Hiyori

Introduction
Hiyori, a agile powerhouse fighter capable of teleport attacks and painful 1 hit moves.

Pro
 * SS Rank damage output


 * Infinite, even on single loop does 45% damage


 * In game possible 100% combo


 * Superarmor


 * Decent reaching S series


 * Air S, double slash is easy to use


 * 360 activation with Huge damage


 * GS, 360 coverage & antiair


 * 2 teleport moves, both with good use


 * Regain PU bar with EX


 * Ring out with S series

Con
 * Powerful power up EX


 * No real range move

Combo
1. Air S, [ Sx3 (3 hits), R3 Forward, B, Air S ] xN, Sx3 2. Air S, Sx3 (3 hits), R3 Forward, B, R3 Back, Air A, Sx3 3. A to S, O or EX or PU 4. Sx3 (3 hits), PU, (EX) 5. Air A or A to A, Sx3 or PU 6. B, Air S, Sx3 7. GS, R3 Forward, Sx3 Power Up Combo
 * Infinite loop combo, even at a single loop does 40% damage
 * For moral game balance purpose avoid looping more than once
 * Single loop combo that looks flashy
 * teleport into supers or PU activation blast
 * PU combo
 * Add EX for over kill, gauranteed EX if wall splat occurs at far distance
 * EX becomes OTG or tech catch at other distances
 * Juggle combo
 * Guard crush combo
 * GS, 360 move as combo starter

1. Sx3(3 hits), EX
 * EX combo

Strategy
Close Range Far Range PU
 * Sx3
 * 1) Safe if blocked all the way
 * Sx1~2, B
 * 1) B guard crush into combo
 * Sx1~2, A, (target change) A
 * 1) Escape
 * GS
 * 1) 360 cover, if hit R3 and combo
 * Block, A, (target change)A or S
 * 1) Instant escape from most attack chain
 * PU
 * 1) Activation blast, find opening and score big damage
 * 2) Guard crush, free combo
 * EX
 * 1) Build power up guage at safe distance
 * A to A or S
 * 1) Teleport attack, mastering when to use this move is the key to an strong Hiyori.
 * 2) Sets up combo/guard crush
 * 3) Punishes almost every long range attack with A,B.
 * PU EX
 * 1) High priority tackle, unblockable, OTG
 * Superarmor
 * 1) Enhanced close range ability, parry and punish
 * 2) Enemy falls in 1~2 combo, force R2
 * 3) Assisting teammate with A,A guard crush. Excessive use forces opponent to constantly move or pressure enemy to time parry. Opens opportunity for teammate to land something when enemy offensive capability is lowered.