Survival Arts/Hiryu

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Hiryu
Strengths Weaknesses
  • Insane mobility/mixup with his five (5!) jumps, wall cling, dashes, fastfall and roll.
  • Amazing zoning and oki with mind control shurikens.
  • Amazing combo damage with 46P Slash
  • Wins most scrambles thanks to 28K Spin amazing priority.
  • Invincible dashes (that he can cancel out of at any moment).
  • Is a Ninja.
  • Too good for his own good: softbanned (ask your opponent/TO)

Moveset

Normal Moves

Standing Normals

5LP
SuAr Hanna 5LP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

A fast jab. Despite the looks, it has slightly less range than 5MP

5MP
SuAr Hanna 5MP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

A fast hook. Decent range and can always combo into 46P if it connects. Still, if you're in range for this to connect you're better off using cl.5HP since it shares animation and does more damage.

5HP
SuAr Hanna 5HP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

A backhanded fist much like Guile 6HP. Has slightly more range than 5HK so it can be good on footsies. Can combo into Telekinesis if it connects.

cl.5HP
SuAr Hanna 5MP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Shares animation with 5MP but does more damage. Can combo into 46P and Telekinesis if it connects. Range for it to come out is very generous (about 1~2 characters distance), but be careful or you'll get far 5HP.

5LK
SuAr Hanna 5LK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? ?

A quick kick to the shins. Is actually a standing low. Has better range than 5MK, but hitbox is smaller than it looks.

5MK
SuAr Hanna 5MK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

High to-the-face kick. Slower and with less range than any of her other buttons, so don't bother using it on footsies. Still, it's Hanna's only AA button so it's worth noting. Can combo into 46P if it connects.

5HK
SuAr Hanna 5HK.png
THE button
THE button
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Character defining button. 5HK is Hanna's main poking and combo tool. It's surprisingly fast considering it's range (about two characters apart) and damage. You'll be dash cancelling into and out of this move A LOT. Since it's a Heavy, it can actually combo into Telekinesis netting you the best BnB damage and oki.

Crouching Normals

2LP
SuAr Hanna 2LP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? ?

Standard crouching jab. Has better range than 5LP.

2MP
SuAr Hanna 2MP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? ?

Crouching right hook. Can combo into 46P if it connects.

2HP
SuAr Hanna 2MP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? ?

Crouching right hook. Slightly slower but has more range/damage. Since it's a heavy it can combo into Telekinesis or 46P.

2LK
SuAr Hanna 2LK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? None

Fast low kick. Same range as 2MK so it's better on scrambles.

2MK
SuAr Hanna 2MK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? None

Standard medium low kick. Same range as 2LK and slower, but it can combo into 46P if close enough (not max distance).

2HK
SuAr Hanna 2HK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? None

Classic sweep. KDs on hit. Has the best range out of the crouching kicks despite the animation. Best cancelled into dash to avoid recovery and go for oki if it hits.

Aerial Normals

j.LP
SuAr Hanna jLP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Hanna extends her arm to hit below her. Stays active the entire jump.

j.MP
SuAr Hanna jMP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Jumping hook. Same animation but less range/damage than j.HP.

j.HP
SuAr Hanna jMP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Same as above, slightly slower but better damage/range.

j.LK
SuAr Hanna jLK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Despite the animation, it has less range than the other jumping kicks. Stays active the entire jump.

j.MK
SuAr Hanna jMK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Shares animation with j.HK and her divekicks. Less damage/range than j.HK but faster.

j.HK
SuAr Hanna jMK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Same as above, slightly slower but better damage/range.

Command Normals

j.2K
SuAr j2K.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid/Low ? ? ? ? ? ?

Divekick. Strenght of the kick used determines how fast it falls, with j.2LK being the slowest and j.2HK the fastest. Knocksdown on hit. Doesn't hit overhead despite being a jump normal. Can actually hit LOW if the kick hits low enough to the ground. Can be useful for crossups shenanigans, though apparently it has crossup protection if the opponent holds crouch guard (!).

Special Moves

Dashes
66 / 44
SuAr Hanna 44.png
The reason you picked Hanna
The reason you picked Hanna
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
66 ? ? ? ? ? ? ? 4 at any point to cancel.

Hanna forward dash and the cornerstone of her gameplay. Since it's a special, you can cancel into it from normals and weapon hits, effectively reducing the recovery of her moves. At any point during the dash, you can press 4 to cancel it. This allows Hanna to run a scary pressure by stringing multiple dash cancels into normals, the most common being 5HK (or Gunshots if you picked up the Gun). She turns invisible while doing it, though a trail of dust shows were you are.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
44 ? Mid ? ? ? ? ? 6 at any point to cancel.

Hanna backdash. Same rules as 66 apply here (except she doesn't turn invisible). Backdash allows Hanna to poke and create distance, which may lead to opponents jumping or using other mobility options to close the gap. Very useful to make them whiff on neutral then dash in to punish.

Jolt Palm
46P
SuAr Hanna 46P.png
Vibrates in your path
Vibrates in your path
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Hanna steps forward a bit and shakes at high speed, electrifying her opponent.
It's Hanna's main reversal and scramble tool. Knocksdown on hit. Good for medium (MP/MK) confirms since it combos from those. Hits a few times, so opponent can't simply block the first hit and punish. Can be stuffed during startup with any fast enough move (ie jabs). Very prone to come out instead of Forward Telekinesis (41236P) or during dash loops, so be careful with your inputs or you'll be a sitting (vibrating?) duck.

Telekinesis
41236P / 63214P
SuAr Hanna Telekinesis.png
Hope this hits...
Hope this hits...
SuAr Hanna Telekinesis2.png
Hanna's LFG pose
Hanna's LFG pose
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? High (Check below) ? ? ? ? ? ?

Hanna does her throw animation and if it hits she throws the opponent back/forward (depending on the motion) while she strikes a victory pose.
Telekinesis is an odd move to say the least: in theory it should be a fullscreen throw, but it actually works as a hitgrab that hits overhead. It's still unknown if it was a design choice or programming mistake, but it can be avoided basically by doing anything other than walking forward, standing still or crouching. Due to this, it's best not used on neutral/raw.
However, it can be combo'd from heavies and it's usually your best ender for dash loops. It's usually best to do 63214P motion to avoid accidentaly doing Jolt Palm.

Knee Rush
Same strenght P+K
SuAr Hanna PK.png
Don't
Don't
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Hanna rushes to the opponent doing a knee strike.
While it looks like it would be a nice combo tool, it doesn't combo from anything, does less damage than any of her specials and is punishable ON HIT. The one redeeming thing about it is that Hanna can't be thrown during the animation, or it can be used as a makeshift mobility tool, but you got better options. Avoid at all costs.

Combos

BNB Combos

Weapon Combos

Strategy

General Gameplan

Hiryu can do it all; he can sit back and zone with shurikens and punish with spin, or go ham with his invincible dash whichway/5 jump mixups.

Okizeme & Setups

Throw LP Shuriken and go in. Dash over your opponent and cancel the dash on whichever side you want to start your pressure. You can reversal 28K Spin out of the the dash cancel if the opponent is doing something.

Matchups

Viper

Gunner

Hanna

Hiryu

Tasha

Mongo

Kane

Santana

Hiryu Colors

LP
MP
HP
LK
MK
HK
Same color choice


General
Controls
HUD
System
FAQ
Characters
Viper
Gunner
Hanna
Hiryu
Tasha
Mongo
Kane
Santana
Dantel