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
Playstyle
Hiryo is a stance character with his fast ground mobility, side-switching dash and fastfall giving him strong mix off of many combos.
Pros
Cons
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.
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
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-
-
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.
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.
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.
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!