Introduction
Heracross is a powerhouse of damage, and she prefers a slower pace of play. Her strong and far-reaching charges demand respect on both horizontal and vertical axises. Heracross is a unique fighter among the defensive archetype, as she can flutter her wings and take flight whenever she pleases. Combined with a strong set of aerial options, Heracross can effortlessly control the air. She excels at punishing whiffs with staggering, single-hit yet high-damage charge tackles. Combining that with a solid meter gain gameplan, Heracross can steal rounds at a shocking rate.
Heracross can take the utmost advantage of destroying the opponent's guard due to her already strong burst options, which are modified to deal double damage on guard break. Moves such as 2A, 3A, Horn Flurry, and Horn Charge put heavy pressure on a blocking opponent. Her offense is less focused on high/low mixups and instead waits like a ticking time bomb to erode your guard health at a devastating rate. Desperate opponents will attempt to escape before their guard health hits zero with jump-ins or other offensive options. This is when Heracross unleashes her secret weapon: Horn Turret! This flash kick is a powerful anti-air option that is invulnerable to (most) attacks, and the opponent must respect it even as a wakeup option.
However, this character is not without flaws. Many of the options listed here require commitment from the player, and your opponent can punish poor decisions in neutral. Simplistic in control, Heracross's gameplan and execution demands a slower pace; an innate understanding of neutral to capitalize on mistakes!
Playstyle
Heracross is a tanky charge character who specializes in playing slow in exchange for huge bursts of damage.
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Pick if you like |
Avoid if you dislike
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- Oppressive Offense: Heracross' unique Air Dash allows for strong mixups and pressure on the opponent, as well as a unique approach to neutral.
- Guard Damage: Key specials like [4]6b and 5b deal lots of guard damage, leading to frequent breaks off safe pressure.
- Simple Combos: Heracross' burst damage and minimal combo route allows for easier combo execution than the rest of the cast without any drawback of damage loss.
- Flight: 66 (air ok) allows Heracross to take flight and have nigh limitless control over their aerial assault.
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- Requires Charge: Heracross' best tools require him to be holding down/back for a set duration before he can use them.
- Stubby Normals: While Heracross' specials are huge, their normals lack the range to challenge some of the midrange-focused characters in the roster.
- Reliant on Whiff Punishing: The defensive playstle requires attentive focus and game knowledge to know when exactly to strike.
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Stats
Health
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Guard Heatlh
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Fastest Attack
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Walkspeed
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Prejump
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28
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14
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5A (6f)
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2.8 / -2.8
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6f
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Normals
5A Stop sign. Stop sign.
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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1
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0
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Mid
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3A
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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7
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5
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12
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-1 [1]
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-
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Heracross delivers a quick palm-strike.
- Heracross' fastest normal, making it her best button to mash when aiming to interupt.
- Only leads into a combo on counterhit, making it a situation starter.
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Toggle Hitboxes Toggle Hitboxes
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4A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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1
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0
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Mid
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4AA, Special
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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8
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7
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11
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-2 [0]
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-
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Heracross swings their horn towards the screen.
- Heracross' typical combo starter when confirming.
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Toggle Hitboxes Toggle Hitboxes
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4AA
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2
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0
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Mid
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3A, Special
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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5
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3
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16
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+4 [-1]
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-
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Heracross swings their horn away from the screen.
- Combo filler, allowing more time to confirm off 5A.
- Cancel into 3A for meter and continued pressure, cancel into [4]6B for damage.
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Toggle Hitboxes Toggle Hitboxes
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6A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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3
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1
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Mid
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Special, C Cancel
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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12
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12
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25
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0 [-12]
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-
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Heracross jabs forward with their horn.
- Heracross' best midscreen poke, confirmable on buffer into Special/6C.
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Toggle Hitboxes Toggle Hitboxes
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2A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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3
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2
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Mid
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Special, C Cancel
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Upper Body
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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18
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4
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24
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+80 [+4]
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-
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Heracross swings their horn in an arc upwards.
- Staple anti-air, can be cancelled into [2]8B for massive damage when you have charge.
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Toggle Hitboxes Toggle Hitboxes
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3A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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3/2
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1
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Low
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Special
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-
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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15
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5
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34
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+49 [-21]
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-
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Heracross sweeps at the opponent's feet with their horn.
- Standard sweep, builds a bar on hit.
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Toggle Hitboxes Toggle Hitboxes
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j5A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2, 1
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0
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High
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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18, 28
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3, 5
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6
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+16 [+11]
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-
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Heracross swings wildly while in the air, hitting twice.
- Second hit only comes out if the move is started high enough off the ground.
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Toggle Hitboxes Toggle Hitboxes
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j2A
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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3/2
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1
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High
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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21
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1 Mid, 17 Weak
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6
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+27/20 [+18/11]
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-
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Heracross slams their horn down while in mid-air.
- Incredibly active, can be argued as a superior jump-in when aiming to start a combo.
- Long startup allows it to whiff, giving you access to empty jump mixups.
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Toggle Hitboxes Toggle Hitboxes
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Specials
Horn Flurry 5B Nice armor, would be a shame. Nice armor, would be a shame.
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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1, 1, 1
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1, 1, 4
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Mid
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(First Hit) [4]646B, C Cancel
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Cost
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9
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8
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18
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4 [13]
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-
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Heracross jabs at the opponent with their horn 3 times.
- Key pressure tool, as it deals massive guard damage on block.
- All 3 hits will not land unless you are very close to the opponent, and/or have them cornered to mitigate pushback.
- Easily leads to guard break loops when meter is available.
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Toggle Hitboxes Toggle Hitboxes
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Horn Charge [4]6B
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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5
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2
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Mid
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[4]6B2B (Horn Sweep)
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-
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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14
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27
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18
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+43 [-18]
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-
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Heracross launches forward at their opponent.
- Requires backwards charge to use.
- Standard dash punch, fantastic at horizontal space control.
- Launches Heracross back on hit or block.
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Toggle Hitboxes Toggle Hitboxes
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Horn Turret [2]8B
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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5
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1
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Mid
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jB
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Upper Body
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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9
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13
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82
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24 [-54]
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-
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Heracross launches skyward, horn-first.
- Requires a downwards charge to execute.
- Can be cancelled into jB for 1 bar, makes this reversal plus on block with a gap.
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Toggle Hitboxes Toggle Hitboxes
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Beetle Dive jB
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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4
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1
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High
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-
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-
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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14
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∞
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26
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+14 [-6]
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-
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Heracross quickly dives towards the ground.
- Key part of Heracross' pressure and air-game, allowing him to quickly hit the ground.
- Unreactable overhead, forces the opponent to stand-block on a read.
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Toggle Hitboxes Toggle Hitboxes
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EX Moves
Horn Sweep [4]6B2B
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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3
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4
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Low
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-
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-
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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40
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8
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30
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+50 [+1]
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1
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Heracross cancels their charge and swings at the opponent's feet.
- Plus on block, allowing for additional pressure.
- Checks an opponent for walking back.
- Slow startup makes this move susceptible to losing when the opponent is actively poking in midrange.
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Toggle Hitboxes Toggle Hitboxes
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Super
Mega Horn Flip [4]646B Jumpscare. Jumpscare.
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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5, 6
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-
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Mid
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-
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Full
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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13 [-10 Super Freeze]
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16
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21
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+36 [+2]
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2
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Heracross scoops their opponent, flies up and slams them to the ground.
- Unreactable halfscreen hitgrab.
- Rare combo ender, best used when guaranteeing a kill.
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Toggle Hitboxes Toggle Hitboxes
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Throws
Forward Throw 6C
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2
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-
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Unblockable
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[4]6B, [4]646B
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-
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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8
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2
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41
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-
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-
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Heracross scoops the opponent with their horn and tosses them.
- Can be cancelled into Horn Charge or Mega Horn Flip for 1 or 2 bars of meter, accordingly.
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Back Throw 4C
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Damage
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Endurance Damage
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Guard
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Cancel
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Invul
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Property
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2
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-
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Unblockable
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-
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-
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Knockdown
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Startup
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Active
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Recovery
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Advantage
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Cost
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8
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2
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41
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-
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-
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Heracross suplexes the opponent.
- Has insane oki into a throw loop if the opponent does not roll when getting up.
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Combos
(j.a) 4A4A xx 3A/[4]6B/[4]646B
5B xx [4]646B
[Anti-Air] 2A xx [2]8B
[One Bar] Forward Throw xx 6B
[CH] 5B 3A
Colors