Spectral vs Generation/Hiro2

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Hiro 2
Spectral VS Generation Hiro2 Image.png
Health 420
Pre-Jump Frames 4
Play Style All-Around, Mixup
Dash Type Into Air Dash

Character Background

Race: Demon
Motivation: Instinct
Weapon: Gate Of Heaven
Likes: Blood
Dislikes: Defeat

Character Info

Hiro 2, sometimes referred to as H2, has a multitude of tools that can be used to play defensively or aggresively. She's similar to a shoto, but with a twist thanks to her Morrigan/I-No style dash. H2 has good fireballs that can be used to approach or zone decently. A DP that can be used to punish approaches which can turn into big damage with meter or a hard knockdown for okizeme utility. H2's mix-up game is strong point-blank thanks to her divekick and unique dash. However, her dash also hurts H2 since she does not have any access to dashing lows. H2 suffers big time from her super moves. The only good super H2 has is 214-214A/B/C, since it can be looped in the corner and has good corner carry. The rest of her supers are only usable midscreen only, when the opponent is grounded, or when you want to butcher the damage scaling of your combo.

Overall, Hiro 2 is a nice mix of both defensive and offensive play giving you plenty of options to choose from in play.

Strengths Weaknesses
  • Creative mix-up options with their Morrigan/I-no style dash.
  • Good DP, allows for defensive plays that can turn into big damage.
  • 236A is great to use as an approach since it travels slow.
  • 236A+B puts out two slow moving fireballs, good for approaches.
  • 214C can avoid projectiles.
  • j.214C is safe on block and can be comboed off of.
  • 623C > C causes a hard knockdown. Good for oki set-ups.
  • 236-236A/B/C can be comboed off of in many ways.
  • 214-214A/B/C can be looped in the corner for massive damage.
  • 632146A/B/C can be used to punish zoning and full-screen button whiffs. Grants massive frame advantage on hit.
  • low damage output without meter.
  • No dashing lows.
  • 66C, the best button H2 has, can be beaten by jabs.
  • 66A and 66B can be unsafe on hit if done too early.
  • Shares the lowest health in the game with Jadou 2, 420 health. (nice :))
  • 236-236A/B/C can't be used in the corner since the flame pillars will go off-screen.
  • 236-236D scales damage down a ton in combos.
  • 214-214D, Level 3, is the worst super in the game. It's a command grab with almost a second of start-up frames.
  • 632146A/B/C travels along the floor, making it hard to confirm into. Also has loads of recovery on whiff.
  • j.214A/B/C is an easy parry if done raw.
  • j.214A/B/C cannot be comboed into without Seal Of Time (SOT)

Normals

Far Standing Normals

f.5A
SVG Hiro2 Far5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
12 Mid Specials 4 - - -

Hiro swipes her claw forward.
Visually Similar to Close 5A, but hits 1 frame slower.


f.5B
SVG Hiro2 Far5B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid Specials - - - -

Hiro shoves her claw forward.
Visually similar to Close 5B but 3 frames slower.


f.5C
SVG Hiro2 Far5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 (15 per hit) Mid None - - - -

Hiro turns her claw into tentacles and hits 3 times. When used on an airborne opponent, it causes knockdown and does not push you back on Hit.


f.5D
SVG Hiro2 Far5D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 (10 per hit) Mid Specials - - - -

Hiro balances on her scythe and kicks 2 times. Automatically moves her forward. Only the first hit can be canceled.

Close Standing Normals

cl.5A
SVG Hiro2 Close5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
12 Mid Specials - - - -

Hiro swipes her claw forward.
Visually Similar to Far 5A, but hits 1 frame faster.


cl.5B
SVG Hiro2 Close5B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid Specials - - - -

Hiro shoves her claw forward.
Visually similar to Far 5B but 3 frames faster.


cl.5C
SVG Hiro2 Close5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 Mid Specials - - - -

Hiro swipes her claw upwards.


cl.5D
SVG Hiro2 Close5D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 Mid Specials - - - -

Standing knee.

Crouching Normals

2A
SVG Hiro2 2A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
12 Mid Specials - - - -

Hiro swipes her claw forward.


2B
SVG Hiro2 2B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid Specials - - - -

Hiro swipes her claw forward, further than 2A.


2C
SVG Hiro2 2C2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 (20 per hit) High None - - - -

Hiro swipes her claw down and hits twice. Causes knockdown if you hit the opponent in the air.


2D
SVG Hiro2 2D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 Low Specials - - - -

A short, crouching kick.

Jumping Normals

j.A
SVG Hiro2 j.A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
12 High - - - - -

Hiro twirls her scythe around her.
Visually similar to Hiro's j.B, but the hitbox does not hit behind her.


j.B
SVG Hiro2 j.B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High - - - - -

Hiro slashes her scythe downwards.


j.C
SVG Hiro2 j.C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 High - 12 - - -

Hiro slashes her scythe downwards with more range. Hits opponents out of the air and into Knockdown. Arguably Hiro 2's most used air normal for controlling space or starting an attack.


j.D
SVG Hiro2 j.D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High - - - - -

Air kick. Hitbox is around the scythe, so it may have crossup potential.

Chain Specific Normals

Throws

A+D
Forward Throw
SVG Hiro2 Grab1.png
SVG Hiro2 GrabSlice.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Throw None - - - -

Hiro grabs the opponent and does a horizontal slash with her scythe.


B+D
Back Throw
SVG Hiro2 Grab1.png
SVG Hiro2 GrabSuplex.png
S U P L E X
S U P L E X
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
70 Throw None - - - -

Hiro grabs the opponent and suplexes them.

Dust (Sword Series Slash)

5B+C
Standing SSS
SVG Hiro2 StandingDust.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 High None - - - -

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


2B+C
Low SSS
SVG Hiro2 LowDust.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 Low None - - - -

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.
Looks the same as 2C, but it is not blocked High.

Parry (Chaos Breaking)

A+B
SVG Hiro2 GroundParry.png
Standing Parry
Standing Parry
SVG Hiro2 CrouchParry.png
Crouching Parry
Crouching Parry
SVG Hiro2 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

Skull Flare
スカルフレア
236 + A/B/C
SVG Hiro2 236A.png
A version
A version
SVG Hiro2 236B.png
B version
B version
SVG Hiro2 236C.png
C version
C version
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 40 Mid None - - - -

Light (A) version. Travels at a moderate speed.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 40 Mid None - - - -

Medium (B) version. Travels at a faster speed. After traveling a short distance, the fireball moves down and becomes a Low.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 40 Mid None - - - -

Heavy (C) version. Travels about the same speed as the A version before speeding up to B's speed.


Devil Dust ~ Inferno
魔界粧・轟炎
236 + Two buttons
SVG Hiro2 236TwoButtons.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
80 (40 per hit) Mid None - - - -

Hiro charges up before shooting two fireballs. One has a low dip and the other is a high arc. Both are blocked mid. Useful for fighting around other fireballs and Hiro's 214D.


Hell's Zone
ヘルズ・ゾーン
623 + A/B/C
SVG Hiro2 623SuperCancel.png
Super Cancel on this sprite
Super Cancel on this sprite
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 40 Mid SoT, Supers - - - -

Traditional DP compared to her regular form. Travels the least distance vertically.
About a 19 frame window at the start to cancel into Supers.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 45 Mid SoT, Supers - - - -

Travels a medium distance.
About an 18 frame window at the start to cancel into Supers.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 45 Mid Hell's Area, SoT, Supers - - - -

Travels the highest distance. The only version that can use Hell's Area afterward.
About a 17 frame window at the start to cancel into Supers.

Hell's Area
ヘルズ・エリア
Hell's Zone C ~> 6C
SVG Hiro2 j.B.png
Set em up,
Knock em down
Set em up,
Knock em down
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Can't None - - - -

Knocks the opponent down to the ground. Can be input at any time after 623C hits.


Blazing Ghost Slice
烈火死霊斬
214 + A/B/C
SVG Hiro2 236ABC.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 50 Mid Supers - - - -

Horizontal scythe slash. Does not move forward.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 53 Mid SoT, Supers - - - -

Moves forward about 1/4 of the screen before slashing. Only version that is Seal of Time cancelable.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 56 Mid Supers - - - -

Spins forward before slashing. Invincible while spinning.


Scythe Ride Strike
サイズ・ライド・ストライク
j.214 + A/B/C
SVG Hiro2 j.214Map.png
A, B, & C versions
A, B, & C versions
SVG Hiro2 j.214Attack.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 50 High SoT, Supers - - - -

Hiro moves backwards and up before diving with an overhead attack.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 53 High None - - - -

Moves up a short distance before starting her dive.

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 56 High None - - - -

Jumps forward and up before starting her dive.

Super Moves

Level 1 Supers

True Devil Dust Inferno 1
真・魔界粧轟炎壱
236236 + A/B/C
SVG Hiro2 236236ABC.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
163 (Total) Mid N/A - - - -

Hiro channels fire into her claw, which sends the opponent flying horizontally on hit. After scrolling some distance, the screen will stop and the opponent will bounce off the wall. Four pillars of fire will rise from the ground with decreasing strength and knockback towards Hiro. The last pillar sends the opponent up and causes Knockdown. The pillars can hit opponents lying On The Ground, but only damages them. You can act right after Hiro puts her arm down.


All pillars of fire are a fixed distance from Hiro. Best used when facing towards the middle of the stage or when you're in the middle.


True Devil Dust Inferno 2
真.魔界粧轟炎弐
641236 + A/B/C
SVG Hiro2 641236ABC.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
153 Low N/A - - - -

Hiro points her scythe forward and sends out a projectile that moves across the ground. If the projectile hits, Hiro will jump forward and bombard the opponent with explosions. Sends the opponent up and offscreen and causes Knockdown. You can act after you land on the ground.


True Blazing Ghost Slice
真.烈火死霊斬
214214 + A/B/C
SVG Hiro2 236ABC.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45-45-60 Mid N/A - - - -

Hiro does three horizontal slices. If the opponent is on the ground when the third hit connects, they will be launched to the edge of the screen. If the opponent is in the air when the third hit connects, they'll be launched up a short distance and you may be able to combo off of it. The window between the second and third hit has enough time for the opponent to parry if the super is activated raw. Guaranteed Guard Break on the third hit while in burst, but still susceptable to parries.


Devil Summon ~ Purgatory
魔招.煉獄
236236 + D
SVG Hiro2 236236D.png
SHINRYUKEN
SHINRYUKEN
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
125 Mid Specials - - - -

Hiro spins with her scythe into the air, dragging the opponent up then hitting them back down. Invincible on startup(?). On hit, it can be canceled with a special at any point before the last hit. Mainly used as an anti-air/invincible super. Guaranteed Guard Break when in burst.

Level 3 Super

Last Heaven
ラスト.ヘヴン
214214 + D
SVG Hiro2 Grab1.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
283 Grab N/A - - - -

Hiro grabs the opponent, hits them with four slashes, then stabs them with her clawed hand.
Fast command grab, but has a short range, doesn't stay out for long, and cannot be comboed into.

Strategy

Neutral

Offence (On Hit)

HKD OKI

Offence (On Block)

Defense

Combos

Chain Combos

Basic Combos

Combo Total Damage Notes
Meterless BnB
66C > 5A > 5B > 5C > 214C > 214B
66C > 5A > 5B > 5C > 214C > 66B 66B will cause a standing reset.
66C > 5A > 5B > 5C > 623C > 6C > 2C OTG
(Corner Only) 66C > 5A > 5B > 5C > 214C > 623C > 6C > 2C OTG
1 Bar BnB
66C > 5A > 5B > 5C > 214C > 214B SOT > 5A > 5C > 623C > 6C > 2C OTG
66C > 5A > 5B > 5C > 214C > 214B SOT > 214C > 623C > 6C > 2C OTG
66C > 5A > 5B > 5C > 214C > 214B SOT > B+C (AAABBBCCCDD > 236D) Returns about .9 bar after finishing the combo.
(Corner Only) 66B > 5A > 5B > 5C > 214C >> 5C > 214A > 214214A >> 5C > 623C > 6C > 2C OTG 226 Cancel 214A into 214214A quickly to link.
2 Bar BnB
66C > 5A > 5B > 5C > 214C > 214B SOT > 214B > 214C > B+C (AAABBBCCDD > 236D) Returns about 1.1 bar after finishing the combo.
(Corner Only) 66C > 5A > 5B > 5C > 214A > 214214A > cl.C > 214A > 214214A >

cl.C > 623C > 6C > 2C OTG

3 Bar BnB
66C > 5A > 5B > 5C > 214C > 214B SOT > 214C > 214B SOT > 214C > 214B SOT >

214C > cl.C > 623C > 6C > 2C OTG

Guarenteed corner carry.
(Corner Only) 66C > 5A > 5B > 5C > 214A > 214-214A > cl.C > 214A > 214214A >

cl.C > 214A > 214214A > cl.C > 623C > 6C > 2C OTG

Burst BnB
66C > 5A > 5B > 5C > 214C > 214B SOT > cl.C > 623C SOT > Burst >

[cl.C > 214A > 214214A] x4 > cl.C > 623C > 6C > 2C OTG

Requires a one-bar burst. More loops can be added on a two or three-bar burst but may not be optimal.
General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2