Eri Hasumi

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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.

Move List

Movement

66: Eri extends her legs forward alternatingly, each leap raises the center of gravity during take-off and lowers it on landing as the knee bends to absorb the shock. At mid arc, both feet are momentarily off the ground. This continual rise and fall of bodyweight expends energy opposing gravity and absorbing shock during take-off and landing. Running looks like a bullet. A bullet looks like a lithe, sleek instrument which effortlessly cuts through the air leaving a void in its wake, professional and yet strong. Sorta like running, if you can understand this you can use this move effectively. Running speed: Kaede > Yui > Saki > Eri > Ayane

44: Reverse Cartwheel. There seems to be some invincibility on this move, not bad on wakeup, just don't abuse or you'll be destroyed by certain moves and assists.

Throws

6C Eri throws opponent forward. You can hit them with an assist after only in the corner. 80 Damage.

4C Eri throws the opponent backward. You can hit them with an assist after if they were thrown into the corner. 65 Damage.

Normal Moves

5A: Short attack with the tonfa, chains into 5B. 18 damage.

5B: Longer ranged attack with the tonfa. Whiffs crouchers unless canceled from 5A. Links into 2A, 2B and itself except on Kurumi. Links into 236A on Haruka and Luna only. 38 damage.

5C: Longest ranged attack with the tonfa, moves eri slightly forward. 65 damage.

2A: 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. 10 damage.

2B: Low tonfa attack, links into 2A, 2B, and 6A. 50 damage.

2C: Sticks out both her legs, low and knocks down. 55 damage.

j.A: 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. 25 damage.

j.B: Eri elbows with her tonfa downwards. Chains into j.C. 50 damage.

j.C: Eri does a split in midair. Crossup. Terrible against crouchers as it will whiff. 60 damage.

j.C (after j.B) Eri swings her tonfa downwards. Target combo. 56 damage.

Command Normals

6A: Eri does a knee attack. 23 damage.

6B Eri does splits again, very similar to j.C, but instead of crossup, it causes wallslams. Goes over lows but will whiff crouchers. 75 damage.

j.6A Eri fully stretches out her leg, causes wallslams. 30 damage.

Special Moves

22+ A or B or C: エアスパイク (Air Spike)

Eri does a flying uppercut. Similar to Eko's 2D. The A and B versions do one hit, dealing 55 and 65 damage, while the c version is two hits dealing 65 then 34 damage.

236+ A or B or C: スマッシュビース (Smash Bees)

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 slowest while C is the fastest. The special cancels in various ways, below are the follow ups:
  1. > A: short upswing
    1. > A: roundhouse that causes the opponent to spin
    2. > B: B version of Air Spike
    3. > C: overhead hop attack, wallbounces if near corner
    4. > 2C: sliding attack
    5. > 66: crossup somersault forward, can not be done on whiff
  2. > B: backswing
    1. > A: high split kick that launches the opponent
    2. > B: C version of Air Spike
    3. > C: overhead hop attack, wallbounces if near corner
    4. > 2C: sliding attack
    5. > 66: crossup somesault forward, can not be done on whiff
  3. > C: overhead halfspin hop attack, links into 5A.
  4. > 2C: sliding attack

214+ A: リバースソバット (Reverse Sobat)

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. 75 damage.

214+ B or C: ローリングフェザー (Rolling Feather)

Eri will spin around in the air, if its a direct hit, it will hit twice. It is also an anti air, when done correctly its 4 hits. The first three hits of this move deal a whopping 1 damage each and have their own scaling modifiers, which is why the less hits the better damage. The last hit does 80 base damage.

Liberty Arts

236+BC: スティンガーレイド (Stinger Raid)

7 hit combo. Invincible on startup. If this hits someone in the air it will hit twice for a whopping 10 damage. If blocked only the first two hits come out, and Eri will be in 236ab rekka state, meaning she can hit A, B, C, 2C for the follow-ups. She can not however use 66. Hits for 5, 5, 13, 14, 12, 13, 157 damage. 219 total.

Strategy

General

As of version 1.02 Eri lost her retarded looking (though admittedly effective) 6B loops.

There are no more restuns, plus Eri has to work for stuns as a ton of her combos do not stun anymore. She also lost 5B cancel into any special, including 236A and super. 236AB's recovery frames have been increased massively so you can no longer do continued stopped rekkas. Also her most favorite assist Eko has increased the costs of her assists.

Despite all these Eri is still good, she's just no longer completely braindead stupid. Several things from before still apply. Your best jump-ins are j6A (straight up usually, forward if you're confident) and jA. Despite jBC being improved against crouchers it still is pretty bad. There are too many characters with really good one button anti-airs to really approach from the air though, stick to the ground.

Your ground footsies are going to be dash in 2A/2B/2C. I'm serious, if you've played Melty Blood you know how this works. 2A snuffs so many ground normals it's ridiculous, plus it's a low. On CH 2A it has increased hitstun so you can actually combo into rekkas. 2B induces assplant on CH and combos into itself but it's quite hard to hit confirm into anything else. 2C is a knockdown. Your preferred rekka is still 236AB*, 236AAA should still not be used outside of combos. 236ABA's guard crush has also been increased, it takes anywhere from two to four repeated loops of this to guard crush someone, which is good because they are considered standing. Keep in mind that because of the increased pushback of 236A 236ABA 236ABA raw will not work, more than likely you'll have to try the slower and riskier 236BBA to get in again if you're going for a crush. 236ABA 6D is a pretty strong sequence that waits out pokes and mashers and allows you to run in again with another 236ABA. 236ABC should be used rarely but in the corner it goes into 2C 2D 214B etc.

On a knockdown midscreen meaty 214B crossup is a very strong option. If it hits you can combo into 2D into another 214B, it's up to you if you want to keep the knockdown or continue with a jBC for damage. Be aware though because of the parry animation a crouch parry will actually push you out and make the crossup whiff. In the corner you can try for jBC or jA 2A or just 2A or meaty rekkas. If you have someone scared enough 214A can scare them even more as it crosses up in the corner. 6B dead body crossup is also another gimmick to keep in mind.

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, none of her 22s have actual invincibility.

Unsure Character Specifics

Kaede: Nerfed pretty hard in 1.02, 2A no longer goes into rekkas plus other changes.

Eri: No clue.

Yui: She got a lot of buffs in 1.02 that have me worried personally.

Matchups

Serious Advantage Match-ups:

Advantage Match-ups:

Lilith: She got buffs in 1.02 but I can't see it changing this matchup too much. With the improved command interpreter 2A SPD is actually a threat. Still, this match feels pretty largely in Eri's favor, Lilith's 2C is a good anti-air but it's not stupid, meaning you can actually approach with jA, j6A a lot of the time. She still can't deal with rekkas at all, has no projectiles to really stop you from going from the ground, and stuns easily.

Haruka: Nerfed??? in 1.02, I can't for the life of me understand why. Just get in and stay in. It's like fighting Luna point blank except there's very little stopping you from opening her up.

Fair Match-ups:

Ayane: Her 5C panty flash anti air has been toned down in 1.02. It no longer complete destroys crouching attacks. Crouch the arrows, again this is another exercise in approaching from the ground. Her assist regen was nerfed, so she can't spam 3D Eko as much. Watch out for DONN! when dashing in post arrows, also the aerial super arrow smoke clouds make the mixup afterwards ambiguous. Watch out also for the overhead and the addition after if she doesn't backdash cancel it. There is scaling on her command throw now thank god, so the 214A oki into command throw or whatever bullshit isn't that bad. The equalizer in this matchup is she only needs two rekka chains to guard crush, crush leads into pretty high damage plus an opportunity to dizzy into more damage.

Natalia: One move, dat ass (5C). Goes over your lows, will destroy your jump-ins. All of Eri's moves get destroyed by this move, only straight up j6A and jA even have a chance. In general, DO NOT CHALLENGE THIS MOVE IF IT IS ALREADY OUT. You need to hit this in startup to have a chance against it, thankfully almost all of Eri's moves can hit her out of startup when done at the same time or even on reaction. Again since you don't spit out damage because of lack of easy stuns and restuns the damage race is pretty bad versus her. Don't rush in mindlessly. Her overhead pilebunker requires her to jump so it's pretty easy to see.

Disadvantage Match-ups:

Kurumi: Ugh. This match has gone south, even though both characters were nerfed. You can't really jump in on Kurumi ever. Maybe you can try jump in parry but it's still not that great of an idea. Along the ground, her pokes are really good, her target combo deals more damage, and since there is absolute block you have to always look for 6D into combo from your rekka strings. Her one special is still really fast for an overhead and her lows are all good also. Plus the damage race is hideous, don't be surprised to find her equalizing four of your combos with a couple of random hits. With the loss of easy stuns plus the fact that 5B 6D 5B nor 6B after 236ABA combo you're forced to start a stun combo with jC 236AAA raw, which really makes you lose damage. You can not play this matchup mindlessly as you don't have a million opportunities to hit her for huge damage anymore. She's lost her loop as of 1.02.

Saki: Saki: Her 3A is a killer. This will hit you out of your dash and 99% of your jump in attempts. Her 6A can also anti air late and will punch you straight out of your dash in 2A, plus it hits crouchers unlike 3A, j6A however will beat it. She has the dread annoying flower petal bullshit spam, plus 5B is really fast up close to smashing your face. If she goes to the air expect jC air to air of dive kick overheads into 2A. Watch out for overhead crossup gimmick on oki. Her 6E+6D(Eko) 2A super is an easy overhead into a low hitconfirm that does 50% or so and almost doesn't scale.

Serious Disadvantage Match-ups:

Luna: Nerfed in 1.02. Still good. Luna will most likely be using Shiera or Kanae here. In short, if you meet a consistent speed shooter, prepared to be extremely frustrated. She has at least two, maybe three stances that all can anti-air you instantly into her BnB. She can no longer loop you until dizzy though. If you are caught doing anything laggy she can random super you anywhere for pretty high damage. She is tall and has a fat hitbox, so 214B crossup oki works really well on her, but she does not crush fast at all. 236A 2C is way too slow to use to try to slide under bullets. How to use 4D IS ABSOLUTELY REQUIRED IN THIS MATCH. You really need to walk/dash in downback here a lot unless you want to try chicken guarding her instant aerial shots. Except even that is risky as you might get hit in your startup by speed shots. Remember there is no timer, so if you are full-screen chilling and 4Ding and she is spamming shots there is no rush. Whore the knockdown here, do not go for damage and let her tech as you need to stay in on her 24/7. Throw gimmick against aerial tech fails hard here, she can speed shot you before you throw her.

Combos

- Without Assist:

-- Anywhere

236+A > B > A > 22B

Do not bother with 236AA*, the second A will whiff crouching players, making it all but useless, the second A in 236ABA will whiff crouching players only if the first two hits hit, otherwise it is a seamless blockstring, 202 damage.

-- Corner

j.b > j.C > 5a > 5b > 236+A > B > B

Only works on crouchers. 285 damage.


- Eko

-- Midscreen

214+B/C > 2D > 214+B > jB > jC

Delay the 2D, don't hit it immediately after the 214 hits or you'll get less damage. Stuns. 209-218 damage. 2 Assist.

236AAA > 6D > 214A > 214B > jBC

Only works on standing. Use when they are stunned midscreen and you can not drag them into corner. The 214A crosses up so you're actually doing 214B from 2P side.

-- Corner

Generally if you have someone in the corner they will be crouch blocking for their life, so long stuns off jump-ins aren't really viable.

Make them flinch with rekkas.

None of the 5B > 6D > 5B combos will work on Kurumi because of her skinny hitbox.

4C (backwards throw into corner) > 2D > 214B > jBC

200-207 damage. 2 Assist.

6C (forwards throw in corner) > 2D > 214B > jBC

236A(block) > B(block) > C (hit) > 2C > 2D > 214B > jB > jC > 2D > 214B

Rekka string against crouchers in the corner, this is for people who like down back. You might just want to go for backwards tick throw instead since it eats assist meter like mad. ~376 damage. 4 Assist.

236A(block) > B(block) > C (CH) > 214B > 2D > 214B > jB > jC

Rekka string against crouchers in the corner, this is if they mashed lows out of your rekka and got counterhit. ~274-299. 2 Assist.

236A(block) > C > A > B > 6D> 236B+C > 2B > 2D > 214B > (jB) > (jC)

Another overhead rekka string, link 5AB off the C overhead into assist into super. ~379-415. 3 Assist 1 Super.

214A > 236A > B > B

Cross up combo against crouchers in corner. 233 damage.

214A > 236A > A > A > 6B > 2C > 2D > 214B > jB > jC

Cross up combo against standing in corner. 214A has a weird property in corner where if you cross up someone stand blocking you appear in front of them again, which puts them back in the corner and makes this combo possible. 441 damage.

(jB) > jC > 5A > 5B > 6D > 5B > 5B > 236A > A > A > 6B > 2C > 2D > 214B > (jB) > (jC)

Pretty easy, even in laggy netplay, pretty good damage too, but expensive on assist. 3 Assist. ~247 damage

jC > jB > jC > 5A > 5B > 6D > 5B > 5B > 236A > A > A > 6B > 6D > 214B > (jB) > (jC)

Probably not worth trying in netplay. Decent damage, for cheap too! 2 Assist. ~234 damage

- Shiera

-- Midscreen

236AAA > 6D > 6B > 214B > jBC > 6D > 214B > jBC

-- Corner

- Juliette

- Kanae

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