Pokemon: Close Combat/Heracross

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PKMNCC Heracross Portrait.png
Archetypes: Sumo; Airdasher; Charge
Health: 40
Endurance: 14
Endurance Refresh: 4
Walk Speed: 2.8 / -2.0
Prejump Frames: 6f
Fastest Attack: 5A (7f)

She takes a sad song and makes it better!

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 endurance at a devastating rate. Desperate opponents will attempt to escape before their endurance 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
PKMNCC Heracross NavboxIcon.png Heracross is a tanky charge character who specializes in playing slow in exchange for huge bursts of damage and devastating combos.
Pick if you like Avoid if you dislike
  • 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 routes allow 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.
  • Requires Charge: Heracross' best tools require her to be holding down/back for a set duration before she can use them.
  • Stubby Normals: While Heracross' specials are huge, her normals lack the range to challenge some of the midrange-focused characters in the roster.
  • Reliant on Whiff Punishing: The defensive playstyle requires attentive focus and game knowledge to know when exactly to strike.

Flight

Flight
66 (Air OK)
PKMNCC6.png PKMNCC6.png
PKMNCC Heracross Flight.png
Cancel Invul Property Startup Recovery Cost
4, j5A, j2A, Beetle Dive Throw Airborne - - -

Heracross unsheathes her beetle wings and takes to the skies.

  • Can be performed from either air or ground
  • Vertical trajectory can be changed upward (8) and the flight can be cancelled with 4
  • Flight speed is 5.0
  • Aerial moves cannot be used if Heracross is flying along the ground
  • Aerial moves cancel Flight and carry the instantaneous momentum with the exception of Beetle Dive

Normals

5A
PKMNCC A.png
PKMNCC Heracross 5A.png
PKMNCC Heracross 5AHitbox.png
Stop sign.
Stop sign.
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid 3A - -
Startup Active Recovery Advantage Cost
7 3 12 -1 [+1] -
Total: 21

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
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Heracross 4A.png
PKMNCC Heracross 4A1Hitbox.png
PKMNCC Heracross 4A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 4AA, Special - -
Startup Active Recovery Advantage Cost
9 7 11 +5 [0] -
Total: 26

Heracross leans in and swings her horn towards the screen.

  • Typical combo starter when confirming backward charge inputs
  • Heracross lowers herself whilst using this move, making it an unsuspecting anti air
Toggle Hitboxes
Toggle Hitboxes
4AA
PKMNCC4.pngPKMNCC A.pngPKMNCC A.png
PKMNCC Heracross 4AA.png
PKMNCC Heracross 4AAHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid 3A, Special - -
Startup Active Recovery Advantage Cost
5 3 16 +4 [-1] -
Total: 23

Heracross swings her 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
  • Reduces Horn Charge's startup by 5 frames when canceled into
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Heracross 6A.png
PKMNCC Heracross 6A1Hitbox.png
PKMNCC Heracross 6A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4 1 Mid Special, C Cancel - -
Startup Active Recovery Advantage Cost
12 12 25 0 [-12] -
Total: 48

Heracross jabs forward with her horn.

  • Heracross' best midscreen poke, confirmable on buffer into Special/6C
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Heracross 2A.png
PKMNCC Heracross 2A1Hitbox.png
PKMNCC Heracross 2A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 Mid Special, C Cancel Upper Body Knockdown
Startup Active Recovery Advantage Cost
18 4 27 +80 [+1] -
Total: 48

Heracross swings her horn in an arc upwards.

  • Staple anti-air, can be cancelled into [2]8B for massive damage when you have charge
  • In Counter hit state this move grants Heracross access to strong meterless and stronger meter options especially in the corner
  • This move can be linked from a C-Cancelled Counter Hit 6A. (But notably not CCancel CH Horn Flurry).
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Heracross 3A.png
PKMNCC Heracross 3AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low - - Knockdown
Startup Active Recovery Advantage Cost
15 5 34 +49 [-21] -
Total: 53

Heracross sweeps at the opponent's feet with her horn.

  • Standard sweep, builds a bar on hit
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Heracross JA.png
PKMNCC Heracross j5A1Hitbox.png
PKMNCC Heracross j5A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2 0 High - - -
Startup Active Recovery Advantage Cost
18, 28 3, 5 6 +16 [+11] -
Total: 59

Heracross swings wildly while in the air, hitting twice.

  • Second hit only comes out if the move is started high enough off the ground
  • Whilst Flight:Due to the 4 input cancelling flight, holding backward whilst inputting this move can allow for a strong option off instant air-dashes, maintaining momentum and cover roll away options.
Toggle Hitboxes
Toggle Hitboxes


j2A
PKMNCC2.pngPKMNCC A.png PKMNCC J.png
PKMNCC Heracross J2A.png
PKMNCC Heracross j2A1Hitbox.png
PKMNCC Heracross j2A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4/3 1 High - - -
Startup Active Recovery Advantage Cost
21 1 Mid, 17 Weak 6 +27/20 [+18/11] -
Total: 44

Heracross slams her 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 access to empty jump mixups
Toggle Hitboxes
Toggle Hitboxes

Specials

Horn Flurry
5B
PKMNCC B.png
PKMNCC Heracross 5B.png
PKMNCC Heracross 5B1Hitbox.png
Nice armor, would be a shame.
Nice armor, would be a shame.
PKMNCC Heracross 5B2Hitbox.png
PKMNCC Heracross 5B3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1, 3 1, 1, 4 Mid [4]646B, (First Hit Only) C-Cancel - -
Startup Active Recovery Advantage Cost
9, 9, 9 7, 7, 12 24 +1 [-4] -
Total: 76

Heracross jabs at the opponent with her 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 or have them cornered to mitigate pushback
Toggle Hitboxes
Toggle Hitboxes


Horn Charge
[4]6B
PKMNCC4.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Heracross 46B.png
PKMNCC Heracross 46BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
6 2 Mid [4]6B2B (Horn Sweep) - Knockdown
Startup Active Recovery Advantage Cost
14 27 18 +45 [-16] -
Total: 58

Heracross launches forward at her opponent.

  • Requires backwards charge to use
  • Standard dash punch, fantastic at horizontal space control
  • Launches Heracross back on hit or block
Toggle Hitboxes
Toggle Hitboxes


Horn Turret
[2]8B
PKMNCC2.pngPKMNCC8.pngPKMNCC B.png
PKMNCC Heracross 28B.png
PKMNCC Heracross 28BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 1 Mid jB Upper Body Knockdown
Startup Active Recovery Advantage Cost
11 13 52 +54 [-26] -
Total: 75

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
Toggle Hitboxes
Toggle Hitboxes


Beetle Dive
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Heracross jB.png
PKMNCC Heracross jBHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 High - - Knockdown
Startup Active Recovery Advantage Cost
14 ∞ 33 +14 [-6] -
Total: 46

Heracross quickly dives towards the ground.

  • Key part of Heracross' pressure and air-game, allowing her to quickly hit the ground
  • Unreactable overhead, forces the opponent to stand-block on a read
Toggle Hitboxes
Toggle Hitboxes

Hyper Moves

Horn Sweep
[4]6B2B
PKMNCC4.pngPKMNCC6.pngPKMNCC B.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Heracross 46B2B.png
PKMNCC Heracross 46B2BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
8 (ground)/4 (air) 1 Low - - Knockdown
Startup Active Recovery Advantage Cost
40 8 30 +50 [+1] 1
Total: 77

Heracross cancels her charge and swings at the opponent's feet.

  • Can be cancelled into when flight from Horn Charge begins
  • 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
Toggle Hitboxes
Toggle Hitboxes

Super

Mega Horn Flip
[4]646B
PKMNCC4.pngPKMNCC6.pngPKMNCC4.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Heracross 46B.png
PKMNCC Heracross 4646BHitbox.png
Jumpscare.
Jumpscare.
Damage Endurance Damage Guard Cancel Invul Property
9 (Scaled), 4 (Unscaled) 1 Mid - Full Knockdown
Startup Active Recovery Advantage Cost
13 [-10 Super Freeze] 16 21 +36 [+2] 2
Total: 49

Heracross scoops her opponent, flies up and slams them to the ground.

  • Unreactable halfscreen hitgrab
  • Rare combo ender, best used when guaranteeing a kill
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Heracross 6C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable [4]6B, [4]646B - Knockdown
Startup Active Recovery Advantage Cost
8 2 41 - -
Total: 50

Heracross scoops the opponent with her horn and tosses them.

  • Can be cancelled into Horn Charge or Mega Horn Flip for 1 or 2 bars of meter respectively
  • If cancelled, the throw does not gain a bar of meter


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Heracross 4C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 41 - -
Total: 50

Heracross suplexes the opponent.

  • Insane oki into a throw loop if opponent does not roll when getting up

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

A
B
C
D


General
Controls
FAQ
HUD
Training Mode
Netplay
Gallery
System
Patch Notes
Links
Characters
Bewear
Blaziken
Chesnaught
Falinks
G. Zapdos
Great Tusk
Heracross
Mienshao
Poliwrath
Primeape
Scrafty
Toxicroak