Hector

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Hector keeps opponents at bay with the long reach of his katana. His specials cost life, but he can restore it using his meter. Hector's dash is a high speed ground crossup, while his backdash is more of a counter attack.

Moveset[edit]

Normals[edit]

Input Move Description Frame Data Hit/Block stun Notes
Dpad none.png
Buttons a.png
H5A.png
4 4 3
12
Dpad none.png
Buttons b.png
H5B.png
11 6 24
KD / 18 Extends Hector's Hurtbox. External Hitbox.
Dpad down.png
Buttons a.png
H2A.png
5 4 15
12 Low.
Dpad down.png
Buttons b.png
H2B.png
8 5 27
KD / 13 Low, knockdown. External Hitbox.
Dpad up.png
Buttons a.png
HJA.png
8 4 7
14 High
Dpad up.png
Buttons b.png
HJB.png
11 7 7
22 High, Can cross up, External Hitbox.


Throws[edit]

Input Move Description Frame Data Notes
Dpad right.png
Buttons b.png
Forward Throw Hits the opponent, then throws them forward.
2 - 10
Can reset cornered opponent with Jab afterward.
Dpad left.png
Buttons b.png
Backward Throw Hits the opponent, then throws them backward.
2 - 7


Dash[edit]

Hector's Dashes are also attacks. They cost 1 HP to use, like his specials and are able to inflict chip damage.

Input Move Description Frame Data Hit/Block stun Notes
Dpad right.png
Dpad none.png
H66.png Shoots forward at high speed.
13 8 17
KD / 12 Costs HP. Can crossup. Knockdown.
Dpad left.png
Dpad none.png
H44.png Hector jumps back, and attacks.
11 7 7
KD / 12 Costs HP. Invincible til frame 8. Juggles.


Specials[edit]

Hector's Specials cost 1 HP to use, and give 1 Meter each.

Input Move Description Frame Data Hit/Block stun Notes
Dpad down-right.png
Buttons a.png
H3A.png Hector leaves an afterimage to attack.
9 (9) 15
16 Projectile.
Dpad down-right.png
Buttons b.png
H3B.png Hector bursts forward to slash low.
12 4 10
KD / 8 Low. Juggles.
Dpad down-left.png
Buttons a.png
H1A.png Hector leaps up and slams his sword down.
17 2 18
KD / 12 Overhead. External Hitbox.
Dpad down-left.png
Buttons b.png
H1B.png Hector slashes upwards sending out a shockwave.
5 5 21
KD / 15 Invincible for the first 8 frames. Can combo into itself.


Rumble Meter[edit]

Hector's specials take away 1 health when used, and fill his 4 bar meter by 1 each time. He can recover this hp by pressing AB, you don't need full meter to heal, but any health used after the meter is full can't be recovered.

Input Move Description Frame Data Notes
Dpad none.png
Buttons ab.png
HAB.png Hector absorbs his life force back from the sword.
19 19
Super Stop. Empties meter and refills used HP.


Stage[edit]

It's cool.


Combos[edit]

Midscreen Combos[edit]

j.B > 5A > 5A > 1B

j.B > 5B > 3B > 1B or 2B

Corner Combos[edit]

j.B > 5B > 3B > 1B > 5A

j.B > 44 > 5B > 3B > 1B > 5A

Throw > 5A

Anti-Air Combos[edit]

1B > 1B or 2B or (1B > 1B) - very height dependent

44 > 5B > 3B > 1B/2B or 3B > 1B/2B - distance dependent, easier version

44 > 5B > 3B > 5B > 3B > 1B/2B - very distance dependent, harder version

The Touch Of Death[edit]

1B > 44 > 5B > 3B > 44 > 5B > 3B > 44 > 5B > 3B > 1B > 1B

(Sub only, corner only, must hit meaty on a Subject 11 doing 1B on wake up, last 5B is slightly delayed, only do this on a read)

Notation

Strategy[edit]

Hector is a frail glass cannon character who has very powerful special moves that hurt him. His game-plan centers around using those moves effectively and finding time to heal his health back safely. Hector's gameplay heavily rewards good control of neutral through conditioning, and spacing as well as good management of his healing meter and smart offensive and defensive play due to his frail nature.

Hector's normals are slow and laggy, but are often rewarding. 2B has a lot of range and is quick for its size, but if it is jumped over Hector eats a full combo due to its half-second long recovery. 5B is slower and has less range with similar recovery but leads to a big reward on hit: 3-4 damage. Both are very unsafe on block, but can be canceled to be safe through 3A.


Anti-Airs:

1B is an amazing all around anti-air: Fast, long-ranged, invulnerable and can combo into itself 1 to 2 times when hitting high up opponents, it is your most important anti air.

44 can be a situational anti-air due to its backwards movement and its brief startup invulnerability that leads to strong but difficult combos if it hits an airborne opponent: 4-6 hits mid-screen or 5-11 in the corner.


Neutral:

In neutral, Hector relies on his special moves for mobility and space control. His normals offer supplemental poking as well.

3A is a stationary projectile which can be used to destroy opponent's fireballs as well as hitting any extended hitboxes the opponent puts out. It is often canceled into to make attacks safe or cancel out projectiles that hector would normally trade with after a hit.

3B is a very long ranged and surprisingly quick low that is unsafe unless spaced. It is key to his neutral to know the spacing. It can be used to quickly advance when done from outside of its range

66 has less range than 3B, but is great for hitting opponents who are crouch blocking in anticipation, since it forces them to block the other direction.

44 has very short range since Hector moves backwards, but the few invulnerability frames it gives at the start help immensely in dodging normals and specials that would hit Hector, but run into his sword instead.

1B is fast and unsafe, but hard to punish at max range. Its invulnerability is great for calling out opponents who want to attack, as it beats almost any offensive option they do.


Offense:

Hector not only has strong options in neutral, but on offense as well. His 1A and 3B compliment themselves by being a cancel-able overhead and low, although if not spaced correctly both are unsafe. His 66 is very obnoxious for the opponent to deal with, as they need to block the other way, but it provides little reward for Hector. Hector's j.B if used immediately off the ground is a 16 frame overhead that is only -1 on block and hit, and can be delayed to 22 frames to grant a combo. Hector's 3A is +1 on block, so he can threaten chip after, it is a very safe thing to cancel into, as on both block and hit you can get a basic mix-up. If the opponent gets too occupied with trying to block all of Hectors strike options, a simple throw works wonders, especially since it is an option to heal, and a forward throw in the corner allows for a 5A to combo for more damage and yet another mix up.


Defense:

On defense Hector has many options as well. His 1B is a standard invulnerable reversal, but it is very fast and has long range. Its only blind-spot are long reaching lows, but most don't have the range to out-space it. His 44 is slower, only has invulnerability for the first part of startup, but is only -2 on block and starts combos in the corner. 66 is a great option every once in a while, since it side-swaps out of the corner and beats opponents trying to bait a 1B.

All of these options are very strong, but they all cost him health, and healing that health can be a challenge. Hector can get a safe AB after a 2B, 1B, and throw. He can also get if against characters without a fireball at long range. Most other knockdowns either could lead into a 2B or 1B in a combo, or are unsafe to heal after.

Healing with Hector can halt or slow down much offensive momentum, and if Hector's opponent guesses right on one of his options, he not only gets punished, but not has to find a way to heal while being pressured, which can easily snowball into a quick defeat. Don't try to heal while actively being on defense unless you wanna get hit out of it, be patient and use your other options to reverse momentum or back off to a safe distance and heal then.

Match Ups[edit]

Tenchi:


Naomi: Backdash and dp to stop her pressure after 3A, dont get predictable with it. 1B dash jumps, stuff what you can. On defense watch your dps as cross up 1A and 1AB avoid it via 1Bs deadzone. Healing in neutral is safe given enough space, watch out for her trying to dash grab you just after you heal.


Hector


Quinn:


June: Dont let her set up a lot of fireballs, stop her 2A 3A with 2B 3A, the 2B knocks her down, the 3A destroyes the fireball. Meaty 2A all day, it low profiles her DP, cancel it into 1B/3A (knockdown/frame advantage) or 3B/1A (low/overhead)


Parker: Use a lot of throws to bait parries on offense, outpoke him, dont give him space to set orbs up. You can heal in neutral given enough space you're out of range of his 5B, however do NOT heal if youre between an orb and Parker, no matter the distance.


Subject 11: Space what you can, you don't want to eat his 3B. While you might get away with this in other cases don't buffer 5B 3B unless you want to lose a third of your life. 2B any crawl attempts you see. Either discourage or encourage him to wake up 1B, discouraging him will give you a very easy mix up, however stuffing his 1B in the corner will lead to a TOD. You can acheive either via conditioning.


Keiko:

History[edit]

  • 0.4.5.0: Meter: +1 total
  • 0.4.3.0:
    • lowA: increased width
    • back throw: throw velocity has changed
    • neutralAB: new animation, superstop, brand new startup/recovery frames
    • dashForward: -7 active, +7 recovery, now a move that gives meter
    • dashBack: brand new properties, new framedata, now a move that gives meter
    • standB: -4 recovery
    • jumpA: +1 startup, -1 active
    • downForwardB: +2 active, -2 recovery
    • downBackB: +1 recovery
    • downBackA: jump in startup
  • 0.4.0.0: Character completely reworked
  • 0.3.8.0: DownBackB (level2/level3): invuln now lost on recovery
  • 0.3.7.0: Made character playable outside of ranked