Rainbowcore Hypernova/Green

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Intro

Green is the grappler of Rainbowcore Hypernova, and embodies the true extremes of the archetype. He's a massive hulk of color that gets stuck in absurdly long combos, can barely move due to a comically slow walk and a lack of air movement options, and gets zoned to no end. In exchange, he possesses the scariest offense in the game, backed up by a terrifying suite of normals for every range and purpose, and tied together with the threat of massive damage should the opponent guess wrong. He also comes with some of the best uses of meter, sporting two strong EX moves and two supers, to make up for his unusual grounded RC and lack of an airborne version.

Despite his simple design, playing Green can feel daunting at first. His speed and size make him a prime target for zoning and runaway, and his answers to it are predictable and can be beaten. 41236B has a single hit of armor, as does 214214B, but these cost precious meter. Instead, learning to play Green involves learning to become like a wall, slowly forcing your opponent to the corner with suffocating pressure, using well timed jumps and advancing specials to clear projectiles and approach. If Green puts his opponent in the corner, his pressure and damage potential with 5A > 5B loops and combos into Green Buster clean the opponents healthbar out.

Play Green if you want a simple, but extreme grappler who embodies the highest levels of the grappler archetype. Avoid him if you don't wanna get zoned, ran away from, and hit with movie length combos in most of your matches.

RCHN Green Name.PNG

RCHN Green Idle.png

Pros Cons
  • Offense: With tons of plus frames, moves that leave them point blank, an unreactable plus on block overhead, and a powerful command grab in 632146A Green Buster, Green has overwhelming offense.
  • Neutral: Green excels in neutral, with moves that cover every angle and specials that advance him forward.
  • Damage: If the opponent reaches even middle percentages, Green combos cause immense corner carry and melt through health with great efficiency, and every combo leads to okizeme.
  • Movement: Calling Green slow is an understatement, they basically can't move. They have the slowest walk speed, no run, no airdash, and no double jump, forcing them to approach uniquely.
  • Size: Green is massive, and his OTG hurtbox matches, meaning combos that normally end have even more time to go. OTG scales damage hard, but the time wasted and meter fed to the opponent hurt too.
  • Defense: Lacking a true invincible move, being extremely large, and only having an average backdash put Green to the test on defense. A smart punish is required to escape often.

Normals

5A
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - Launch -11
  • Cancels into other normals and jumps

Green's 5A stands out as the best 5A in the game. It mixes the average 2F startup with absurd range, a massive hitbox, and high potential reward on hit and block. It's your best defensive option to escape small gaps, punish negative moves from far away, and control space with almost no risk.

Confirming from this will usually involve cancelling into 5B or shorthop cancelling into a j.A > j.2A string. On block, you can cancel into 6A for continued pressure or confirms at close range.


5B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 10 - - Knock Away -11
  • Key normal for controlling airspace

A massive swing near Green's head that reaches from absurdly far away. Extremely tall, making it susceptible to crouching or low profile, but almost impossible to jump over. Against jump happy opponents who like to airdash through neutral, 5B will handily shut them down.

This is also a great normal for confirms and combos, despite being crouchable. It combos from 5A always, and usually combos into 63214A as well. In the corner, it causes a wallbounce at a perfect angle to extend corner combos for massive damage, though it's susceptible to DI up+in or up+out.


2A
Damage Guard First Active Active Recovery On Hit On Block
20 Low 4 - - Vacuum -7
  • Vacuums on hit, never knocks down

A very fast and very far reaching low swipe. Terrifying low poke, as it vacuums on hit or block, leading to amazing reward regardless of how the opponent responds. Cancels into 63214B leave Green extremely plus and point blank, and on hit it consistently combos. You can even use this to confirm 632146A for massive damage and followup potential, though it is range reliant. The one weakness of this button is the deadzone it has point blank, making it a bad normal for close range offense or punishes, but these are spaces where other Green normals excel anyhow.


2B
Damage Guard First Active Active Recovery On Hit On Block
20 Low 10 - - Launch -3
  • Extremely high hitstun

A rewarding normal, but one you may find trouble fitting into Green's neutral. It has similar range to 2A, and similar reward, but is much slower and does not vacuum on block. Instead, 2B serves as an amazing combo piece and punish normal, as the high hitstun and great launch angle lead to consistent, damaging followups. In the corner, this can be used for a great confirm into 214214B that almost always works regardless of DI.


j.A
Damage Guard First Active Active Recovery On Hit On Block
20 High 2 - - Slam/Launch Varies
  • Cancels into other air normals

Green's j.A acts as their primary air poke, and is great to discourage aggressive movement while staying mobile. In combos, it causes the opponent to slam down at lower percents, but at higher percents it starts to launch instead. You can cancel it into other air normals, which allows for great shorthop pressure or confirms into Green's air EX specials.


j.B
Damage Guard First Active Active Recovery On Hit On Block
20 High 2 - - Knock Away Varies
  • Prime air-to-air normal

An extremely fast and far reaching air poke. Tends to whiff on any grounded opponents due to the sheer height it hits at, but will snipe any air options quickly and easily. Great to disrespect things like Indigo flying or anyone trying to double jump away from a normal anti-air.

Command Normals

6A
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - Knock Away +2
  • Can be kara-cancelled, and can be input with Dash

Green's 6A is an amazing normal for controlling tons of space in front of him, getting anti-airs from far away, and running oppressive offense thanks to the plus frames. Since it's +2, a simple 5A will catch any option afterwards, and you can command grab right after for a tick throw that must be reversaled or backdashed. Repeatedly doing 5A > 6A on block is a looping frametrap that leaves you plus and confirms into 63214A on any hit.

Oddly, when doing a grounded Rainbow Cancel, you will get a forward moving 6A that glows. This version is 0 on block, but otherwise shares all properties with the normal version, mostly just being used to extend combos.


6B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - Launch -17
  • Prime close range anti-air

An extremely fast and tall hitbox meant to snipe out of the air. Can be used in combos after 63214A or 63214B when they hold in and fly high up, and usually allows a followup as well. Lacking in horizontal range, where other anti-air normals work a bit better. Can be used as a fast, close range mash, but 5A allows for easier confirms and is much safer.


j.2A
Damage Guard First Active Active Recovery On Hit On Block
20 High 2 - - Slam Varies
  • Primary corner combo ender

Green slaps the air below him, knocking the opponent to the ground. At low percents, they'll be left standing for followups, but will start becoming a knockdown around 40%. Primarily used in combos as an ender after a 5A launching combo. As an ender, it gives Green the best possible okizeme in the corner, but it sends a bit far away midscreen to get any offense going. This also sees use as a "deep" jump-in, and as a double overhead mixup from a falling j.A to open an opponent up or guarantee plus frames on block.


j.2B
Damage Guard First Active Active Recovery On Hit On Block
20,20 High/Mid 3 - - Slam/Launch -17
  • 2 hits, grounded hit can cancel into A specials

An odd move that sends Green straight down to the ground. The hitbox as Green falls slams the opponent into the grounded hit, which launches them upwards. Green can cancel the grounded hit into meterless specials, allowing cheaper followups than an air combo would get. You can also use this normal to get an immediate and fast falling hitbox off of the respawn platform that can combo meterlessly, or start offense on block.

Special Moves

63214A/B
A Damage Guard First Active Active Recovery On Hit On Block
20 High 2 - - Knocks Away -15
B
1 bar
Damage Guard First Active Active Recovery On Hit On Block
60 High 2 - - Knocks Away +7
  • Primary combo special, EX version is plus on block

Usually called Shoulder by the community, 63214A/B acts as Greens primary combo ender and extender, a bridge for higher damage conversions, and an extremely fast overhead. The A version is easy to confirm into, leads to great reward with EX chaining, and is extremely fast with lots of forward movement for a decent dash replacement. While they are true overheads, Green lacks much of a low threat to back them up, making this trait a bit less threatening, though still very powerful.

63214B is a beastly move for combos and pressure. Similarly fast startup and forward movement means it combos in almost every situation, and is great to disrespect offense. At higher percents it can knock down, leading to amazing okizeme. Likely its best trait is the massive +7 on block value, meaning with only one bar, Green can maintain offense repeatedly, and turn any unsafe move into a blockstring.


41236A/B
A Damage Guard First Active Active Recovery On Hit On Block
60 High 32 - - Launch -11
B
1 bar
Damage Guard First Active Active Recovery On Hit On Block
100 High 32 - - Launch -9
  • Overhead specials, EX has one hit of armor

Green's 41236A/B, usually called Slam or Megafist by the community, is a leaping overhead special. While it's a fairly reactable overhead, using it is more about jumping through neutral when your opponent isn't expecting it, especially with the B versions single hit of armor. They do great damage, making them massively rewarding in combos, so learning to implement them is key to maxing out Green's damage and corner carry. Both versions are punishable on block, but for one bar you can cancel to 63214B and be plus on block instead.


632146A
Damage Guard First Active Active Recovery On Hit On Block
80 Grab 3 - - Knock Away N/A
  • Can grab airborne opponents and opponents in hitstun

Green's 632146A, called Buster by the community, is an extremely scary command grab. Green grabs the opponent and spins backwards, creating a rainbow, before slamming them down for great damage. With meter, it can confirm into EX moves or either of your supers, which leads to massive damage. It has great range as well, and is 3 frame startup, letting it punish tons of things. It cannot be jumped like normal command grabs, instead forcing the opponent to backdash or reversal for a punish, and can be used in combos for great extended damage.

Supers

632146B
Damage Guard First Active Active Recovery On Hit On Block
220 Grab 3 - - Knock Away N/A
  • Costs 4 bars of meter
  • Not invincible or frame 1, but still grabs airborne opponents and opponents in hitstun

Instead of an EX version of 632146A, Green has a super version. This does insane damage even late into combos, provided you don't scale it much with OTG or grab extensions, and confirms easily from any 632146A or 41236A/B. Outside of combos, it isn't extremely useful as a mixup grab, as it can be backdashed or reversaled during super flash. It also isn't invincible, leaving it useless on defense.


214214B
Damage Guard First Active Active Recovery On Hit On Block
200 High 24 - - Knock Away +12
  • Costs 4 bars of meter
  • Has a single hit of armor

Green's alternate super, where they slam their full weight onto the ground in front of them. Extremely plus on block, and is a real overhead as well, leaving it with a lot more utility than 632146B as you can use it both in combos, as a reversal, and even to extend offense. Having only a single hit of armor and being a full 24 frame startup however leaves it prone to easy armor breaking, and the armor will not absorb any damage, so you will still die if you get hit on your last bit of health.


General
Controls
HUD
System
FAQ
Characters
Red
Orange
Yellow
Green
Blue
Indigo
Violet