Vanguard Princess/Eri Hasumi

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Eri-portrait.png

Profile

A supersoldier created by Blade Noa; a girl of great physical endurance and strength.

She escapes from the Blade Noa research labs to seek freedom.


Base Health: 900

Guts Threshold: 40%

Guts Factor: 25%

Total Effective Health: 990

Move List

Movement

66: Forward dash, hold to run.

44: Reverse Cartwheel. First 17F are completely invincible, so can be used as a reversal.

Throws

6C
Eri fthrow.png Guard Air Guard Support
Throw - Partial
Damage Hit / Counter Hit Counter Scale
90 Knockdown 0%
Eri throws opponent forward. You can hit them with an assist afterwards in the corner.


4C
Eri bthrow.png Guard Air Guard Support
Throw - Partial
Damage Hit / Counter Hit Counter Scale
75 Knockdown 0%
Eri throws the opponent backward. You can hit them with an assist even at mid screen if your assist cooperates.


Normal Moves

5A
Eri 5a.png Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
15 - / - +20%
Short attack with the tonfa, chains into 5B.


5B
Eri 5b.png Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
60 - / Butt Plant +20%
Longer ranged attack with the tonfa. Whiffs crouchers unless canceled from 5A, except Haruka, Luna, Kurumi, and Natalia. Links into 2A, 2B and itself except on Kurumi. Links into 236+A. except on Kurumi.


5C
Eri 5c.png Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
80 - / Spin +20%
Longest ranged attack with the tonfa, moves Eri slightly forward.


2A
Eri 2a.png Guard Air Guard Support
Low No Yes
Damage Hit / Counter Hit Counter Scale
10 - / Increased Hitstun +20%
Low short kicks that chain into itself, good footsies. Links into 5A, 6A and 2B. Spam this shit like Melty Blood, it's your best approach move out of dash. Slightly longer hit stun on counterhit lets it link into 236. Air spike connects when close.


2B
Eri 2b.png Guard Air Guard Support
Low No Yes
Damage Hit / Counter Hit Counter Scale
52 - / Butt Plant +20%
Low tonfa attack, links into 2A, 2B, and 6A. In the corner you can dash after 2B to hit with 5A.


2C
Eri 2c.png Guard Air Guard Support
Low Yes Yes
Damage Hit / Counter Hit Counter Scale
98 Knockdown +20%
Sticks out both her legs, moves eri slightly forward, low and knocks down.


j.A
Eri ja.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
28 - / - +20%
Eri just stretches her arm with a tonfa out in the air. The hitbox extends past her own a little so this isn't that bad an approach move, just be aware of the people who have retardedly good one button anti-airs.


j.B
Eri jb.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
51 - / - +20%
Eri elbows with her tonfa downwards. Links to 2B. Chains into j.C.


j.C (after hit j.B)
Eri jc3.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
+50 - / - -
Eri swings her tonfa downwards. Target combo.


j.C (regular)
Eri jc1.pngEri jc2.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
64 (40 on crossup) - / - +20%
Eri does a split in midair. Crossup. Terrible against crouchers as it will whiff.


Command Normals

6A
Eri 6a.png Guard Air Guard Support
Mid No Yes
Damage Hit / Counter Hit Counter Scale
38 - / Launch +20%
Eri does a knee attack. Launches on CH, follow up with j.BC.


6B
Eri 6b.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
76 Wall-Bound / Spinning Wall-Bounce +20%
Eri does splits again, very similar to j.C, but instead of crossup, it causes wallslams. Goes over lows but will whiff crouchers.


3B
Eri 3b.png Guard Air Guard Support
Low No No
Damage Hit / Counter Hit Counter Scale
32 - / Butt Plant +20%
Short slide.


j.6A
Eri j6a.png Guard Air Guard Support
High Yes Partial
Damage Hit / Counter Hit Counter Scale
46 Wall-Bound / Spinning Wall-Bounce +20%
Eri fully stretches out her leg, overhead.


Special Moves

22+A/B/C: Air Spike
Eri dpa1.pngEri dpb1.pngEri dpc1.pngEri dpc2.png Guard Air Guard Support
Mid Partial No
Damage Hit / Counter Hit Counter Scale
A: 68 [86]
B: 106 [84]
C: 80 +43 (2Hits 120)
[[136 +54 (2Hits 176)]
Knockdown +50%
Eri does a flying uppercut. Anti Air. Similar to Eko's 2D. No version is fully invincible, but they are all invincible to throws and the A version is so fast it can be used similar to a DP in most situations. The initial hit-box (close to the ground) does different damage and is air unblockable for all versions.

A version is fastest (2F Startup) but the shortest range.
B version is slow but has very large horizontal range and hits all the way from the ground. Very hard to air block due to huge initial hit-box.
C version is two hits. Has upper body invincibility until active.
All versions must be Parried twice from the air.


214+A: Reverse Sobat
Eri sobat.png Guard Air Guard Support
High Yes No
Damage Hit / Counter Hit Counter Scale
75 - / - +20%
Eri sprints around the character and does a ground crossup. Has an odd bug against standing blockers in the corner where she will reappear in front of them after the crossup. If Eri is not close enough to the opponent, she will just dash a short ditance.

Note: hitbox is actually reversed for some strange reason.


214+B/C: Feather Roll
Eri roll1.pngEri roll2.pngEri roll3.pngEri roll4b.pngEri roll4c.png Guard Air Guard Support
High Partial Partial
Damage Hit / Counter Hit Counter Scale
B: 11 * n +80
C: 10 * n +80
Spin +70%
Eri will spin around in the air, if it is a ground hit, it will hit twice. VS the air, it will hit up to 4 times. The first three hits of this move have their own scaling modifiers, which is why the less hits the better damage. The last hit is not air blockable and does 80 base damage. Can use assist immediately only if it hits.


236+A/B/C: Bead Smash (Stage 1)
Eri rekka1.png Guard Air Guard Support
Mid No No
Damage Hit / Counter Hit Counter Scale
A: 32
B: 37
C: 42
- / Butt Plant +20%
Eri charges forward and counts to 3. The start of this attack has 3 versions, which varies the speed of the first hit, A is the fastest while C is the slowest. The special cancels in various ways, below are the follow ups:


+A (Stage 2)
Eri rekka2a.png Guard Air Guard Support
High No No
Damage Hit / Counter Hit Counter Scale
46 - / Butt Plant +40%
Short upswing, misses crouching.


+A (Stage 3, after A)
Eri rekka3aa.png Guard Air Guard Support
High No No
Damage Hit / Counter Hit Counter Scale
65 Spin +40%
Roundhouse that causes the opponent to spin, ideal for starting juggle combos. Whiffs crouchers.


+B (Stage 3, after A)
Eri rekka3ab1.pngEri rekka3ab2.png Guard Air Guard Support
Mid No No
Damage Hit / Counter Hit Counter Scale
64 (+31) Knockdown +50%
B Version of Air Spike.


+B (Stage 2)
Eri rekka2b.png Guard Air Guard Support
Mid No No
Damage Hit / Counter Hit Counter Scale
66 - / Butt Plant +40%
Backswing punch, hits crouching.


+A (Stage 3, after B)
Eri rekka3ba.png Guard Air Guard Support
High No No
Damage Hit / Counter Hit Counter Scale
90 Launch +40%
High kick that launches the opponent. Misses crouching (except Luna?).


+B (Stage 3, after B)
Eri rekka3bb.png Guard Air Guard Support
Mid No No
Damage Hit / Counter Hit Counter Scale
66 +21 Knockdown +50%
C Version of Air Spike.


+C (Stage 2)
Eri rekka2c.png Guard Air Guard Support
Overhead No No
Damage Hit / Counter Hit Counter Scale
81 - / - +40%
Overhead halfspin hop attack.


+2C (Stage 2 or 3)
Eri rekka22c.png Guard Air Guard Support
Low No No
Damage Hit / Counter Hit Counter Scale
83 - / Butt Plant
Knockdown (when close)
+40%
Sliding attack.


+C (Stage 3)
Eri rekka3c.png Guard Air Guard Support
High Yes No
Damage Hit / Counter Hit Counter Scale
91 Wall-Bound +40%
Overhead hop attack, wallbounces if near corner.


+66 (Stage 3)
Eri rekka366.png Guard Air Guard Support
- - Yes
Damage Hit / Counter Hit Counter Scale
- - -
Crossup somersault forward, cannot be done on whiff. Very unsafe.


Liberty Arts

236+BC: Stinger Raid
Eri super1.pngEri super2.png Guard Air Guard Support
Mid No No
Damage Hit / Counter Hit Counter Scale
207 Wall-Bound +40%
7 hit combo, invincible on startup. Second hit must connect or else the remaining part will not. On hit, can cause wall bounce near the corner and you can perform a follow up combo. If blocked, only the first two hits come out, and Eri will be in 236A->B Rekka state, meaning she can hit A, B, C, 2C for the follow-ups. She can not however use 66.


Strategy

Pokes

Your best jump-ins are j.6A for range, j.A for speed, and j.C as a crossup. There are too many characters with really good one button anti-airs to really approach from the air though, stick to the ground in general.

Eri has lots of VERY good ground pokes. 2A/2B/3B/2C are all very good, as are 5B/5C. 2A stuffs so many ground normals it's ridiculous, plus it's a low hit. 2B induces stagger on Counterhit and combos into itself but requires some skill to reaction combo into a 236B. 3B acts as a VERY long range low poke and is very solid when used with your assist correctly. 2C is a knockdown with very good range and solid damage.

5B is very fast and has very solid range. Same as 2B, you can combo into 236B on Counterhit, but it requires some practice. 5C has a very large hitbox, hits crouching, and gives you a combo on Counterhit. It also does solid damage to their assist meter on block and is just very strong in general.

Pressure/Mixups

Your preferred rekka is generally 236A->B->*, as it is a solid block string, hits crouching, and is very good for dealing damage to their assist and Calcium meters. 236A->A->A should only be used to start combos since it can be ducked under and punished very easily. 236A->B->A 6D is a pretty strong sequence that waits out pokes and mashers and allows you to run in again with another 236A->B->A, or whatever else.

236A->B->C is solid to use as a mixup against characters who can't punish it. It's hard for most since it leaves Eri a good distance away, but it does leave her at disadvantage, and Lilith can 360 it for free. Also, as with most slow block strings, you have to be aware they can call an assist to knock you out of it even while they are blocking. Use it along with an assist (3D perhaps) to make it safer. Similarly, you can use 236A->C and 236A->2C or 236A->A/B->2C as part of a mixup when you can cover it.

On a knockdown midscreen meaty 214B crossup is a decent option, but is easy to parry on reaction. If it hits you get a free strong combo. Be aware though because of the parry animation a crouch parry will actually push you out and make the crossup whiff. 6B can be used to cross up knocked down opponents, but its use is limited. Calling an assist then doing a crossup j.C is also a solid option.

Eri's throw is also very good. You can combo off a back throw at mid screen, and any throw that throws them into the corner. You can get upward of 25% or more damage from it, so it's a very good tool as part of mixups. 2A makes for an amazing tick setup (mixup with 6D~2B or whatever else), as does Eko's 6D or anything similar.

Defensive

Wake up super is a viable tactic if you have a meaty on you that isn't an assist, it is the only move she has with startup invincibility. The super is safe on block, and on hit near the corner, you can land a solid combo that will refill your super bar by up to ~50% again.

Despite not having any 'true' invincibility, Eri's 22X moves are very good on defense. They stuff all throws, and will stuff almost all moves. They are very unsafe of course, so you will want to be careful with how you use them. For Anti-Air, her 22B is generally her best option if done early as it has a huge initial, air unblockable hitbox. 22A or 22C are better if they are deeper, as 22C has upper body invincibility and 22A is just extremely fast.

Eri's backdash is also very good. It has complete invincibility, including to throws, for the initial 17F of the backdash. This means it can be used as a reversal, and can dodge pretty much all normals. Don't be afraid to use this, but be careful of the somewhat laggy recovery.

Matchups

Yui

Haruka

Lilith

Luna

Kurumi

Saki

Kaede

Natalia

Eri

Ayane

Combos

Damage is VS Lilith.

6B Notes: Any corner combos involving 6B can generally be looped, see the loop section below for examples. Also, you can generally link the Super after a 6B if done low enough to the ground in any of these combos.

Without Assist

2A, 2B (58)
2B, 2B (100)

5A 5B, 2C (160)
  Misses crouching Lilith.

5A 5B, 236A ...
  Doesn't work on some characters.

5B, 236A ...
  5B Wiffs VS crouching.

6B, 22C (210, Corner)

6B, 6B, 22C (268)
  Slightly out of the corner.


CH 6A, j.B j.C (230)
CH 5B, 236B-> ...
CH 2B, 236B-> ...

CH 5C, 66 5C (133)
CH 5C, [6] 2C (172)
CH 5C, 2[6]2C (186)
CH 5C, 236B+C ... (297+)
CH 5C, 6B ... (250+, Corner)


j.6A, 6B, 22C (238, Near Corner)

CH j.6A, 66, 236B->A->B (176, Mid)

j.C (crossup), 236C-> ...


236A->B->2C (167)
236A->B->A, 5C (229, Mid)
236A->B->A, 236B->A->B (272, Corner)
  Solid on BLOCK, but ->A won't launch on crouching hit. Use the 2C combo in these cases.

236A->A->A, 6B, 2[6]2C (287, Corner)


(236A->A/B)->C, 22C (215)
  Corner, Combo off overhead.


214B, 22C (208)
214B, 6B, 236B+C ... (Take off 6B in corner)
214B, 6B, 22C (259, Corner)


CH 22A, 22C
CH 22A, 236B+C ...
  Only works if 22A hits them near the peak of their jump. 22C can connect in the corner or as a crossunder.


... 236B+C, C
... 236B+C, 22C

Eko

1A~6D~1B, 236B->B->2C (220)   Works even against crouching Lilith.


6D~3B, 66 5B, 236A-> ...

6B, 6D~5C, 6B, 22C (313, Corner)

6B, 6B, 6D~5C, 6B, 22C (357)
  Slightly out of the corner.


... 6B, 5C~6D, j.6A, 6B, 22C
  Stronger wall bounce combo, but only stronger on the last rep of a loop. Kind of finicky.

... 6B, 6D~5C, 6B ...
... 6B, 5C~2D, 6B ...
  Generic corner loops. 6D version does a little more damage and costs a little less, but doesn't work if they juggle too high. You can generally use these anywhere you can land a 6B in the corner.


2C+D, 236B->A->B (~264, Mid)
2C+D, 6B, 236B->A->B (~292, Corner)


(Knockdown, 3D, 236A->C), 6B, 22C (~205)
(Knockdown, 3D, 236A->2C), 6B, 22C (~205)


236A->A->A, 6D~6B, 236B->A->B (288)
236A->A->A, 6D~6B, 236B+C ... (367+)
  Mid Screen Combos.

236A->A->A, 6B~6D, 23[6]B->B->C, 22C (349)
236A->A->A, 6B~6D, 23[6]B->B->C, 236B+C (442+)
  Cross under combos, mid screen only. Don't work on some characters unless near the corner.

236A->A->A, 6B+6D, 23[6]B->B->A, j.B j.C (321)
  Cross under combo, mid screen, works on anyone. Pause between each hit of the rekkas.


236A->B->A, 5C~6D, j.6A, 6B, 22C (370)
236A->B->A, 5C~6D, 6B, 5C~6D, j.6A, 6B, 22C (391)
236A->B->A, 5C~6D, 6B, 236B+C ... (445+)
236A->B->A, 5C~6D, 6B, 236B+C, 2D, 6B, 5C~6D, j.6A, 6B, 22C (475)
  Corner Combos.


(236A->A/B)->C, 2C~2D, 6B, 22C (338, Corner)


214B, 6D~6B, 236B->B->C, 22C (338, Mid)
214B, 6B, 5C~6B, j.6A, 6B, 22C (352, Corner)


... 236B+C, 2D, 6B, 22C
... 236B+C, 2D, 6B, 5C~6D, j.6A, 6B, 22C


Throw, 2D, 6B, 22C (280, Corner)
Throw, 2D, 6B, 5C~6D, j.6A, 6B, 22C (392, Corner)

Throw, 2D, 66, 22C (~258)
Throw, 2D, 236B+C (340+)
  Works at mid screen off a back throw reliably. May work off a forward throw depending on assist position.

Sierra

2A, 5A 5B~5D, 236B-> ...
  VS standing.

5A 5B~5D, 236B->B->2C
  VS crouching.


... 6B~6D, 5C, 6B, 22C (~292+, Corner)


236A->A->A, 6B~6D, 5C, 6B, 22C (314, Corner)
236A->A->A~6D, 6B, 66, 214C, 22C (257, Mid)
236A->A->A~6D, 6B, 66 236B+C, 22C (379+, Mid)


236D~A->C, 236C->A->A ...
236D~A->2C, 214B, 22C (227, Mid)
236D~A->2C, 6B, ... (Corner)
  Basic high/low mixups with assist coverage.


214B/C, 6D, 6B, 66, ...


4Throw~3D, 214B, 2[6]2C (284)
4Throw~3D, 236B+C ... (~364)


Juliet

... 6B, 5C~3D, 66, 6B, 236B->A->B (~337+, Corner)
... 6B, 5C~3D, 66, 6B, 5C~3D, 66, 6B, 236B->A->B (~415+, Corner)
  Easy and safe combos off a wallbounce. Sets up from almost anything in the corner.

... 6B, 5C~3D, j.6A, 6B, 22C (~368+, Corner)
... 6B, 5C~3D, j.6A, 6B, 5C~3D, j.6A, 6B, 22C (~439+, Corner)
  Stronger but slightly harder.

... 6B, 2D, 6B, 22C (~431+, Corner)
  Very strong but somewhat finicky on spacing.


5A+5D 5B, 66, 5B, 236A->A->A, 6B ...
5A+5D 5B, 66, 5A+5D 5B, 66, 5B, 236A->A->A, 6B ...
  Corner loop. Good for pressure too.


236A->A->A+3D, 214B, 2[6]2C (308, Mid)
236A->A->A, 6B~6D, 6B, 22C (399, Corner)
236A->A->A, 6B ... (Corner)


(236A->A/B)->C, 3D~2C, 6B, 236B->A->B (360, Corner)
(236A->A/B)->C, 3D~2C, 6B ... (360, Corner)

236D~B->C, 22A (252, Overhead)
236D~B->2C, 22A (243, Low)
(Knockdown) 6D, 6, 6B (cross over), 22C (270, Crossup)
  Works as a basic mixup set off a knockdown or otherwise.


214B/C, 3D, 214B, 2[6]2C (275, Mid)
214B/C, 6B ... (Corner)


22D~C (284)


... 236B+C, 22D~A (301)


6Throw~6D (245)
4Throw~2D (275)
  Input is somewhat strict, have to input the assist somewhat late after inputting the throw.


Kanae

3D, 236B->A->B (137)
3D, 6B ... (Corner)


2D, 66, 236B->A->B

2D, 66, 236B->B->C, 22C (383)
  Cross under combos, mid screen only. Don't work on some at all (Lilith).

2D, 66, 236B->B->A, j.B j.C (321)
  Cross under combo, works on anyone? Pause between each hit of the rekkas.


236A->A->A, 5D~6B, 6B, 22C (323, Corner)
236A->A->A~2D, 6B, 66 236B->A->B (304, Mid)
236A->A->A~2D, 6B, 66, 6B ... (350+, Near Corner)

236A->A->A~2D, 6B, 66, 236B->B->C, 22C (383)
236A->A->A~2D, 6B, 66, 236B->B->A, j.B j.C (367)
  Cross under combos.


2D~22B, 66, 236B->A->B (274)
2D~22B, 66, ... (Cross Under Combos) (385+)


... 6B, 2D, 5C, 6B ...
  Somewhat out of the corner. Tricky but big damage. Works off other stuff too.


6Throw+6D, 22C (225)
  Only works at Mid, Kanae must be close.

Frame Data

Move Start-up Duration Recovery Total On Hit On Block
44 - - - 53 - -
Jump 4 - 3 - - -
Reflect 1 9 29 39 - -
Throw 7 1 28 36 Down -
5A 5 3 14 22 0 0
5B 13 3 18 34 +15 +9
5C 16 3 23 42 +4 +4
2A 4 3 12 19 +9 +9
2B 3 6 12 21 +8 +8
2C 3 4 27 34 Down -4
j.A 2 30 3 - [27] [30]
j.B 8 13 6 - [36] [36]
(j.B) +j.C 13 4 8 - [35] [35]
j.C 10 4 4 - [45] [34]
6A 7 4 24 35 -3 -12
6B 23 3 29 55 Down +1
3B 17 12 25 54 -9 -9
j.6A 18 7 16 - Down [51]
22A 2 19 64 85 Down -54
22B 9 20 67 96 Down -58
22C 5 23 69 97 Down -61
214A (Dash) - - - 74 - -
214A (Attack) 59 3 38 100 +20 +4
214B 19 29 32 80 Down -2
214C 19 32 35 86 Down -11
236A 11 3 38 52 -3 -3
236B 20 3 38 61 -3 -3
236C 28 3 38 69 -3 -3
(236X) +A 25 3 37 65 -14 -7
(236X +A) +A 21 3 30 54 Down -1
(236X +A) +B 22 15 67 104 Down -53
(236X) +B 35 2 44 81 -10 -14
(236X +B) +A 32 4 24 60 Down -4
(236X +B) +B 29 22 67 118 Down -47
(236X) +C 43 3 25 71 +6 [1]
-3
(236X) +2C 36 16 12 64 Down 0
(236X +X) +C 43 3 33 79 [2]
Down
[3]
-7
(236X +X) +66 - - - 61 -38 -32
236BC: 1st Hit
2nd Hit
13
26
2
5
27 73 Down 0
  1. There are 11 frames where the opponent is at neutral before the second hit.
  2. There are 14 frames where the opponent is at neutral before the second hit.
  3. There are 7 frames where the opponent is at neutral before the second hit.


Vanguard Princess
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Characters

YuiHarukaLilithLunaKurumiSakiKaedeNataliaEriAyaneHilda

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