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Spectral vs Generation/Hiro

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Hiro
Spectral VS Generation Hiro Image.jpg
Health 510
Pre-Jump Frames 3
Play Style All-Around, Setplay
Dash Type Step



Character Background

Race: Demon
Motivation: To revive the Demon King
Weapon: Gate Of Heaven
Likes: Pride in demons
Dislikes: "Heroic" Humans


Character Overview

Hiro is a strong character with an all-around tool kit that mainly focuses on set-play and solid neutral play. Hiro has decent anti-zoning tools, rushdown tools, and solid buttons to keep the opponent in check. Hiro's main strengths lie within her 214D floor trap. If the opponent steps onto the trap, it will be triggered. This is amazing for holding neutral, punishing careless rushdown, and setting up 50/50 okizeme situations. Most of her match-ups allow Hiro to stay back and set-up 214D but, she falls short to rushdown characters who can abuse her poor defensive options. Finding a way to set-up 214D is your main priority in most match-ups to keep a stranglehold on neutral.

Strengths Weaknesses
  • Extremely good mobility. Both forward and back dash cover a ton of ground in a short amount of time.
  • Strong Okizeme game with access to easy Hard Knockdowns and 214D 50/50 okizeme.
  • 214D does a massive amount of damage and hitstun on hit.
  • Very strong offensive normals and specials.
  • 5B is your best anti-air for controlling neutral thanks to its hitbox disjoint.
  • 8C has a massive hitbox. Good move :)
  • Decent anti zoning tools with 214A/B/C, 236A/B/C, 236-236A/B/C
  • 214-214D is a decent anti-air super that causes a Hard Knock Down.
  • 236-236B is a good anti-air super to catch opponents jumping in or out.
  • 236-236C is incredibly fast and can be used to win fireball wars.
  • 236D has invincibility frames and can avoid projectiles.
  • Good 236A/B/C fireball that can be canceled.
  • 623A/B/C can cross-up and can be linked off of if hit low enough.
  • Lacks reliable defensive options.
  • Poor meterless combo damage.
  • Poor defensive options close up.
  • 236D is only good for avoiding one projectile. Projectile spam and physical attacks will hit you out of this special.
  • 623A/B/C has long start-up frames and is only active when Hiro dives downward. It's very easy to parry and punish.
  • 623A/B/C is the only special that can be Seal Of Time, limiting her combo potential.
  • 214A/B/C/D has long start-up frames. It can be easily reacted to and punished.
  • 236-236A/B/C can be stuffed out due to a lack of invincibility frames.
  • 214-214D is a projectile but can be parried like a physical attack.
  • 214-214A/B/C is a hitgrab and is difficult to combo into; outside of simple confirms.
  • 214-1236A/B/C can be difficult to combo into if you're not in the corner or using a set-up.

Normals

Far Standing Normals

5A
SVG Hiro Far5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 Mid Specials 5 - - -

Hiro jabs her scythe forward.


5B
SVG Hiro Far5B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid Specials 5 - - -

Hiro pokes her scythe diagonally upwards.
Whiffs on standing Hiro (1 & 2), Orochimaru, Roze, Wells, and Erile. Mainly used as an anti-air button.


5C
SVG Hiro Far5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 Mid Specials 9 - - -

Hiro thrusts her scythe forward. Causes knockdown and does not push you back on Hit.


5D
SVG Hiro Far5D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 Mid Specials 8 - - -

Hiro balances on her scythe and kicks. Moves her forward a bit.

Close Standing Normals

5A
SVG Hiro Close5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 Mid Specials 4 - - -

Hiro jabs her scythe at a lower angle.


5B
SVG Hiro Close5B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid Specials 5 - - -

Hiro swipes her claw vertically.


5C
SVG Hiro Close5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
25, 25 Mid Specials 6 - - -

Horizontal scythe slash. Hits twice and can be canceled after the first hit.


5D
SVG Hiro Close5D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 Mid Specials 4 - - -

Just a knee.

Crouching Normals

2A
SVG Hiro 2A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 Mid Specials 5 - - -

Forward claw swipe.


2B
SVG Hiro 2B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid Specials 5 - - -

Upward claw swipe.


2C
SVG Hiro 2C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 Low Specials 6 - - -

Hiro's scythe turns into multiple blades.


2D
SVG Hiro 2D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 Low Specials 3 - - -

A short kick.

Jumping Normals

j.A
SVG Hiro j.A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High - 3 - - -

Hiro pokes her scythe out until she lands.


j.B
SVG Hiro j.B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High - 6 - - -

Hiro twirls her scythe around her. Long hitbox that extends behind you. Cross-up tool.


j.C
SVG Hiro Neutralj.C.png
Neutral jump (8)
Neutral jump (8)
SVG Hiro Directionalj.C.png
Directional jump (7/9) or Airdash
Directional jump (7/9) or Airdash
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
Neutral 50 High - 12 - - -

Hiro swings her scythe down.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
Directional 50 High - 6 - - -

Faster swing, but shorter range. Has Knockdown property if chained after j.B if used as an air-to-air.


j.D
SVG Hiro j.D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High - 5 - - -

Air kick.

Chain Specific Normals

A -> 3C
SVG Hiro 3C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High None - - - -

Only accessible after chaining from any A normal. See Chain Combos.
Hiro crouches and does a downward claw swipe. Long startup, but the opponent won't have enough time to do anything except block or parry high.

Throws

A+D
Forward Throw
SVG Hiro Grab1.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Throw N/A 4 - - -

Hiro picks the opponent up and crushes them.


B+D
Back Throw
SVG Hiro Grab1.png
SVG Hiro j.B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
70 Throw N/A 4 - - -

Hiro picks you up, teleports behind you, and slashes you. Can be comboed off of, but any immediate specials or supers need inputs in the same direction you were before the throw. The opponent cannot tech until they hit the ground, which carries over to any combos.

Sword Series Slash (Dust)

5B+C
Standing SSS
SVG Hiro SSS.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 High N/A 30 - - -

Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.


2B+C
Low SSS
SVG Hiro 2C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 Low N/A 30 - - -

Same as standing SSS but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.

Chaos Breaking (Parry)

A+B
SVG Hiro GroundParry.png
Standing Parry
Standing Parry
SVG Hiro CrouchParry.png
Crouching Parry
Crouching Parry
SVG Hiro AirParry.png
Jumping Parry
Jumping Parry
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -

Dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.

Special Moves

Flaming Soul
焔魂
236A/B/C
SVG Hiro 236ABC.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 33 Mid Super 10 - - -

Light (A) version. Travels the slowest and does the least damage.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 35 Mid Super 11 - - -

Medium (B) version. Moderate speed with moderate damage.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 37 Mid Super 12 - - -

Heavy (C) version. Travels the fastest and does the most damage.


Scythe Ride Strike
サイズ・ライド・ストライク
623A/B/C
SVG Hiro 623ABC.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 33 High SoT 21 - - -

Light (A) version. Hiro dives forward with an overhead attack. Move doesn't become active till hiro starts her dive.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 35 High SoT 21 - - -

Medium (B) version. Hiro dives less than half a screen forward with an overhead attack that can cross-up if angled right. Move doesn't become active till hiro starts her dive.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 37 High SoT 21 - - -

Heavy (C) version. Hiro dives more than half a screen forward with an overhead attack that can cross-up if angled right. Move doesn't become active till hiro starts her dive.


Gate of Hell
ゲート・オブ・ヘル
214A/B/C
SVG Hiro 214A.png
A version
A version
SVG Hiro 214B.png
B version
B version
SVG Hiro 214C.png
C version
C version
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
54 (18 per hit) Mid N/A 28 - - -

All three versions do the same damage, hit three times, and cause a knockdown on hit. Good tool for anti-zoning.

  • 214A appears directly in front of Hiro.
  • 214B appears mid-screen.
  • 214C appears at the opposite corner.


Gate of Hell (D)
ゲート・オブ・ヘル
214D
SVG Hiro 214D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Mid N/A 46 - - -

Hiro places a trap directly in front of her and said trap will not trigger unless the opponent steps on where it was placed. The trap does not detect the opponent if they have invincibility from Bursting, Parrying, etc. If the opponent doesn't step on the trap, it will disappear if Hiro is hit or after 10 seconds pass. 214D is extremely strong for Hiro's okizeme and can allow for 50/50 mixups.


Hell's Zone
ヘルズ・ゾーン
236D
SVG Hiro 236D.gif
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
0 N/A N/A - - - -

Hiro twirls forward and disappears for a few frames. She is invulnerable until she reappears. Good for avoiding projectiles but can be hit out of in recovery.

Super Moves

Level 1 Supers

Devil Dust ~ Inferno
魔界粧・轟炎
236-236A
SVG Hiro 236236A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
24x5 (120) Mid N/A - - - -

Consumes One Meter.
Five very slow moving fireballs are thrown horizontally together. Difficult to combo into but can pressure the opponent on oki. Excellent guard break tool when in burst.

236-236B
SVG Hiro 236236D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
33x6 (198) Mid N/A - - - -

Consumes One Meter.
Three average speed fireballs thrown above Hiro. Excellent anti air for opponents trying to air dash in or backdash. Does the most damage raw but scales the hardest in combos.

236-236C
SVG Hiro 236236C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30x5 (150) Mid N/A - - - -

Consumes One Meter.
Only one fireball is thrown but this is the fastest compared to the A and B versions. This is your go to super for ending combos or catching zoning.



Devil Summon ~ Purgatory
魔召・煉獄
214-214D
SVG Hiro 214214D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
115 Mid N/A - - - -

Consumes 1 meter.
Really good anti-air super. Knockdown on hit.


Blazing Ghost Slice
烈火死霊斬
214-214A/B/C
SVG Hiro 214214x 0.png
Start-up
Start-up
SVG Hiro 214214x 1.png
on hit
on hit
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
139 Mid N/A - - - -

Consumes 1 meter.
Hitgrab. Can catch opponents in the air.

Level 3 Super

Last Heaven
ラスト・ヘブン
2141236A/B/C
Hiro 2141236x.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
337 Mid N/A - - - -

Consumes 3 meter.
Hitgrab, sort of works like a raging demon but can be confirmed off of most things like a fireball.
Completely invulnerable on startup and active frames.

Strategy

Neutral

Hiro is a very well rounded character for playing neutral. She has solid buttons to cover various angles, such as 5B which is great as a predictive anti air, 5C which covers a lot of space in front of her, and 8j.C which covers a lot of air space and makes it very hard to approach. Hiro also has a fast step dash letting her get in fast when there is a gap she can take advantage of. Hiro's main goal in neutral is to set up her 214D trap to control space and force the opponent to have to alter their approach, normally forcing them into the air which Hiro has options for.

Offence (On Hit)

On hit Hiro will aim to get a hard knockdown, normally achieved with her standard bnb 5B -> 5C >> 9jc >> j.B -> j.C which lets you set up a 214D for oki. Alternatively, you can instead of doing a jump cancel use 623A/B/C Sot which lets you extend for damage which still leads to a hard knockdown or a dust for meter. For the most part you wont use supers for combos as the meter is best spent on a 623A/B/C Sot, though in burst you should 100% go for a lvl 3 for damage.

HKD OKI

Hiro's HKD OKI is the best part of her kit thanks to her 214D and how easy it is to set it up after a combo. afterwards with a meaty 214D you have a solid mixup with 2D for a low, j.A for an instant overhead, and side swap mixups as well, letting you vortex the opponent into another HKD into 214D mixup.

Offence (On Block)

On block Hiro doesn't have to many tools for pressure on block, and most of her specials are for neutral and zoning, though her 623A/B/C is a true overhead, letting you open up people who arent expecting it. Note that it can be reacted to on block with a parry, complacently ending your turn

Defense

Unfortunately for Hiro she lacks a meterless reversal, though you thankfully have a reversal super that hits on both sides.

Combos

Chain Combos

Chain Combo Damage Per Hit Notes
5A -> B -> C 15,15,22 C causes a knockdown.
5D -> B -> C 10,15,22 The Same as 5ABC chain but with D and does less damage. C causes a knockdown.
2A -> B -> C 15,15,22 Starting mid.
2D -> B -> C 10,15,22 Starting low.
5A -> C 15,25 C causes a knockdown. Always far C no matter how close you are.
5D -> C 10,25. C causes a knockdown. Always far C no matter how close you are.
5B -> C 30,22 Launches the opponent into the air. Jump cancelable.
jB -> C 30,18 Air chain. If done as an air to air it will hard knockdown.
A -> 3C 15,30 C is an overhead that cannot be canceled. See Chain Specific Normals

BnB Combos

Combo Total Damage Notes
Meterless BnB
9C > 2D > 2B > 2C > 236C
9C > 5B > C > 9B > 9C Hard knock-down finish. Good oki tool.
9C >> 5B -> C > 623C
9C > 5A > 5B > 5C > 214C Mid-Screen Only
One Bar BnB
9C > 5B> C > 623C (SOT) > B+C (AAABBBCCCDD > 236D)
9C > 2D > 2B > 2C > 236C > 236-236C Punishable on hit in the corner point-blank. If in the corner, use 236-236B.
9C > cl.C (2 hits) > 214-214C
9C > 5B > C > 623C (SOT) > 5B > C > 9B > C Hard Knockdown finish. Good tool for oki set-ups.
Two Bar BnB
9C > 5B > C > 623C (SOT) > 5B > C > 214-214C Cancel into 214-214C quickly or you'll drop the combo.
Three Bar BnB
9C > 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > 5B > C > 214-214C Cancel into 214-214C quickly.
(Corner Only) 9C > 2D > 2B > 2C > 236C > 214-1236C You can set up 214D after level 3.
9C > cl.C (2 hits) > 214-1236C You can set up 214D after level 3.
Burst BnB
9C > 5B > C > 623C (SOT) > (Burst) 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > 5B > C > 623C (SOT) > clB > C > 623C (SOT) > 214-1236A Requires 2 bar. In the end wait for your opponent to be close to the ground, about Hiro's head level, before doing level 3. If you don't they can tech out of the after the super flash.

Additional Resources

  • Hiro Basic Combos:

{{#evu:https://www.youtube.com/watch?v=gHutFI8QDjA&ab_channel=Royshark |alignment=left }}

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