Spectral vs Generation/Erile

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Erile
Spectral VS Generation Erile Image.jpg
Health 500
Pre-Jump Frames 3
Play Style Rushdown, Mixup
Dash Type Run

Character Background

Race: Human
Motivation: To bring an end to chaos
Weapon: Devil God Sword Ralf + Flandis
Likes: An ordinary life
Dislikes: Unbearable pressure

Gameplay Overview

Playstyle

Erile is a strong close to mid pressure based character who uses his unique "Stand" and deceptively large normals to make his way in. With both a good strike/throw game and great frame data, he becomes very scary when in front of his opponent. However, He really wants meter to make all of this work, and his defensive options aren't as good as his offensive ones I.E no meterless reversal and having to rely on system mechanics to get out of pressure. Other than that, Erile can still choose to play agressively or reactively because of his kit.

Erile utilizes his "Stand" and great frame data to get in and decimate his opponents, or play footsies and crush his opponent's approaches.
Pros Cons
  • "The Work of MY Stand!": Erile's Stand lets him get unique pressure that is similar to puppet characters, but without much of the difficulties it brings, and not to include the fact that most trades with the stand will end up in favor for Erile. (And to all HFTF fans... Yes, he has a Tandem Super)
  • Good AND Safe Corner Pressure: Because of his Stand, his corner pressure is the safest of the cast. Combine this with his really good strike/throw game and your opponent will be second-guessing every option they have.
  • Tiny Monstrosity: Erile is tiny, which means that not only is his hurtbox much smaller than average, but his speed is among the fastest of the cast. And despite all of this, his buttons are deceptively large AND fast.
  • Good Burst Utility: Erile's burst potential is okay in terms of damage, but devastating in terms of pressure and utility. Boasting the only heal super in his LVL 3, he can use his Stand to stall and heal at the other side of the screen and get a lead again.
  • Very Average Damage: Combos utilizing his Stand usually scale a lot, especially his Tandem Super (236236D), and since his LVL 3 is a heal, he doesn't have a reliable way to cash out his Burst combos. As such, Erile has to effectively rely on resets and his strike/throw game where his other fellows in the top tier list usually kills their opponent at that point.
  • Poor Defense: Erile has no meterless reversal whatsoever, and a lot of his defensive options aren't that good to begin with. He has to rely on system mechanics such as Parry, Guard Cancel, or wakeup Burst.
  • Meter IS My Stand: Because of the previous con, Erile is heavily reliant on meter not only to get out of pressure, but to also deal damage or do pressure of his own. A meterless Erile is significantly less threatening for his opponent.

Normals

Close Standing Normals

c.5A
Spectral VS Generation Erilec.5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High/Low Chain/Special/Super 3 +5 +2 -

A fast short range mid that can be cancelled into itself for stagger pressure.


c.5B
Spectral VS Generation Erilec.5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High/Low Chain/Special/Super 6 +7 +5 -

A mid-range slash. Leaves Erile positive enough on block for a frame trap or tick throw, and can link a 5A afterwards on hit. High parry only.


c.5C
Spectral VS Generation Erilec.5C Image.png
Spectral VS Generation Erilec.5C Image2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
25,25 High/Low Special/Super 7 -3 -5 -

A two-hitting vertical slice. If this move is cancelled into, it only performs the first strike. The second hit has less hitstun and can't combo into 236D.


c.5D
Spectral VS Generation Erilec.5D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 Low Chain/Special/Super 3 +4 +2 -

A fast low that can be cancelled into itself for stagger pressure.

Far Standing Normals

f.5A
Spectral VS Generation Erilef.5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High/Low Chain/Special/Super 4 +1 -1 -

An extremely fast mid that can be cancelled into itself.


f.5B
Spectral VS Generation Erilef.5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High/Low Special/Super 6 -3 -5 -

A far reached jab that shifts Erile slightly forward.


f.5C
Spectral VS Generation Erilef.5C Image.png
Spectral VS Generation Erilef.5C Image2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
25,25 High/Low Special/Super 8 -6 -8 -

A long range two-hit attack. Very punishable on whiff


f.5D
Spectral VS Generation Erilef.5D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High/Low Chain/Special/Super 3 +3 0 -

A stubby mid range kick that can be cancelled into itself.


Crouching Normals

2A
Spectral VS Generation Erile2A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High/Low Chain/Special/Super 3 +3 +1 -

A fast mid that is almost identical to c.5A.


2B
Spectral VS Generation Erile2B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10,10,10 High/Low Chain/Special/Super 6 -6 -10 -

A multihitting attack with a huge hitbox. It functions as a fantastic anti-air, but is extremely punishable on whiff.


2C
Spectral VS Generation Erile2C Image.png
Spectral VS Generation Erile2C Image2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
25,25 Low Special/Super 7 HKD -6 -

A two-hit attack of a low into a mid. The low can be special cancelled, but the mid cannot be cancelled by anything.


2D
Spectral VS Generation Erile2D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 Low Chain/Special/Super 3 +3 -1 -

A fast low attack that can be cancelled into itself for stagger pressure.


Air Normals

j.A
Spectral VS Generation Erilej.A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High N/A 4 - - -

A fast aerial that can function as an unreactable overhead.


j.B
Spectral VS Generation Erilej.B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High N/A 5 - - -

A vertical aerial slice that functions best as an air-to-air.


j.C
Spectral VS Generation Erilej.C Image.png
Spectral VS Generation Erilej.C Image2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
25,25 High N/A 6 - - -

A multi-hitting aerial that can be a key component of Erile's devestating pressure.


j.D
Spectral VS Generation Erilej.D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High N/A 3 - - -

A long lasting light aerial. This can be used as a cross-up aerial.

Command Normals

3C
Spectral VS Generation Erile3C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 Low N/A 8 HKD -13 ~ 6 -

A long reaching sweep where Erile hurls himself forward. It cannot be special cancelled, but can be used to slip underneath your opponents' attacks.


4C
Spectral VS Generation Erile4C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 High/Low N/A 11 +3 0 -

A jumping attack that performs a forward strike at its peak. This attack can be used as an anti-air, but also deals incredible guard damage. Unfortunately, it whiffs on crouching opponents. Links into air burst activation fairly easily.


j.2C
Spectral VS Generation Erilej.214C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
13xN High N/A 15 - - -

Big active hitbox all around Erile, but has a hurtbox just as large. Very easy crossups but increased landing recovery makes it difficult to confirm after.

Chain Specific Normals

cl.CCC
Spectral VS Generation Erilec.5C Image.png
Spectral VS Generation Erilef.5C Image.png
Spectral VS Generation Erilef.5C Image2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
25,25,25 High/Low Special/Super - N/A -17 -

3 hit chain that launches the opponent upwards and away. The third hit is mostly used in corner combos but cl.CC is Erile's highest damaging grounded hitconfirm.

Throws

A/B+D
Spectral VS Generation ErileAB+D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60(A), 70(B) Throw N/A 4 - - -

Erile's throws. Can air tech afterward.

Sword Series Slash (Dust)

5/2B+C
Spectral VS Generation Erilec.5B Image.png
Spectral VS Generation Erile3C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 High/Low N/A 31 - -15 -

Erile's dust. The range of both dusts are deceptively small. Can be followed up with the following sequence to gain meter: A > A > A > B > B > B > C > C > C > D > 236D. Dust 236D will leave Erile unsafe in the corner however, so there just end in D to keep advantage.

Taunt

C+D
Spectral VS Generation ErileC+D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -

Erile's taunt. Taunt grants Erile a significant amount of meter, but leaves Erile vulnerable. Erile's taunt increases the size of his hurtbox.


Specials

Soul Bash
236A/B/C
Spectral VS Generation Erilej.236ABC Image2.png
A/B/C version
A/B/C version
Spectral VS Generation Erile214ABCD Image2.png
C version's final hit
C version's final hit
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 54 High/Low N/A 14 -3 -5 -

Erile summons his stand to perform a series of rushdown strikes. The A version is the fastest and is neutral on block. Guard crushes extremely fast in burst.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 75 High/Low N/A 35 - - -

Erile summons his stand to perform a series of rushdown strikes. The B version is slower and can be crouched under, but it leaves Erile extremely positive on block if it is blocked.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 80 High/Low N/A 17 --6(C) SKD(C) -

Erile summons his stand to perform a series of rushdown strikes. The C version is the slowest and is the most punishable on whiff but causes a wallbounce. Used often in corner combos.


Wind Combination
236D
Spectral VS Generation Erile236D Image.png
Spectral VS Generation Erile236D Image2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20,40 Low Jump/SOT/Super 18 N/A -14 -

Erile rushes forward and performs a low kick followed up by a vertical slice. The sword strike can be Seal of Time'd and jump cancelled for a reset.


Soul Rush
214A/B/C
Spectral VS Generation Erile214ABCD Image.png
A version
A version
Spectral VS Generation Erile214ABCD Image2.png
B version
B version
Spectral VS Generation Erile214ABCD Image3.png
C version
C version
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 45 High/Low Super 8 -5 -7 -

Erile summons his stand to perform a single powerful strike. The A version occurs immediately, but is short range. Super cancellable.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 50 High/Low N/A 12 - - -

Erile summons his stand to perform a single powerful strike. The B version is slower but can be crouched under by grounded opponents. Good preemptive anti air for around airdash height.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 50 High/Low N/A 36 -KD +17 -

Erile summons his stand to perform a single powerful strike. The C version is the slowest but leaves Erile extremely positive if it's blocked. On hit it's untechable until the opponent hits the ground. Key part of basically all of Erile's BnBs.


Moon Saw Pressure
63214D
Spectral VS Generation Erile63214D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
88 Throw N/A 6 HKD - -

Erile's command grab. It can be cancelled into like any special. It cannot start a combo, but it does end in a hard knockdown.


Air Soul Bash
j.236A/B/C
Spectral VS Generation Erilej.236ABC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 High/Low N/A - - - -

Erile summons his stand to perform a divekick. Erile's recovery lasts until landing, which means that using this special close to the ground leaves Erile extremely positive on block. No crossup protection so you're able to cross up the opponent by calling Erile's stand on one side and landing on the other.

The A version travels the shortest distance horizontally, B mid and C travels the furthest.

Supers

Level 1 Supers

Cloudy Blade
236236A
Spectral VS Generation Erile236236A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
133 High/Low N/A 3+9 SKD -34 -

Erile's reversal super. He summons a large ball of energy closely in front of himself. Has the most invincibility of all of his supers but it's also the slowest. Active enough to beat parry attempts and guard crushes in burst leading to rare checkmate situations. Does very low damage in these situations however, and flings the opponent fullscreen so it's not readily loopable like some other characters.


Soul Elimination
236236B
Spectral VS Generation Erile214ABCD Image3.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 High/Low N/A 3+3 SKD -35 -

Erile summons his stand to perform a vertical slash that launches his opponent into the air. Extremely fast startup and has some invincibility, but whiffs on crouchers. Important to note that it can't be used if the stand is already active.


Tiger Blade
236236C
Spectral VS Generation Erile236236C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
152 High/Low N/A 4+8 HKD -55 -

Erile rushes forward and performs a series of powerful attacks if the first strike is not blocked. Also has some invincibility but does the least damage of all of his supers. Usually the go to super if 236236B isn't available.


Kaiser Execution
236236D Hold D
Spectral VS Generation Erile236236D Image.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 50 High/Low N/A 4+10 - - -

Erile summons his stand to perform a series of directed strikes. This super is not performed until the D button is released. By pressing A, B or C during the startup of the super, Erile will direct his stand as to which specials to perform in order. Heavily scales the combo but can lead to nasty 50/50s or hard to see throw setups. Can also be used to stall out the opponent's burst, or if you're in your own burst, waste time so Erile can heal.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 60 (50, 10) High/Low N/A 4+10 - - -

Erile summons his stand to perform a series of directed strikes. This super is not performed until the D button is released. By pressing A, B or C during the startup of the super, Erile will direct his stand as to which specials to perform in order. Heavily scales the combo but can lead to nasty 50/50s or hard to see throw setups. Can also be used to stall out the opponent's burst, or if you're in your own burst, waste time so Erile can heal.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 60 (50, 10) High/Low N/A 4+10 - - -

Erile summons his stand to perform a series of directed strikes. This super is not performed until the D button is released. By pressing A, B or C during the startup of the super, Erile will direct his stand as to which specials to perform in order. Heavily scales the combo but can lead to nasty 50/50s or hard to see throw setups. Can also be used to stall out the opponent's burst, or if you're in your own burst, waste time so Erile can heal.

Level 3 Super

Aqua Lovers
214214D
Spectral VS Generation Erile214214D Image.png
Spectral VS Generation Erile214214D Image2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low N/A - - - -

Erile's Level 3 super. This costs 3 bars of meter and heals Erile. Erile is vulnerable while healing, but the super can be cancelled early by pressing A+B+C. Not very practical in general, but in burst Erile is able to use Tandem to stall for some guaranteed healing.

Strategy

Neutral

Offence (On Hit)

HKD OKI

Offence (On Block)

Defense

Combos

Combo Total Damage Meter gain Notes
Meterless Basic Combos
cl.D -> 5B -> 5C > 236D > j.C 129 (+.75) Meterless reset. Dash under for crossup
cl.B xx 5A -> 5C > 236D > j.C 143 (+.85) Same reset but from a cl.B link
5A -> 5B > 214A 65 (+.10) Tip of 5A confirm
j.236A/B/C >> j.C > cl.CC > 236D > j.C 134 (+1 bar) Confirm off of j.236x
cl.D -> 5B -> 5C > 236C xx 5C(1) > 214C 127 (+.75) Corner only. Reset to meaty 214C. 236C whiffs on crouchers other than Earth/Krayce
cl.CCC > 236C >> 5B+C (AAABBBCCCDD) 140 (+1.20) Corner only. Only meterless way to get dust on every character.
One Bar Combos
cl.D -> 5B -> 5C > 236D SOT >> 214C >> 5B+C (AAABBBCCCDD 236D) 185 (+1.5 bars) Erile's BnB. Builds back the bar you spent.
cl.CCC > 236C >> 236C >> 5C > 214A >> 236236C 195 (-1 bar) Corner only
Two Bar Combos
cl.D -> 5B -> 5C > 236D SOT >> 214 C >> 236236B 235 (-2 bars) Main meter dump combo. Works anywhere.
cl.B -> 5C 236D SOT >> 214C >> 236C >> cl.C > 214A > 236236C 259 (-2 bars) Corner version.
Burst Activation Combos
cl.D > 5B > 5C > 236D SOT >> 214C >> j.BCD >> 236236B 237 N/A Only real midscreen route using burst.
cl.D > 5B > 5C > 236D SOT >> 214C >> 4C >> j.BCD >> 2B > 236236B 273 N/A Corner only.
cl.D > 5B > 5C > 236D SOT >> 214C >> 4C >> j.BCD >> 2A > 5B > 5C > 236236B 277 N/A Corner only. Slightly harder route but easier on fast fallers.
BCD >> cl.A > 5B > 5C > 236236B 139 139 N/A Corner only. Combo off of raw burst activate.
Tandem Setups
  • cl.D > 5B > 5C > 236D > 236236D (ABCx3) >> j.C >> j.2C (Stand C hits) (Reset)
    • j.A IOH >> j.C >> cl.C (Stand C hits) >> j.C >> cl.CCC > 236C >> 5B+C AAABBBCCCDD
    • cl.D > 5C >> j.C (Stand C hits) > cl.C >> j.C (Stand C hits) >> cl.CCC > 236C >> 5B+C AAABBBCCCDD
130
 105 
 108 
(-1 bar)
0
0
Main corner route into Tandem reset with high and low routes.
  • cl.D > 5B > 5C 236D > 236236D (ABCx3) >> 66j.2C >> cl.B (Stand C hits)
    • j.A IOH >> j.C >> cl.C (Stand C hits) >> j.C (Stand C hits) >> cl.CC > 236D SOT >> 214C >> 5B+C AAABBBCCCDD
    • cl.D > 5C (Stand C hits) >> cl.CC >> (Stand C hits) >> cl.CC > 236D SOT>> 214C >> 5B+C AAABBBCCCDD
125
 103 
 100 
(-1 bar)
(+.75)
(+.75)
Midscreen version. Can replace the routes after the reset with the corner versions depending on screen position.


General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2