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
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)
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
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
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
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
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
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
>>>>>>>>
10 Damage
Jump-In Sweep
jA 4A4A 3A
>>>>>>>>
6 Damage
Corner Jump-In
jA 2A (2)8B 6A x [4]6B
>>>>>>>>>>
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
>>
10 Damage
One Meter Combos
C-Cancel Combos
CC Launcher with Autotimed Safejump
2A cc j5A 2A x [2]8B
>>>>>>>>>>
17 Damage
Note: Forward jump then immediately j2A for an autotimed safejump on roll.