Chaos Code/NSC/Hermes

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Profile-hermes.png

Story

Hermes
『エルメス』

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.

Playstyle

Health: 28000
Stun:
90

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.

Recommended Sets

  • 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.

Move List

Click on a header to expand that section of the movelist

Normal Moves

Normal Moves

5A
5A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 9f - - +0 Yes -

Basic standing chop. Doesn't link into itself and is pretty slow. Can occasionally be used as an anti-air but 2C is much better for the job.

2A
2A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 7f - - +2 Yes -

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
cl.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 9f - - +3 Yes -

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
5B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 10f - - -2 Yes -

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
2B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 6f - - +3 Yes -

A decent low poke that links into itself and can easily be converted into damage.

5C
5C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 12f - - -5 Yes -

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
2C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 9f - - -7 Yes -

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
cl.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 6f - - +1 Yes -

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
5D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 12f - - -3 No -

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
2D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 9f - - +0 No -

Basic hard knockdown sweep with slightly more range than 2B. This is mostly used for ice trap setups on oki.

j.A
j.A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 8f - - - Yes -

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
j.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 8f - - - Yes -

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
j.C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 11f - - - Yes -

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
j.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 9f - - - - -

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.

Command Moves

Command Moves

6B
Charming Step
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
raw - - High 19f - - -9 Yes -
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
cancel - - High 22f - - -7 Yes -

Short hopping kick with upper body invincibility. Hits overhead even when chained into, but is faster raw. 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.

Universal Mechanics

Universal Mechanics

Throw
Throw
5/6AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw 5f - - - No -

Ground throw

Guard Break
Guard Break
6CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Guard Break 61f - - - No -

Guard Break

C+D
Tactical Guard
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Parry

A+B
Roll
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 33f - - - No -

Roll

Special Moves

Special Moves

632146P
Humiliating Bind
632146P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw 6f - - - No -

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.

214K
Floating Desire
214K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low - - - - No -

Hermes places a sphere of electricity in front of her. This sphere will be used for the D version of this move as well as for a few other specials. You can have a maximum of three spheres onscreen at any given moment. Can cancel in midair from 6B. Stays on-screen for about 10 seconds before exploding on its own for small damage. It'll stick around even if Hermes gets hit, making it a potential combo breaker.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low 14f - - -5 - -

Hermes summons a ball of electricity in front of her. If you have any spheres placed from 214B, the ball will travel to each sphere in the order you placed them, like a projectile. Otherwise, it just explodes immediately. Can cancel in midair from 6B. Main air combo ender. Startup is the same in the air.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 14f - - -11 - -

Lighting spirit summons a ball of electricity encased in a larger ball of electricity. It's basically both strengths at the same time but also faster. This move is amazing. It has a ton of active frames, is usable midair, and has a deceptively wide and tall hitbox. You'll get a wallbounce on counterhit for a big combo, otherwise you'll get a hard knockdown to set up your oki. Can cancel in midair from 6B. Overall a good use of meter and rather effective anti-air. Startup is the same in the air

236P
Singeing Sensation
236P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 19f - - +0 No -

Hermes lashes out directly in front of her with the fire spirit's whip. Solid range, unfortunately only has one super cancel that doesn't work except at close range anyway.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low 17f - - -2 - -

Hermes lashes out diagonally above her to hit airborne opponents. There are two hits, the flame and the whip, of which only the whip is untechable.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 30f - - +29 - -

Similar to the A version, except with a large ring of fire surrounding the whip. Hits 3 times and brings the opponent closer to Hermes. This can only be comboed into with a counterhit. Vacuum effect does not work on block.

22K
Awakening of Gaia
22K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - Low 32f - - +11 No -

Hermes lays an ice trap on the ground in front of her which stays on screen for approximately 3 seconds or until hit/block. Hits low once.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - Low 29f - - +9 No -

Hermes' ice spirit sends a shockwave projectile along the ground which hits low. This can be delayed by holding D; charging does not result in any additional damage. The startup on this is fairly long compared to her other zoning tools; use with caution.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 26f - - +27 No -

Hermes lays an enhanced ice trap on the ground in front of her. Starts up faster than 22B, covers roughly the same area, and stays on screen for approximately 4 seconds or until hit/block. Can be blocked high, but hits 3 times instead of once, causing substantial blockstun and allowing mixup opportunities. On hit, this will initially use only 2 of the 3 hits and launch the opponent at a short height; this is used heavily in Hermes' combo routes, since the opponent can still land on the trap for the third hit and allow the combo to continue.

623K
Piercing Thunder
623K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low 16f - - -11 No -

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. B version appears directly in front of Hermes. Not particularly useful unless you have spheres out.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low 16f - - -7 - -

The lightning bolt appears about a half screen distance away. This version IS quite useful for controlling space, even without spheres on the screen, but take care because it is easy to punish.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 14f - - +1 - -

Hermes calls a wave of lightning down in front of her, which hits 5 times. Inflicts a massive amount of stun damage, especially when used along with 3 orbs, but otherwise has no noticeable advantages over the B version.

Extra Special Moves

Extra Special Moves

214P
Blazing Jealousy
214P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 9f - - -9 No -

The fire spirit flies out in front of Hermes for a bit, like a short ranged projectile. Relatively safe and easy to combo into from 6B.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low 15f - - -8 No -

Hermes and the fire spirit charge toward the opponent together. harder to combo into from 6B unless you space it perfectly. Air unblockable. Floats high in the air on counter-hit for easy combos.

236K
Bursting Desire
236K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low 19f - - -16 No -
D - - High/Low 15f - - -15 No -

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.

Ultimate Chaos Moves

Ultimate Chaos Moves

236236P
Infernal Conflagration
236236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Hermes and the fire spirit fire a massive beam of flame that hits three times.

236236K
Shaking Lightning Storm
236236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

The lightning spirit appears and surrounds Hermes with a giant barrier of electricity. Invincible on startup and Chaos Shiftable even on block or whiff. It's a little slow but it's still a good reversal.

Extra Ultimate Chaos Moves

Extra Ultimate Chaos Moves

632146K
Scorching Pleasure
2141236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

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.

214214K
Raging Blizzard
214214K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

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.

Destruction Chaos

Destruction Chaos

2363214PP
Purifying Brilliance
2363214PP
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

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.

Strategy

Neutral

Hermes' optimal range in neutral is a bit closer than half screen, at the edge of 236A and 214A range. In most matchups, her general gameplan is to maintain this distance and use the 236P series (flame whip), 214A (fire sprite forward), 22K series (ice trap/ground fireball), and sometimes the 623K series (lightning strikes) to keep the opponent out and fish for a hard knockdown. In the event that the opponent hesitates to approach and plays defensively, setting lightning orbs around the screen with 214B is a good use of time, especially with Bursting Desire; these can be detonated later with 214D or 623K (or 236D), or left alone to detonate by time (potentially cutting a combo if your opponent gets in successfully). Note that 214D will travel to the orbs in the order that they were set, so be mindful of when and where you put your orbs down. Once Hermes is at midrange, far 5B > (5C - spacing dependent) > 214A is a solid poke that can help maintain some distance; note that it is not a true blockstring, so using it too predictably can result in an opponent rolling on you and punishing. With meter, EX flame whip (236AC) is an excellent tool to catch an opponent trying to get in, as it hits multiple times against grounded or airborne opponents and can convert into a full combo relatively easily, allowing you to run oki.

Hermes' air options are outclassed by much of the cast, so in most matchups, it's best to stay grounded where possible. For air-to-ground, IAD j.C or j.D each have advantages and disadvantages. j.C is more of an all-purpose tool, as it hits twice overhead and is the most active of Hermes' air normals. j.D starts up two frames faster, deals more damage, and causes damage scaling to kick in later due to being only one hit, but its hitbox is primarily below Hermes, making it useful only as a jump-in. It is generally less likely to open up a particularly defensive opponent than j.C, but can have its advantages as a change of pace. For air-to-air situations, j.C is generally the best option most of the time, as it is special cancelable into 214D or 214BD. j.A can be useful to interrupt an opponent's aerial approach, but it is exceptionally difficult to convert this into any meaningful damage or knockdown, even on counter hit.

As is the case with many zoners and/or setplay characters, Hermes' defense is somewhat lacking. She has no meterless reversal, and even her metered options are flawed. 623BD, while fast and active, has no invulnerability and often trades with the opponent; 236236K is only invincible on startup and is rather slow and reactable, although Hermes can spend extra meter to Chaos Shift (roll cancel) it and make it safer. Against predictable opponents who manage to get up close, Tactical Guard (parry) is her best friend, but naturally this relies heavily on mind games and RPS to function.

Against rushdown-oriented opponents such as MG, Hikaru, and Ray, Hermes' 22K series shines a bit more. Both 22B and 22D hit low, which is useful for catching unaware opponents and for maintaining distance from your opponent. 22BD does not hit low but does have three hits; this makes it easier to convert into a combo if your opponent is caught and also has the benefit of taking out Ray's armor in the event that a Ray player uses armor to try to get in (as opposed to using it in pressure). 22D is a fast-moving, low-hitting ground projectile that can cover your approach (either to midrange or to pressure your opponent up close). 22[D] is also useful to throw off your opponent's timing; after a certain charge time, Hermes can move while holding the projectile and perform other actions. 22D also has quite a bit of hitstun, so depending on your spacing when it connects, it's possible to convert into a full combo.

Characters such as Kudlak-Sin and Celia who can outrange Hermes pose a few more challenges. Since 22D is Hermes' only real fullscreen option, you'll need to use this and follow it in to try to maintain that midrange distance. As noted above, 236AC and 22D can convert into a full combo; Hermes generally wants to play more aggressively in these matchups, using those tools to approach and go for run up 2B or IAD j.C to go on the offensive.

Okizeme

Once Hermes has a hard knockdown, she has powerful mixup potential for an ostensible zoner. Most of the time, she will end combos in 214C, which is a hard knockdown against airborne opponents that also causes wallsplat in the corner. If the opponent does not hit the wall, her options are slightly more limited but still powerful. She can use 22[D] negative edge to cause the projectile to hit meaty and run in; since that projectile is a low, the opponent must block or roll. Hermes has free movement at this point, so roll is very punishable. On hit, she can convert into a full combo (IAD j.D is useful for this) which will more than likely carry to the corner, allowing her to run corner oki. On block, since they will be crouching, IAD j.D can set up a hard-to-blockable (not a true unblockable) which will lead to more pressure.

At the corner, Hermes' oki truly shines. Following a sufficiently high wallsplat, she can use the ender 2B > 2A > 2A > 5B > 5C > 214C to push herself into the corner, then set 22BD and roll back through the opponent. Timed properly, this can create a very ambiguous left/right mixup which, if the ice trap hits, can loop into itself since from there, it's possible to run corner combos with the same ender. Generally, depending on the meter situation, only two to three loops will be needed to kill, since 214C can cancel into either a super or Exceed to finish the job. Click here for a short video breakdown of this setup.

Combos

Beginner BNBs

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.

  • 2B > 2A > (2A) > 5B > 5C > 214A/C
A simple string leading to 214A/C which will work anywhere on screen, although the second 2A may need to be omitted depending on initial spacing. End with 214A if you want the opponent to be pushed out for zoning purposes, or 214C if you want to end closer and play more aggressively.
On block the string can end with the safer 236A instead of the 214P series (214C being very punishable and 214A being quite negative), although 236A leaves a gap that can be rolled.
  • [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] OR [2B > 2A > 2A > 5B > 5C > 214C > 22BD after knockdown]
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 first option using the air series does slightly more damage and will set up a lightning orb above the opponent in the corner, allowing time to set up either an EX ice trap or another orb closer to the ground.
The second option is slightly lower damage versus the first and does not involve an orb set, but it saves meter and ends with a sideswap. This creates an ambiguous left/right situation for the opponent to guess which direction to block an EX ice trap set immediately after knockdown. Vary the timing of a roll after the ice trap to force the opponent to guess their blocking direction.
  • 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.214D/BD] OR [2B > 2A > 2A > 5B > 5C > 214C > 22BD after knockdown]
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.
The alternative string ending in a corner sideswap can be used here as well.

Corner Combos

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.

  • Throw > 22BD > 5B > 5C > 214C > (22BD third hit) > delay 2C > cl.D(2) > 214C > ender
A very slight delay is needed after the third hit of 22BD before the 2C; if input too early, the opponent will be too high for the second 214C to connect, but if too late, no enders will connect.
Possible enders: 2B > 2A > 2A > 5B > 5C > 214C (sets up ice trap oki); cl.D(2) > 214C > super/Exceed (damage ender - see below for Exceed extensions)
  • 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 run ice trap oki as in the video example and as described above.
  • 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) > (214C > 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.
The (214C > cl.D(2)) notated in parentheses drastically increases the degree of difficulty on this combo, but squeezes out a little bit more damage and possibly enough meter gain for the Exceed extension (see below).

Exceed Extension (Scorching Pleasure)

With the Blazing Jealousy/Scorching Pleasure extra move set, a relatively easy Exceed extension becomes possible off any combo ending in 214C against an airborne opponent in the corner. Since many of Hermes' corner combos have a 22BD early, you may need to begin with full or near-full meter to make these work, or execute a complicated lightning orb combo as sampled above. The extensions themselves after Exceed are quite simple, as below:

  • ...214C > B+C > 2C > cl.D(2) > 214C > 2141236B/D > A+B > 2C > cl.D(2) > 214C > 2141236B/D
Highest damage ender and easier to execute than the below.
  • ...214C > B+C > 2C > 214BD > 2141236B/D > A+B > 2C > 214BD > 214236B/D
This ender does slightly less damage than the ender listed above; in exchange, if executed fast enough, the first lightning orb will detonate as the second super expires, knocking the opponent up and forcing ground tech. While you will be in overheat state, options include setting a not-quite-meaty 22B, using 22[D] to threaten a close-range low projectile or strike/throw mixup, walking up and throwing, or simply waiting to catch a wakeup roll attempt. The second lightning orb will explode not long after the ground tech, forcing a threatening situation for the opponent.

Old combos

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.

Colors

  • 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.
A Button
B Button
C Button
D Button KOS-MOS (Xenosaga)
R1 + A Button
R1 + B Button I-no (Guilty Gear)
R1 + C Button
R1 + D Button Sarah Bryant (Virtua Fighter)


General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus