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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.
Health: 28000 Stun: 90
It's important to note that you have to wait until a spirit disappears until you can use it again. This means 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.
Run vs Step
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 ice trap super. You're going to need all the damage you can get, so you're probably better off sticking with Run.
| 5A - Mid. Cancelable.
Basic standing chop. Doesn't link into itself and seems pretty slow. Can occasionally be used as an anti-air but 2C is much better for the job.
| 2A - Mid. Cancelable.
Better, faster, longer than 5A. It has a similar range to 2B and the two can be alternated due to their speed. A decent poke, but mostly used to catch falling opponents in combos when they're close to the ground and 2C won't get them in time.
| cl.B - Low. Cancelable.
Shin kick that hits low. It's faster than it looks and will link from 2B, but you'll only want to use it in the middle of combos and not as a poke.
| 5B - Mid. Cancelable.
Flapping heel kick that moves slightly forward and has the longest range of all Hermes's normals. A very respectable poke. Just beware of its mostly horizontal hitbox and try not to eat an IAD combo because of it.
| 2B - Low. Cancelable.
A decent low poke that links into itself and can easily be converted into damage.
| 5C - Mid. Cancelable.
Hermes swings her arm up in the air as if she's dancing or something. While it looks goofy as hell, this move has pretty solid range for a cancellable C normal and has a pretty good vertical hitbox as well. This is mostly used in combos when you're out of range for cl.D and still want some decent damage.
| 2C - Mid. Cancelable.
Hermes stands and swats upwards leaving a trail of yellow behind. Her best anti-air and an okay poke if you're trying to keep the opponent from jumping. This move is often used with cl.D to pick up the opponent to start air combos as it pushes them up, rather than forward.
| cl.D - Mid. Cancelable.
Hermes bends over and throws a high kick behind her. This move can be used as an anti-air but 2C is more effective as you won't have to worry about how close your opponent is. This is Hermes's main combo tool as the second hit launches.
| 5D - Mid. Not cancelable.
Spinning forward kick that has more range than 5C, but less than 5B. It can be used as a poke occasionally but you'll probably see this more often if you misjudge the distance required for cl.D. While it's not exactly a terrible move, but it's not cancelable, so it's usefulness is quite limited.
| 2D - Low. Not cancelable.
Basic hard knockdown sweep with slightly more range than 2B. This is mostly used for ice trap setups on oki.
| j.A - Overhead. Cancelable.
Circular sleeve swat that you'll rarely ever use. It has SLIGHTLY more horizontal range than j.C and probably something you could use in a pinch, but it won't be often.
| j.B - Overhead. Cancelable.
A downward kick that comes out pretty fast and is your go-to air combo starter. It makes an alright jump-in and an okay air-to-air, but you'll probably use j.C more often due to its high number of active frames.
| j.C - Overhead. Cancelable.
Triangular sleeve slash that hits twice. This move is typically used for jump-ins and as an air-to-air because of how long it stays active and has pretty decent range to boot. It can be cancelled on the first hit into specials or j.D which is something you'll typically do in air combos.
| j.D - Overhead. Cancelable.
A downward heel stomp that looks awfully familiar. Hits more below Hermes than j.B and comes out fast enough to hit a standing opponent on neutral jump. This move is typically used in the middle of air combos to add damage and not very often on its own.
| Charming Step - 6+B
Short hopping kick with upper body invincibility. Hits overhead when done raw, mid when chained into. While Hermes is off the ground, she is considered airborne and can cancel into aerial specials. After she lands, she can cancel the recovery frames into ground specials.
| Humiliating Bind - 632146+A/C
A command grab that disables the opponent from using special and super moves, air dashes, and Exceed. Cannot be cancelled into, but has a slight amount of invincibility. Curse effect lasts for about 7 seconds. It can be super cancelled but is generally not worth it.
| Flaming Desire - 214+B/D
| Singeing Sensation - 236+A/C
| Awakening of Gaia - 22+B/D
| Piercing Thunder - 623+B/D
Hermes calls the lightning spirit to summon a lightning bolt. Simultaneously, all spheres on screen will be detonated, creating additional lightning bolts at their location. The button used will determine the location of the initial bolt. It's not invincible but it's fast and since it'll only get stuffed if the lightning spirit gets hit you can use it as a reversal and bank on a trade giving you a counterhit.
| Blazing Jealousy - 214+A/C
| Bursting Desire - 236+B/D
The lightning spirit appears and summons a large burst of electricity in front of Hermes, hitting 5 times. Visually similar to 214+D, but functionally quite different. If done too close to the opponent only one hit will connect. If you have sphere traps set, they will grow to be the same size as the lightning ball. This move inflicts the most stun damage out of all of Hermes' specials, especially with 3 orbs set, but it's very unlikely you'll ever be able to utilize such a situation. On grounded hit you're plus enough to link into fast normals like 2A in the corner.
| Infernal Conflagration - 236236+A/C
Hermes and the fire spirit fire a massive beam of flame that hits three times.
| Shaking Lightning Storm - 236236+B/D
The lightning spirit appears and surrounds Hermes with a giant barrier of electricity. Invincible on startup and Chaos Shiftable even on whiff. It's a little slow but it's still a good reversal.
Extra Ultimate Chaos
| Scorching Pleasure - 632146+B/D
Hermes kicks directly in front of her. If the move connects, she will stomp the opponent to the floor as the fire spirit punishes them with a vicious whipping. The move has slight invulnerability on startup, but don't rely on it too much as a reversal.
| Raging Blizzard - 214214+B/D
The ice spirit lays a much larger trap shortly in front of Hermes. If the opponent does not step on it it eventually fades away. However, if the opponent is hit Hermes is still active, allowing you to choose whether to go for the mixup or to try and increase your damage.
| Purifying Brilliance - 2363214+AC
Hermes summons an earth spirit that slams its hand down to create a highly damaging energy wave. In spite of its lengthy animation, it can be comboed into quite easily and can also be comboed out of before the opponent touches the ground.
j.C > 2B > cl.D(1) > 22BD > microdash > 2C > cl.D > sjc > j.A > j.C > j.D > 214D
j.C > 2B > cl.D(1) > 22BD > 5B > 5C > 214C > 236A > cl.D(2) > 236C > 2B > 2A > 2A > 5B > 5C > 214C
- 2AB, 5CD, 214+C, 236236+B/D
- 2AB, 5CD 6+B, 214+A
- 2AB, 5CD 6+B, 2141236+B/D
- 22+B, 623+B
- 22+B, 214+C
- 22+B, 2C, cl.D, hj.BCD, 214+D or BD
- 5ABC, 623+BD, 236236+A/C
- 5ABC, 214+BD, 236236+A/C
- 2AB, 5BC, 236+B/D, 236236+A/C
- 5ABC, 236+B/D, 2141236+B/D
- 5ABC, 214+C, 214214+B/D
- 5ABC, 6+B, 2363214+AC
- 2B, 5C, B+C, 236236+A/C, A+B, 2C, 214+BD, 214214+B/D, 236236+A/C, A+B, 2C, j.BCD, j.214D
- Throw, 236+C
- Throw, 236+B/D, 236236+A/C
- Throw, dash up, 2C, cl.D, hj.BCD, j.214+D or BD
- Throw, IAD j.BD, cl.D, hj.BCD, j.214+D or BD
- Throw, IAD j.BD, 5C, 214+BD (wallslam), 236236+A/C
- Throw, IAD j.BD, 2C, cl.D, 236+C(one hit), 2A, 5BC, 214+BD (Corner only)
- 2B, 5CD, 2BB, 5C, delay 6+B, 214+C (Corner only)
- 2AB, 5CD, 6+B, 214+A, 214214+B/D (Corner only)
- 5ABC, 236+B/D, 214214+B/D (Corner only)
- 2B, 5CD, 2B, 5C, 214+C, B+C, cl.D, 214+BD, 214214+B/D, 236236+A/C, A+B, 5CD, 214+BD, 214214+B/D, 2C, hj.BCD, j.214+D (Corner only)
- 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.