Pokemon: Close Combat/Heracross

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PKMNCC Heracross Stats.png
PKMNCC Heracross Portrait.png
Archetypes: Charge; Bully, Guard Breaker
Health: 40
Endurance: 14
Walk Speed: 2.8 / -2.0 (Crawling: 1.2, Running: 5.0)
Prejump Frames: 5
Fastest Attack: 5A (7f), (4)646B (3f)

She takes a sad song and makes it better!

Introduction

Heracross is a powerhouse of damage, and she prefers a slower pace of play. Her strong and far-reaching charges demand respect on both horizontal and vertical axes. Heracross is a unique fighter among the defensive archetype, as she can flutter her wings and take flight whenever she pleases. Combined with a strong set of aerial options, Heracross can play a surprisingly good aerial rushdown game if she so pleases. Should she choose to play it safe, she excels at punishing whiffs with staggering, single-hit yet high-damage charge tackles. Combining that with a solid meter gain gameplan, Heracross can steal rounds at a shocking rate.

Heracross can take the utmost advantage of destroying the opponent's guard due to her already strong burst options, which are perfect to use on guard break. Moves such as j2A, 6A, Horn Flurry, and Horn Charge put heavy pressure on a blocking opponent. Her offense (at least without meter) is less focused on any sort of mixups and more waiting like a ticking time bomb to erode your endurance at a devastating rate. Desperate opponents will attempt to escape before their endurance hits zero with jump-ins or other offensive options. This is when Heracross unleashes her secret weapon: Horn Turret! This flash kick is a powerful anti-air option that is invulnerable to many attacks, and the opponent must respect it even as a wakeup option.

However, this character is not without flaws. Many of the options listed here require commitment from the player, and your opponent can punish poor decisions in neutral. Simplistic in control, Heracross's gameplan and execution demands a slower pace - and an innate understanding of neutral to capitalize on mistakes!


Playstyle
PKMNCC Heracross NavboxIcon.png Heracross is a tanky charge character who specializes in playing slow in exchange for huge bursts of damage and devastating combos.
Pick if you like Avoid if you dislike
  • Flight: Heracross's unique Air Dash allows for strong mixups and pressure on the opponent, as well as a unique approach to neutral.
  • Endurance Damage: Key specials like [4]6B and 5B deal lots of endurance damage, leading to frequent guard breaks off safe pressure.
  • Powerful Hits: Heracross's burst damage and minimal combo routes allow for easier combo execution than the rest of the cast without any drawback of damage loss. This ability to score large damage in neutral helps compensate for any unreliability her meterless offense may have.
  • Bulky Beetle: Hera's meterless pseudo-reversal, durability, and ability to score a hard knockdown off her jab makes her one of the more defensively sound members of the cast.
  • Space Control: Heracross has very solid pokes, a lightning-fast anti-air, and a charge tackle built for whiff punishing, making her hard to challenge in her effective range.
  • Requires Charge: Heracross' best tools require her to be holding down/back for at least 0.4 seconds before she can use them, funneling her into a more passive playstyle.
  • Stubby Scarab: While Heracross' specials are huge, her normals lack the range to challenge some of the midrange-focused characters in the roster.
  • Reliant on Whiff Punishing: The defensive playstyle requires attentive focus and game knowledge to know when exactly to strike.
  • Linear Offense: Hera cannot convert off her high/low mix, and she struggles to become plus without meter. This means she'll often be forced to end her pressure quickly without meter.
  • No True Reversal: Horn Turret, while better than most of the cast can manage meterlessly, is still only upper-body invulnerable; Heracross has no way to guard against low-hitting attacks on wakeup.

Flight

Flight
66 (Air OK)
PKMNCC6.png PKMNCC6.png
PKMNCC Heracross Flight.png
whatever. Go my scarab
whatever. Go my scarab
Cancel Invul Startup Recovery Cost Unique
4, j5A, j2A, Beetle Dive Throw - - - -

Heracross unsheathes her beetle wings and takes to the skies.

  • Can be performed from either air or ground
  • Vertical trajectory can be changed upward (8) and the flight can be cancelled with 4
  • Flight speed is 5.0
  • Aerial moves cannot be used if Heracross is flying along the ground
  • Aerial moves cancel Flight and carry the instantaneous momentum with the exception of Beetle Dive
  • Aerials cancelled out of the air version do not carry momentum

Normals

5A
PKMNCC A.png
PKMNCC Heracross 5A.png
Stop sign.
Stop sign.
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid 3A - -
Startup Active Recovery Advantage Cost Unique
7 3 12 +2 [+2] - -
Total: 21

Heracross delivers a quick palm-strike.

  • Heracross' fastest normal, making it her best button for abare
  • Leads into 3A, gaining meter and letting you corpse hop the opponent if they don't roll
  • Just plus enough for tick throws, though you should consider the double endurance refresh this causes
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Heracross 4A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 4AA, Special - -
Startup Active Recovery Advantage Cost Unique
9 7 11 +5 [-1] - -
Total: 26

Heracross leans in and swings her horn towards the screen.

  • Typical combo starter when you need back charge
  • Heracross lowers herself whilst using this move, making it an unsuspecting anti air
Toggle Hitboxes
Toggle Hitboxes
4AA
PKMNCC4.pngPKMNCC A.pngPKMNCC A.png
PKMNCC Heracross 4AA.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid 3A, Special - -
Startup Active Recovery Advantage Cost Unique
5 3 16 +4 [-2] - -
Total: 23

Heracross swings her horn away from the screen.

  • Combo filler, allowing more time to charge up a Horn Charge
  • Cancel into 3A for meter and continued pressure, cancel into [4]6B for damage
  • Reduces Horn Charge's startup by 5 frames when canceled into
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Heracross 6A.png
Damage Endurance Damage Guard Cancel Invul Property
4 1 Mid Special, C Cancel - -
Startup Active Recovery Advantage Cost Unique
12 12 25 8/4 [-4/-8] - -
Total: 48

Heracross jabs forward with her horn.

  • Heracross's best midscreen poke, good for everything from special confirms to tick throws to immense CC combos
  • Skips the late hit entirely if the early hit connects or is blocked
  • Safely meaties off even your worst knockdowns
  • Can be buffered into Horn Charge by charging back, then doing 6A 6B
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Heracross 2A.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 Mid Special, C Cancel Upper Body Launch
Startup Active Recovery Advantage Cost Unique
18 4 27 +80 [+0] - -
Total: 48

Heracross swings her horn in an arc upwards.

  • Preemptive anti-air, can be cancelled into [2]8B for massive damage when you have charge
  • On counterhit this move grants Heracross access to strong meterless and stronger metered options, especially in the corner
  • Combos out of 6A on CH or CC, but never out of Horn Flurry
  • Combos out of j2A, but only the second hit of j5A
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Heracross 3A.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low Super - Sweep
Startup Active Recovery Advantage Cost Unique
15 5 34 +49 [-21] - -
Total: 53

Heracross sweeps at the opponent's feet with her horn.

  • Standard sweep, builds a bar on hit
  • Relatively easy to combo into
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Heracross JA.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2 0, 1 High - - -
Startup Active Recovery Advantage Cost Unique
18, 28 3, 5 6 +16 [+17] - -
Total: 59

Heracross swings wildly while in the air, hitting twice.

  • Second hit only comes out if the move is started high enough off the ground, but isn't required to combo into 4A
  • It does, however, contain the move's only point of guard damage
  • Primary air-to-air, comboing into [4]6B
  • Hold back while inputting it to keep your grounded airdash momentum in check
Toggle Hitboxes
Toggle Hitboxes


j2A
PKMNCC2.pngPKMNCC A.png PKMNCC J.png
PKMNCC Heracross J2A.png
Damage Endurance Damage Guard Cancel Invul Property
4/3 2/1 High - - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
21 1 Mid, 17 Weak 6 +27/20 [+25/18] - -
Total: 44

Heracross slams her horn down while in mid-air.

  • Incredibly active, can be argued as a superior jump-in when aiming to start a combo
  • Ideal meaty after more advantageous knockdowns, can even safejump
  • More advantageous and guard damaging than j5A
  • Long startup allows it to whiff, giving access to empty jump mixups
  • Hold back while inputting it to keep your grounded airdash momentum in check
Toggle Hitboxes
Toggle Hitboxes

Specials

Horn Flurry
5B
PKMNCC B.png
PKMNCC Heracross 5B.png
Nice armor, would be a shame.
Nice armor, would be a shame.
Damage Endurance Damage Guard Cancel Invul Property
1, 1, 3 1, 1, 2 Mid [4]646B, (First Hit Only) C-Cancel - -
Startup Active Recovery Advantage Cost Unique
9, 9, 9 7, 7, 12 24 +1 [-5] - -
Total: 76

Heracross jabs at the opponent with her horn 3 times.

  • Key pressure tool, as it deals massive endurance damage on block while remaining safe
  • All 3 hits will not land unless you are very close to the opponent or have them cornered to mitigate pushback
  • On C-Cancel, leads to nearly airtight strike/throw mix with 4A
Toggle Hitboxes
Toggle Hitboxes


Horn Charge
[4]6B
PKMNCC4.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Heracross 46B.png
CROSUGEKI!
CROSUGEKI!
Damage Endurance Damage Guard Cancel Invul Property
6 2 Mid [4]6B2B (Horn Sweep) - Knockdown
Startup Active Recovery Advantage Cost Unique
14 27 18 +45 [-16] - -
Total: 58

Heracross launches forward at her opponent.

  • Requires backward charge to execute (hold PKMNCC4.png for at least 0.4 seconds)
  • Standard headbutt, fantastic at horizontal space control but punishable on block
  • High-damage combo ender if you have charge
  • Launches Heracross back on hit or block, locking the move's frame advantage at -16 even if hit meaty
Toggle Hitboxes
Toggle Hitboxes


Horn Turret
[2]8B
PKMNCC2.pngPKMNCC8.pngPKMNCC B.png
PKMNCC Heracross 28B.png
Damage Endurance Damage Guard Cancel Invul Property
5 1 Mid jB Upper Body Launch
Startup Active Recovery Advantage Cost Unique
11 13 52 +54 [-26] - -
Total: 75

Heracross launches skyward, horn-first.

  • Requires downward charge to execute (hold PKMNCC2.png for at least 0.4 seconds)
  • Heracross has the ability to crawl forward, preserving her downward charge
  • Can be input as [1]7B to maintain backward charge
  • Faster but riskier anti-air than 2A
Toggle Hitboxes
Toggle Hitboxes


Beetle Dive
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Heracross jB.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 High - - Knockdown
Startup Active Recovery Advantage Cost Unique
14 33 +14 [-6] - -
Total: 46

Heracross quickly dives towards the ground.

  • Key part of Heracross's aerial neutral, allowing her to hit the ground quickly
  • Unreactable overhead, forces the opponent to stand-block on a read
Toggle Hitboxes
Toggle Hitboxes

Hyper Moves

Beetle Dive (Horn Turret)
[2]8BB
PKMNCC2.pngPKMNCC8.pngPKMNCC B.pngPKMNCC B.png
PKMNCC Heracross jB.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 High - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 33 +14 [-1] 1 -
Total: 40

Heracross quickly dives towards the ground after Horn Turret.

  • Makes Horn Turret safe on block in exchange for 1 meter
  • Often more minus than its frame data implies
  • Consistent combo ender after Horn Turret
Toggle Hitboxes
Toggle Hitboxes


Horn Sweep
[4]6B2B
PKMNCC4.pngPKMNCC6.pngPKMNCC B.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Heracross 46B2B.png
hello i am under the fireball
hello i am under the fireball
Damage Endurance Damage Guard Cancel Invul Property
8 (ground)/4 (air) 1 Low - Full (4-69) Knockdown
Startup Active Recovery Advantage Cost Unique
40 8 30 +50 [0] 1 -
Total: 77

Heracross cancels her charge and swings at the opponent's feet.

  • Can be cancelled into when flight from Horn Charge begins
  • Invincible neutral skip, high mobility makes it hard to punish even on whiff
  • Good in pressure, dodging the opponent's strike & converting into a high-advantage knockdown
  • Checks an opponent for walking back
Toggle Hitboxes
Toggle Hitboxes

Super

MegaHorn Flip
[4]646B
PKMNCC4.pngPKMNCC6.pngPKMNCC4.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Heracross 46B.png
Jumpscare.
Jumpscare.
Damage Endurance Damage Guard Cancel Invul Property
8 (Scaled), 6 (Unscaled) 1 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
13 [-10 Super Freeze] 16 21 +36 [+1] 2 -
Total: 49

Heracross scoops her opponent, flies up and slams them to the ground.

  • Unreactable halfscreen hitgrab
  • Rare combo finisher, best used when guaranteeing a kill
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Heracross 6C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable (Throw) [4]6B, [4]646B - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 50

Heracross scoops the opponent with her horn and tosses them.

  • Can be cancelled into Horn Charge or Mega Horn Flip for 1 or 2 bars of meter respectively
  • Cancels can be used to cash out damage on Hera's usually underwhelming throws
  • Cancels do not require charge and can be input as 46B and 4646B respectively
  • If cancelled, the throw does not gain a bar of meter


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Heracross 4C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 50

Heracross suplexes the opponent.

  • Excellent oki into a throw loop if opponent does not roll when getting up

Combos

Air Starter Note

  • Heracross's j5A and j2A are interchangeable for most combos; j5A is slightly faster but either does less damage or scales the combo more, while j2A does more consistent damage but is slower and may fail to combo if hit too late. In this section, "jA" refers to a combo that starts with either aerial.


Charge-Related Tech

  • Directly after charging, Heracross has a short period where she can do any input while maintaining her charge. This is known as charge partitioning. For example, she can crouch for 0.4 seconds, perform a 6A, and then immediately tap 8B to combo 6A into Horn Turret.
  • When you need to do a charge move directly after a C-Cancel, input the C-Cancel with 1 so that you dash forward while charging.
  • Mega Horn Flip has a complicated input that often needs to be "hidden" inside combos; for example, she can charge back, 6A, tap back, and 6B to combo 6A into the super.

Meterless BnBs

Jump-In
jA 4A4A [4]6B

PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

10 Damage


Jump-In Sweep
jA 4A4A 3A

PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png

6 Damage


Corner Jump-In
jA 2A (2)8B 6A x [4]6B

PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC1.pngPKMNCC A.png>> PKMNCC7.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC46.pngPKMNCC B.png

23 Damage
Note: Delay the (2)8B until your opponent is at the peak of its range. Charge back during the first part of the combo, then snap forward and press A simultaneously before a delayed 6B.


Anti Air
2A x [2]8B

PKMNCC2.pngPKMNCC A.png>> PKMNCC8.pngPKMNCC B.png

10 Damage

Colors

A
B
C
D
E


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