User:Mavi/HHime/GameplanBackup

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Backup of HHime's current Gameplan text as written by Cadenza.

General Gameplan

Welcome to H-Hime, the hidden hime that boasts quite the punch whenever she exists on the screen. Her main gameplan is rather simple, H-hime controls the screen as the opponent tries endlessly to wade through her various tools. One tool that you will see a lot of is 214B and for good reason! Its a fairly fast, big and AUB special that also gives a combo on a lot of exchanges including trades that are not sweeps. Another set of tools you may see from this hime is 5A6AA which is kind of like the evolved form of H-Arc's 5A6AA and this time you can rebeat if the last 6A connects which is something unprecedented for all of h moon characters, but she can because she's the princess. She has the ability to protect her space with the air of wind mines(j214X) and 214B and if she really wanted to, she can even use 236A and be -9 while f hime is -17 on both. H hime also has 236B to use which is 2f faster than c hime's geysers, both of them which is also a major plus to her kit. where she falters is entirely being h moon as some of her more robust options comes from having hime kick (624C) and that happens to use up 150%. This is the same meter gauge that is used for bunker which costs 100% and a strong ex move called ex geyser(j.236C) also costs 100%. Typically For meter purposes. you want to remain at around 150+ so that you are readily able to bust out. Thankfully you gain meter for making the opponent block just about anything you throw at them and also you have meter gaining combo routes that while they don't give you strong oki/meaty options. you are an hime and frankly can afford to play neutral again.

In the corner is a place that H hime is really good at with TK windmine being incredibly + and allowing a low/throw/high mixup that is fairly strong. She can also just use the wind mine to extend her pressure and find a time to sneak in another windmine and make blocking a frustrating process for the opponent. She also gets some nice fancy tricks while in the corner but that will be covered further down the road from this little introduction.

So with all the power that you possess, its important to know how to control it, manage it and use it efficiently so that you get the best out of this character. There is also another bit of weaknesses that come with using a unique character such as hime and especially H hime which will be covered in the defense portion of this page. As long as you can get used to how flight works for hime and get used to managing your meter more intensely as a H moon you will find H hime to be particularly strong at what she does.

Neutral

In order to understand her neutral we will first go over core things this Hime of all moon types will essentially use to their advantage.

Walk

Now as any Hime player its actually to your benefit that you get used to walking, seriously as it moves a lot faster than what you may think it can even move as fast as a lot of character's airdash so holding forward or backwards will help you position yourself into places that you can use your tools much better. Because of her hurtboxes, and how fast she can walk back, she can make a lot of things whiff by walking back and you can now whiff punish with an array of tools for the course. If it's not stressed enough that walking is a valid and important skill as any Hime, you'll want to go into training mode and see what I mean -- especially since her backdash has a lot of recovery frames and you don't want to use that over walking back unless you have to. It will help you in play throughout any time on field.

Flight

Flight(22D or j.22D) is another one of the universal Flight mechanics that you will have to get used to with Hime, but it's a rather strong, unique and versatile special... if you could call it such. Reason why is because, for all intents and purposes, it's actually considered an EX move, meaning that you can cancel a lot of things into Flight whether you whiffed a move or not. For example, say you did Hime j.C and it whiffed, from there you could press j.22D and immediately enter into Flight. You may want to get used to this as you will use it to primarily avoid being put into helpless state if you happen to whiff an air normal or even an air pillar(j.236A/B)

It also important to note because it allows her to retain air options or regain them. To explain it shortly, if you used an airdash already, entering flight will regain that airdash a second time. Another crucial example is if you entered flight and did j236C vs just doing j236C, the former allows you press buttons while the latter does not. Flight can be reentered by inputting j236A/B if you already entered flight just before. One way you can try in training mode to see what i am talking about is doing this

  • jump, j.22D(flight) double jump(this takes you out of flight) j236A(puts you in to flight mode again)

Flight is ran on a timer for four seconds, stops when you just double jump, airdash, j.236C enter out of flight mode and resumes when you reenter it via j236C. Once again its a unique special that you want to learn that is transferrable to all moons of hime that you would need to learn to make the most out of her and her kit, you can do it at anytime even if you have 0 meter and makes a lot of things safer or trickier to punish in many situations. Moving on from the core basic, lets talk about her Specials and Normals that will be seen in her overall neutral gameplan

214B

214B, Kaze, is a really strong oppressive tool that moves C/H hime forward as they let out a big gust of wind that is AUB in the first part and very huge throughout. Its a very active special that covers a lot of space for a considerable amount of time and makes it hard for a lot of the cast to get through. its -3 on block, but spacing it out well doesn't place you in any danger really and sometimes you can do it again to see what the opponent is doing. It gives you a combo on trade in many instance and of course on hit. This is one of your main tools for the job in neutral.

236A and 236B

These geysers are fairly different even though they look similar from F hime and C hime. For starters 236A is very similar F hime's geyser except that its -9 on block. You can use this to stuff ground approaches and very predictable air approaches if they are approaching at that low height for it to work. 236B resembles Chime's 236B geyser except that its 2F faster and allows some combos to work. It being 2F faster also helps its validity in neutral as well.

With these tools the opponent is usually biding their time to find a moment to sneak in. This is where you can use 5A6AA or 5A6A whenever you want to invade space and rushdown yourself. If the opponent tries to backdash or jump, this will more than likely catch, especially if they jumped a bit late. To stop ground approaches you can use this or use dash 5B, dash 2C among the toolset that you have. It also important to note that if the opponent has expended all their air options you can use 3C or DP for anti air them. While DP is far more reliable in a lot of situations, 3C is particularly good because it gives higher reward than DP would, especially on a counter hit opportunity.

Using j236A/B you will more so to wall off space for people. Like you use j236B as if you want to close off space of people trying to get into midscreen range while j236A is if they are already midscreen range and you want to close off the opponent trying to get into your close range space. This is different from just plotting the pillar to their exact location, where its least effective, instead plot the pillar to a place you think they will end up being a seconds ahead of present situation.

j.214A/j.214B and 214A

Wind mine, its a special that is a true cross up on both. its flexibility comes from it being a timed detonation and can be used both in pressure or in neutral as you can hide behind it. Because its on a timer and wind mine doesn't go away if hime is blocking (only goes away if she gets hit or techs a throw). it allows for coverage in ways that you wouldn't have previously. 214A also produces a wind mine and you can flight cancel to move away swiftly after making that wind mine. you would only use 214A especially if you have the space available to do it, but its very powerful in that it can AA as well.

With all these tools in mind, be sure to assess the situation of whenever you need to take to the air or just need to fight it out on the ground.

Pressure

H hime's pressure is very flexible in a lot of ways and there's even a few sneaky tricks that open up once you establish her pressure foundation. Let's start. One of her main tools is using 5A6AA. 5A6AA is fairly standard for many h moon characters in their pressure as you can do the following for a basic understanding. One thing that is important is that leveraging the long normal cancel window of 5B can go a long way and you can choose to remain at a distance where most 2A mashing won't hit you but hitting another 5B will hit them. if they are feel threatened by it then you can simply go in again with redash pressure or 5A6AA from the current position you're standing.

  • 5A6A > 2A > 5A6A
  • 5A stagger 6A, stagger 5B

Hime is a little different in that she can do 5A6AA and then rebeat while other h moon characters cannot do that at all. this is really huge for H hime as it moves her forward and she can stagger her strings in such a way that her pressure can be quite troublesome. Another normal that is essential in her pressure is 5B as it is +1 so you can either choose to stop there or stagger to a 2B or a C normal of your choice. 6[C] also is another good normal to use since you can rebeat from it and it catches jumpouts if they try to jump out of pressure. Here's some examples of her pressure without introducing flight cancels.

  • 5A6AA > stagger 2A > 5A6AA
  • 2A > stagger 2A > 2A > stagger 5B
  • 2A > stagger 2A > stagger 5B > stagger 5C > w5A >(236A)
  • 2A > stagger 2A > stagger 5B > stagger 5C > stagger 2C > 236B'
  • 2A > stagger 2A > Rising j.6B > airdash j.C > j.B
  • 2A > stagger 2A > 6[C] > w5A > 6[C]
  • 2A 2A > 5B > (let it recover) > 5B
  • 5B > 6[C] > 5A 6A > 2A > 5A > 5A6AA

When someone is respecting your staggers you can then mix in throws in between the 2A's, 5B points and you can even do dash up TK j.214A which not only blows up throw tech oses but is also +20 which allows you to continue on your offense. Introducing another vital part of your pressure which is j.214A/B

j.214A and j.214B

j.214A and j.214B are the wind mines that H hime is known for, you got a couple of seconds after its deployed before it explodes it only goes away if H hime gets hit or techs a throw. j.214A she moves backwards while deploying wind and can be used for Same side mixups when doing it post bunker or post throw situations. In the corner it allows you to set up throw/low/high option as shown here The general thing for this is that for the j.6B mixups generally you want to do jump back instant j.6B if you're up close. If you're around two character spaces you may need to do neutral jump instant j.6B and any further than that you will need to do forward jump instant j.6B for it to work. j.214B is a true cross up wind special where she she moves forward(usually behind the opponent) and deploys wind. This special is also +, +16 to be in fact. These specials do have considerable start up and can be hit out of its start up if the opponent if the opponent is onto your motives, but most of the time you can sneak these in.

Which now brings on to some pressures ideas you can do. Revisiting the concept of flight and flight cancelling you can now to the following among other things:

  • 2A > slight delay 2A > 6[C] 5A6AA > 22D > j214A
  • 5A6AA > 2A > 2A > 5A6AA > 5B > 22D > j.214A
  • 2A > 2A > 5B > 22D > j.214A

This now allows you to set up a wind mind in which now you can enforce the High/Low/Throw game. In order to set up the overhead, its usually looks like this

  • 2A > delay 2A > instant j.6B (wind detonates)

You can mix this up with throw or another 2A/2C. You can choose that or you can choose to extend pressure by doing:

  • 2A > slight delay 2A > 5C > 2C > w5A (wind detonates) > redash pressure
  • 2A > slight delay 2A > 5C > 5A6AA > 22D > j.214A

There's honestly a lot of things that you can do that may not be featured here, so its important to gets the basic concepts down and trying out what blockstrings and such fit you. these are just basic examples for now to try out.

Okizeme

As for oki unless you have done the TK wind route which will be notated in the combo routes, did a low height air throw or did hime kick(j.624C) you don't get much oki other than a 236A which can be backdashed or hit with a reversal that moves forward. Let's cover her Tk Wind route/ Low height air throw ender.

So for TK wind route/Low height air throw you have enough frames to do dash 5A6AA/2A/5B things, if people are respecting that enough you can then try TK j.236B to cross people up at midscreen. Your pressure is fairly good enough to command enough respect to try some cross up shenanigans. Now with Hime kick(j.624C) you get the opportunity to do two things are fairly good to do in their own right, here's the set ups.

  • 2A > 2A > 5B > 5C > 236A > j.B(1) > j.C > sdj j.C > hime kick > dash 2C > 22D
  • 2A > 2A > 5B > 5C > 236A > j.B(1) > j.C > sdj j.C > hime kick > dash 2C > 5C > 214A > 22D > air throw > airdash > j.236A (wind explodes)

the first option sets up left/right mix ups and you can choose to pick cross up by doing pressing down for a bit then fly over to the other side and hitting j.2B. or same side by flying to one side then flying back to same side j.2B. The 2nd options sets up a left/right mix up in the corner and you must fully airdash into the corner to make this work. you can choose same side by either doing staying same side during flight and doing j.B j.A or doing cross up j.B j.A.

Its important to note that you can also get flight mix ups from j.236C enders if the opponent doesn't tech. and you can discourage this after j.236C by dashing to where they will fall after j.236C and doing the following

  • w5A > 5B

This catches all techs and goes into a combo. also allows you to set up meaty buttons on their wake up. Once they respect that, you can then just 22D once they fall and perform left/right mixups of your choosing.

Other little tricks This portion is mainly going to be revolving around j214B in the corner and stuff to do in the corner. When you land a throw you can choose to either do the following:

  • Airdash j.B(a safe jump)
  • TK j.214A
  • TK j.214B

The first two is self explanatory, the first option is a safe jump with j.B(2nd hit) hitting people on wake up, TK j.214A sets up the high/low/throw game. j.214B sets up the same thing, however it has an added property of sucking people inwards due to the nature of j214B's attack or more so the direction of the attack. because of this you can do some cute things, here's an examples you can do if the opponent blocks j.214B.

  • j.214B, 2A > 2A > 2B > 236A > 22D cross up j.2B

There's plenty more you can do such as time for the wind explosion to go off as you complete your B or C normal and attempt to cross up with TK j214B or even mask it with a different special as you flight cancel. Be sure try some of the ideas out in training mode!

Defense

Defense is not hime's shining feature and definitely not H hime's. Her jump is fairly floaty which means its not necessarily the most valid defense option she has. Her fastest normal is 6F start up which makes it very difficult to poke out of pressure if its somewhat tight. leaving pressure safely will force hime to use bunker which is strong when it hits but it costs 100% and there's plenty of counter play to it. What you would need to do is make precise decision to use DP when there's a gap, Dodge on certain moves, Shield when you find the point to shield and bunker whenever someone overextended in their pressure. Unfortunately without the aid of ex guard you can't even generate an increased pushback to make the opponent change their pressure, You'll want to block until the opponent tries to to go for a charged overhead or throw and that's where you can make use of 1A~D, Dodge(on the overhead), shield, etc.