Rainbowcore Hypernova/Green
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.
Pros | Cons |
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Normals
5A
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5B
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2A
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2B
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j.A
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j.B
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Command Normals
6A
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6B
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j.2A
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j.2B
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Special Moves
63214A/B
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41236A/B
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632146A
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Supers
632146B
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214214B
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