, further than 2A.


2C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 (20 per hit) High None - - - -

Hiro swipes her claw down and hits twice.


2D
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 Low Specials - - - -

A short, crouching kick.

Jumping Normals

j.A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
12 High - - - - -

Hiro twirls her scyther around her.
Visually similar to Hiro's j.B, but the hitbox does not hit behind her.


j.B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High - - - - -

Hiro slashes her scythe downwards.


j.C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 High - - - - -

Hiro slahes her scythe downwards with more range.


j.D
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High - - - - -

Air kick.

Chain Specific Normals

Throws

A+D
Forward Throw
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Throw None - - - -

Hiro grabs the opponent and does a horizontal slash with her scythe.


B+D
Back Throw
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
70 Throw None - - - -

Hiro grabs the opponent and suplexes them.

Dust (Sword Series Slash)

5B+C
Standing SSS
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High None - - - -

Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.


2B+C
Low SSS
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low N/A - - - -

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.

Parry (Chaos Breaking)

A+B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -

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.

Special Moves

Super Moves

Level 1 Supers

Level 3 Super

Strategy

Combos

Chain Combos

Basic Combos

General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2