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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.
Hermes is a setplay character at heart with powerful zoning capabilities as well. She uses three elemental spirits (lightning, fire, and ice) for her special moves, each of which has different properties. Lightning specials deal the most stun and are most useful for zoning, fire specials have great combo utility, and ice is at the core of her setplay.
Because Hermes is on the squishier side, she generally wants to keep her opponents out until she has an opportunity to knock the opponent down in the corner, preferably with a 214B/BD lightning orb or two set in the vicinity. Once she has the knockdown, she can move in and run her considerable mixups. EX ice trap (22BD) locks the opponent in place, and she can go for a low starter with 2B or high with 6B (in the corner) or instant air dash j.C or j.D.
It's important to note that you have to wait until a spirit disappears before you can use it again. This means, for example, that 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.
Mobility (Run vs. Step)
Run: 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 EX ice trap. You're going to need all the damage you can get, so you're probably better off sticking with Run.
Step: Not recommended
Extra Move Selection
- Bursting Desire (236B/236D):
- B version creates a wide, short-ranged projectile that travels forward a short distance and hits once. The D version creates a similar projectile that does not move, but deals 5 hits; more importantly, it detonates any lightning orbs on screen with a slightly weaker version of the same projectile. Because the projectile is so active, dealing with lightning orbs in neutral becomes much scarier.
- Blazing Jealousy (214A/214C):
- One of Hermes' primary combo tools. The A version sends the fire spirit charging forward, dealing multiple hits as it travels. The C version sends Hermes charging forward as well, and can wallsplat an airborne opponent for a continued combo or a hard knockdown if too far away to convert. Both versions will push the opponent back significantly; in particular, a 214C following cl.D can send the opponent to the corner from a wide portion of the screen.
- Scorching Pleasure (2141236B/D):
- This is Hermes' combo super, as it does far more damage than either 236236A/C or 236236B/D (partially ignoring damage scaling) and causes a hard knockdown. Contrary to the normal restrictions on super canceling from same-element special moves, this can be canceled out of Blazing Jealousy, which can be useful if spending the additional 2 bars will result in a kill.
- Raging Blizzard (214214B/D):
- An enhanced version of 22BD, this super covers a wider area than 22BD and hits 10 times instead of 3. There is significant pushback with each of the 10 hits on block, making additional setups difficult outside the corner. Because of this, and because of the opportunity cost of not having one of the above tools, this super is generally not recommended.
- Blazing Jealousy/Scorching Pleasure:
- This is the combo damage pairing. Blazing Jealousy has great utility for corner carry and combo extensions. Scorching Pleasure is a powerful combo ender and, as mentioned above, can be canceled directly from Blazing Jealousy.
- Bursting Desire/Blazing Jealousy:
- This set trades some of the above's combo potential for stronger neutral and setups from 236D lightning orb detonations. Its meterless combos are still very strong, as Blazing Jealousy is still available.
Click on a header to expand that section of the movelist
This section is a sample of Hermes' BNB combos to learn as a beginner, presented in order it's recommended to learn them. Note that many of these combos are meterless; this is because Hermes would usually rather save meter to spend on EX ice trap setups and ending combos with 214BD rather than burning it on super cancels or Exceed. That goes double if you chose the Bursting Desire/Blazing Jealousy set, as Hermes' base supers do not cause hard knockdown.
- 5A > cl.B > 5C > (6B) > 214A/2D
- A simple chain leading to 214A. Builds roughly a third of a bar at midscreen and pushes the opponent away, allowing you to continue zoning to build meter. If you are crouching, you can substitute 2B for 5A for a low starter; if you do, hold 5B for the cl.B link to connect. In the corner, substitute 214C or 2D for the ender as most of 214A's hits will whiff in the corner.
- 2D ender deals very low damage, but it does offer an opportunity to set a lightning orb or EX ice trap.
- Adding 6B results in slightly more damage and meter build than without, but a little trickier to time 214A after 6B. Buffer 214A just after 6B connects to complete this combo. 214A must be used as the ender after 6B; avoid adding 6B in or near the corner.
- [2B > 2C OR j.C(2) > 2B] > cl.D(2) > sjc > j.C(2) > j.D > 214D/BD
- This air series is useful at midscreen or corner and with 214BD ender is a good way to practice setting up lightning orbs or EX ice traps on knockdown. Buffering super jump during cl.D is not strictly necessary for this air series to connect, but practicing that way will help you use the air series later in combos where it might not connect otherwise.
- This works off the low starter 2B > 2C or off a jump-in. j.C is the easiest air starter to use, but once you get more comfortable you can substitute j.D for a bit more damage.
- [2B > 2C OR j.C(2) > 2B] > cl.D(2) > delay 214C
- Input 214C when the opponent reaches the apex of their launch height from cl.D for this to connect. This is incredibly useful from about half screen because it will cause a wallsplat and hard knockdown. Once you're more comfortable with the timing, if you get the wallsplat you can extend the combo further. See the advanced midscreen combo section for an example of how that works.
- 5A > 5B > 5C > 6B > 2363214AC
- Meter dump if you happen to have 3 bars and it will kill. Buffer the motion as 6B connects and press A+C just before Hermes touches the ground.
Advanced Midscreen Combos
After learning the routes above, try moving on to these for more difficult but more optimized combos. j.D > 2B > cl.D is used as the starter for many of these, but j.C can be substituted for j.D, and 2B > 2C > cl.D can be used as well for a low confirm.
- Throw > microdash > 2C > cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214D/BD
- Primary throw combo, works midscreen or corner and on front or back throw. The opponent will need to nearly touch the ground before 2C in order for the full air series to connect.
- j.D > 2B > cl.D(2) > delay 214C > run > wallsplat > 2C > cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214D/BD
- From about 1/2 to 1/4 screen distance, this pickup becomes possible off launch into 214C. Any closer to the corner and it will sideswap after delay 214C. The basic air series ending in 214BD is ideal at that range, since it will set up a lightning orb above the opponent in the corner and allow time to set up either an EX ice trap or another orb closer to the ground.
- j.D > 2B > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214D/BD
- This combo does much more damage than the 214C ender at midscreen, refunds the meter spent on 22BD with the air series, and with j.214BD ender carries almost wall-to-wall.
- After cl.D(2) delay 214C can be substituted for less meter gain but hard knockdown without spending additional meter.
- j.D > 2B > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > delay 214C > run > wallsplat > 2C >cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214BD
- If starting from midscreen, the 214C wallsplat pickup is possible off 22BD microdash pickup, allowing an additional extension before the air series begins. As this reaches the corner and builds significant meter after 22BD, j.214BD ender is highly recommended for the knockdown and lightning orb set.
Hermes' corner combos can be very scary to deal with, but they are also on the tricky side. These routes do have quite a bit of crossover, however; once the first one is mastered, the others fall into place without as much difficulty.
- j.D > 2B > cl.D(1) > 22BD > 5B > 5C > 214C > (22BD third hit) > 236A > cl.D(2) > 214C > 2B > 2A > 2A > 5B > 5C > 214C
- video example (12:02)
- 214C loop. Note that the third 214C will sideswap, but you can set an EX ice trap after the final hit and go for another mixup as in the video example.
- j.D > 2B > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > 214C > (22BD third hit) > 236A > cl.D(2) > 214C > (2B > 2A > 2A > 5B > 5C > 214C)
- Alternative 214C combo. This does more damage than the combo above, but the extension into the third 214C is trickier. Depending on the situation, it may be preferable to end after the second 214C to keep the corner and/or super cancel into Scorching Pleasure if your set includes it.
- 6B > j.214B > j.B > 5A > 5C > 214D(2) > microdash > 2C > cl.D(2) > sjc > j.C(2) > j.D > j.214D/BD
- An example of how lightning orb setups can be used for combos. This requires at least one orb set on top of the opponent in the corner prior to beginning the combo. For a video example of the alternate 214C loop leading into this combo, click here.
- If you have an orb setup above the opponent as well as directly on their sprite, this becomes substantially easier and does more stun. For a video example of that situation, click here.
- Against lower-stun characters such as Lupinus and/or in game situations where stun damage has piled up from zoning with lightning specials, these may result in outright stun and major damage.
- 2B > 2C > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > 214C > (22BD third hit) > 236A > cl.D(2) > 214D(2) > microwalk > 2C > cl.D(2) > 214C > 2141236B/D
- Another lightning orb combo with one orb above and one orb on the opponent, this time using 2B as a starter. If you do not have the meter for the super cancel, or if your set does not include Scorching Pleasure, substitute 214C > super for the air series ending in j.214D/BD. For a video example of this combo from the last midscreen combo, click here.
These were staple combos in the pre-NSOC version of the game. Most of these combos still work, but they tend to be impractical for various reasons. Many of them require super cancels, which are generally weaker and less efficient in NSOC than they were prior. Click here for a link to the old combo list.
- 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.