| rdfs:comment
| - "All are equal in the face of death." —Hiryu's winning quote In his return in UMvC3, similar to Zero's changes to vanilla MvC3, Hiryu's independent performance has improved greatly, some moves that were left untouched back then can now be practically used to extend his combos to amazing lengths, making him more practical as an on-point character and like Zero's improvements, has a better neutral game. One of the biggest changes is that his Wall Cling and its followups (thanks to the system changes from MvC2-to-TvC/(U)MvC3) can now be used too well in combos, making him brutal anywhere on the screen, but more so if the opponent is in the center, and his light normals can now be rapid-fired/chained into each other, making his hit confirming much more easier.
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| abstract
| - "All are equal in the face of death." —Hiryu's winning quote In his return in UMvC3, similar to Zero's changes to vanilla MvC3, Hiryu's independent performance has improved greatly, some moves that were left untouched back then can now be practically used to extend his combos to amazing lengths, making him more practical as an on-point character and like Zero's improvements, has a better neutral game. One of the biggest changes is that his Wall Cling and its followups (thanks to the system changes from MvC2-to-TvC/(U)MvC3) can now be used too well in combos, making him brutal anywhere on the screen, but more so if the opponent is in the center, and his light normals can now be rapid-fired/chained into each other, making his hit confirming much more easier. He is the only member of the UMvC3 cast to have two level 3 hyper combos, both of which are extremely powerful, so it's best to team up Hiryu with Battery characters so that you can have a full hyper meter when Hiryu is on the field. By stacking a level 3 X-Factor with his Ouroboros hyper mode, Hiryu becomes a powerful anchor character that can tear through two characters in a row. Despite this, a big weakness for Hiryu like all Fragile Speedster-types is that his health is no doubt within the low range, and he cannot afford to take too many hits from there on. He also has trouble trying to output damage further than expected, often requiring resets, okizeme and whatever other means to reset damage scaling or using his teammates to increase his offense.
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