Kaede Hioh

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Profile

Kaede Hioh is an assassin who lives in an underground community. Kaede has no memory of her past, and is "wrapped in an enigma".

Kaede receives a request for an assassination from the government and enters the fight to fulfill it.

Move List

Movement

66: Forward run. Running speed: Kaede > Yui > Saki > Eri > Ayane

44: Back-flip.

Throws

4/6C: Grabs opponent and throws them immediately nearby in the direction pressed.

j.6C: An aerial throw forward

Normal Moves

5A: Thrusts her palm forwards quickly. Can be used as an anti-air of sorts due to its quick startup and high hitbox. One hit, pushes opponent back.

5B: Slashes down with both hands on either side of her, leaving a trail. Good anti-air. One hit, pushes opponent back, causes trip on counter hit.

5C: Moves forwards in a spinning kick. Slow startup, one hit, misses crouching opponents, launches.

2A: Quick low kick with forward leg. Recovers quickly enough to chain into itself. One hit, pushes opponent back.

2B: Spins in a knee-high sweep. One hit, pushes opponent back, causes trip on counter hit.

2C: Leans forwards and slashes with her hand. Has some noticeable startup. One hit, hits low, causes knockdown.

j.A: Lifts her front leg up high. One hit, hitbox remains for entire animation, pushes opponent away on aerial hit, causes knockdown on aerial counter hit. Decent air-to-air attack since it stays out for a while.

j.B: Kicks her leg out in front of her. One hit, pushes opponent back, causes knockdown on aerial counter hit. Has pretty good range making it good in air-to-air situations. Can cross-up

j.C: Slashes with both hands in front of her, leaving a trail. One hit, pushes opponent back on aerial hit, causes knockdown on aerial counter hit. Overhead. This attack is a good jump-in since it hits downward.

Command Normals

6B: Lunges forward with leg outstretched. Pushes opponent back, while advancing. One hit, causes trip on counter hit. It is possible to pass over an opponent while they are crouching, thus crossing them up.

Special Moves

(In Air) 236A/B/C -> A/B/C: 円月蹴_en getsu shu (Round Moon Kick)

Moves diagonally downwards, lands on opponent and thrusts away for 3 hits, knockdown, and alot of stun. If the finisher is not used, she leaps off of them after one hit only and can immediately use Support when she does so.

236A/B/C: 迅雷爪_jing rai so (Thunderclap Claw)

Dashes forward and slashes upwards at body height, leaving a trail. Button strength determines dash distance. One hit, pushes opponent away. Causes trip on counter hit.

(During Thunderclap Claw) 236A/B/C:

Moves forwards and slashes upwards at head height with other hand, leaving a trail. Button strength determines movement distance. One hit, pushes opponent back, causes trip on counterhit.

(During Thunderclap Claw Extension) 236A/B/C:

Launches upwards in a flash kick. Hits twice, causes launch/knockdown.

421A/B/C: 落葉斬_raku yo zan (Falling Leaves Decapitation)

Leaps forwards and slashes down with her hand. Button strength determines distance and height of jump. Hits once, overhead, causes knockdown on counter hit.

63214A: 真空斬_shin ku zan (Vaccuum Decapitation)

Slashes with both hands, forming a glowing "X" in the air which travels forwards. Three hits. If you are too close to the opponent, the attack will not connect at all.

63214B: 真空斬 (Vaccuum Decapitation)

A fake-out version of 63214A. Spark appears then move ends. 0 hits.

63214C: 真空斬 (Vaccuum Decapitation)

Spins backwards and releases a 63214A. Three hits. If you are too close to the opponent, the attack will not connect at all.

22A: 飛翔壁襲_hisho-heki shu (Flying Wall Assault)

Leaps backwards onto wall then ends. Aerial moves possible after. 0 hits. Can miss wall if opponent advances. Use of Support is allowed for all versions of this special.

22B: 飛翔壁襲 (Flying Wall Assault)

Leaps backwards onto wall then moves diagonally downwards to kick the opponent. One hit, causes trip on counter hit and floats the opponent on air counter hit. Can miss wall if opponent advances.

22C: 飛翔壁襲 (Flying Wall Assault)

Leaps backwards onto wall then launches forwards in a flying kick at opponent's face. One hit, misses crouching opponents, causes trip on counter hit and floats the opponent on air counter hit. Can miss wall if opponent advances.

Liberty Arts

236B+C: 神速血祭り_shinsoku chimatsuri (Godspeed Bloodbath)

Dashes forwards and slashes opponent, then follows up with multiple teleport slashes. 42 hits, leaves opponent on ground.

214B+C: 至天崩震_shiten ho shu (Climactic Heavenly Destructive Earthquake)

Jumps forwards and slams hand down on the ground, leaving multiple trails. One hit, can hit aerial opponents, can crossover crouching opponents, overhead, causes launch.

Strategy

Kaede is the deadly assassin. She may not be as quick as Kurumi or Eri, but what she makes up for a slight decrease in attack speed is her damage and sneakiness. She is the melee fighter with heavy damage on her side, and she is capable of dishing it out quickly. Her 5C attack alone deals 11% damage, her aerial Round Moon Kick deals 16-20%, and her thunderclap claw attack comes out fast and deals 30% when done successfully. Her attack list is filled with quick strikes (5B/2B/2A/6B), and players who master Kaede will find themselves dealing combos with massive damage and causing a world of pain in a very short amount of time.

Just like an assassin, Kaede's designed to be constantly on the offensive and kill as fast as possible once there's an opportunity. To create those opportunities, Kaede has a stun attack (62314A/C) that is good for ensnaring victims or stopping their specials, a poke attack (6B) where she sticks out her foot to counter an opponent from doing anything, an aerial attack (j. 236A/B/C) to ambush incoming enemies, as well as a flying wall attack (22B/C) where she jumps backwards to evade before countering with a kick. The stun attack in particular is great for starting combos or for unleashing your special, and it's invaluable in holding off opponents that have cornered you or are giving you a hard time. It is this dual nature of counterattack/stun and a relentless assault that gives Kaede players the option of playing with some space between their opponent or simply clawing them to death.

By far the most defining move in Kaede's arsenal is her Thunderclap Claw (236A/B/C). Players new to Kaede will have to learn that this attack is useless unless it is done three times in succession, because the first and second swipe only deal 10% damage altogether and both have HUGE recovery times. Do it three times, and master it well. It is fast, it deals 30% damage, has the element of surprise and almost all attacks will chain into this combo. It deals nearly as much damage as her special attacks. This combo, along with the stun attack and a mixture of regular attacks will cause a lot of chaos for many opponents.

For this reason, Kaede is probably the only melee fighter who can overcome the disadvantage presented by the range attackers. Of course, it takes a fast mind and very good reaction time to use Kaede effectively, so it's not without its share of work. However, anyone who can keep her on the offensive and supply a constant flurry of attacks will enjoy the damage she deals and the odds she can overcome.

Matchups

Serious Advantage Match-ups:

Advantage Match-ups:

Haruka: She has big spells, but don't let that intimidate you. You can actually duck her Melt Shot and get in quickly with a 236C claw attack to mess up her day. You'll get punched back a few times, but a good amount of your attacks and a well-placed stun will prevent her from doing much else, and that's trouble for her.

Fair Match-ups:

Eri: Here is the other fighting machine on the block. Both of you will have an interesting time trying to beat each other up. The question is whether she'll kill you first, or if you can stun her enough times to make her pay.

Luna: This is a gunslinger you do have to work against. You have to deal with her guns, but she'll have a hard time if you spam your claw attack and stun her plenty, which actually isn't that hard to do. Her height also makes her the perfect victim for your 5C kick. Use 6B if you think she's going to Gun Port Roar you, and jump up to aerial kick her if you catch her in one of her mid/low shooting stances.

Lilith: Because of your constant frontal assault, Lilith likes you. It gives her chances to throw you down. However, she can do little against your stun attack and your aerial attack. This is actually a fun time to spam your flying wall kick, because she can't chase you around. Your aerial kick is also good at countering any throw attempts, but don't use it when she's ducking because her 2B counters it. There's a little bit of a mind game behind this one, but this is a match that's mostly under your control.

Disadvantage Match-ups:

Yui: There's a good chance you'll still hit her because her sword is a bit slower than you, but you need to watch out for the sword's range and her Ama Ikazuchi attack. Those two things directly counter your advance. It's an uphill battle. Don't even try an aerial or a jump-in, she'll counter that too. Once you get in, keep it quick -- she does have her own physical attacks.

Ayane: Because her arrows cause knockdown instead of stun, this actually messes up your advance. Being a defensive player, she is ready to counter your onslaught. Her panty flash 5C attack is a bane to your existence, and her cute little 2C spin trip will ruin your claw attack from time to time, so you might have to use 236A to outdo her. Her special attacks are also a pain. If you don't keep a steady stream of stun and claw attacks her way, she'll take over the game with 5C/5B/6A/2C and her 236C DOM! attack.

Serious Disadvantage Match-ups:

Combos

No Assist j.236/C > behind opponent 5C

63214A/C > 5C

63214A/C > 236Bx3

236C > immediate 236Ax2

Midscreen

2A > 2A > 2A > 236Ax3

5C > Airthrow

5C > 236B+C (j.C > 236B+C also works. (corner) 5C > 5C > 236B+C works, with precise timing.)

(crossup)j.C > 2A > 2A > 2A > 236Ax3

Eko assist

Midscreen

j.C > 2B+2D(or 5B~2D) > delayed 5C > delayed 236B+C

Corner

5C > 6D > 5C > 2D > j.236C->C

3A+D > 2A > 2A > 236A > j.236A > 2D > (236C x3 OR 214B+C)

2A 2A 2A > 236A 236B delay 236A > 6D > delay 5C > (you should be in the corner now) 6D 5B > (6D hits)5C > 5A 5C > 236B 236C > 236BC

Shiera

Midscreen

2A 2A > 236A 236B delay 236A~6D > (6D hits) 5C > air throw or 236BC

jC~5D > 5C > delay 3D > 5C > 5A > 5C > 236B 236C > 236E

Corner

jC~5D > 5C > 5D~5C > 5D~5C > 5D~5C > air throw

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