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: Forward dash, hold to run.
44: Reverse Cartwheel.
Throws
6C Eri throws opponent forward. You can hit them with an assist after only in the corner. 90 damage
4C Eri throws the opponent backward. You can hit them with an assist after if they were thrown into the corner. 75 damage
Normal Moves
5A: Short attack with the tonfa, chains into 5B. Not air blockable. 18 damage.
5B: Longer ranged attack with the tonfa. Whiffs crouchers unless canceled from 5A, except Haruka, Luna, Kurumi, and Natalia. Links into 2A, 2B and itself except on Kurumi. Links into 236+A. except on Kurumi. Not air blockable. 60 damage.
5C: Longest ranged attack with the tonfa, moves Eri slightly forward. Not air blockable. 80 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. Air spike connects when close. 10 damage.
2B: Low tonfa attack, links into 2A, 2B, and 6A. In the corner you can dash after 2B to hit with 5A. 52 damage.
2C: Sticks out both her legs, moves eri slightly forward, low and knocks down. Air blockable. 98 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. 28 damage.
j.B: Eri elbows with her tonfa downwards. Links to 2B. Chains into j.C. 51 damage.
j.C: Eri does a split in midair. Crossup. Terrible against crouchers as it will whiff. 60 damage, 40 damage on crossup.
j.C (after j.B) Eri swings her tonfa downwards. Target combo. 56 damage.
Command Normals
6A: Eri does a knee attack. Launches on CH, follow up with j.BC. Not air blockable. 38 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. 76 damage.
j.6A Eri fully stretches out her leg, overhead, causes wallslams. 46 damage
3B Short slide. 32 damage
Special Moves
22+ A or B or C: エアスパイク (Air Spike)
- Eri does a flying uppercut. Anti Air. 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. First hit of the C version is not air blockable. Use C version after super wallbounce, A/C after j.BC if you want.
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. All hits are not air blockable except where noted. The special cancels in various ways, below are the follow ups:
- > A: short upswing
- > A: roundhouse that causes the opponent to spin
- > B: B version of Air Spike
- > C: overhead hop attack, wallbounces if near corner. Air blockable.
- > 2C: sliding attack
- > 66: crossup somersault forward, can not be done on whiff
- > B: backswing
- > A: high split kick that launches the opponent
- > B: C version of Air Spike
- > C: overhead hop attack, wallbounces if near corner. Air blockable.
- > 2C: sliding attack
- > 66: crossup somesault forward, can not be done on whiff
- > C: overhead halfspin hop attack, links into 5A.
- > 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, use 22+a if this happens. 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 is not air blockable and 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. Not air blockable. 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
Your best jump-ins are j6A (straight up usually, forward if you're confident) and jA. 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.
Matchups
Yui
Haruka
Lilith
Luna
Kurumi
Saki
Kaede
Natalia
Eri
Ayane
Combos
Without Assist
Counter Hit: 6A > j.BC
Crossup: j.C > 236+CAA > 22+C
Midscreen: 5B > 236+AAA > 5B. Hits opponent to corner.
Midscreen: 214+B/C > 236+AAB
Midscreen: 5A> 5B> 236+AB2C
Midscreen: 5B > 236+AAA > 22+B
Midscreen: 236+ABA > 22+B
Corner: 5B> 236+AAA > 6B> 22+C
Corner: 236+ABA > j.BC
Corner: 236+BC > 5A > 5B or 236+BC > 22+C
Corner: 214+B > 6B > j.BC
Corner: j.B > j.C > 5A > 5B > 236+A > B > B Only works on crouchers.
Eko
Crossup: j.C > 236+CAA > 6D > Anything. (6D > 214+A > 236+BB > B or 236+BC to combo to super.)
5B > 236+AAA > 6D > 214+B > j.BC
5b > 236+AAA > C > 6D > 22+A. (> 22+C in corner)
5b > 236+AAA > 6D > C Hits opponent to corner.
5B > 236+AAA > 6D > 236+BC > 5A > 5B or 22+C
5B > 236+AAA >6D > 214+A > 236+CAC > 236+AAB Yui, Haruka, Luna, Natalia only.
214+B > 6D > 214+B > j.BC
214+B/C > 2D > 214+B > j.BC
236+AAA >6D > 214+A > 236+BB > B or 236+BC Only works on standing.
Corner: 6B > 6D > 214B > 2D > 214B
None of the 5B > 6D > 5B combos will work on Kurumi because of her skinny hitbox.
Corner: 4C (backwards throw into corner) > 2D > 214B > jBC
Corner: 6C (forwards throw in corner) > 2D > 214B > jBC
corner: 236A(block) > B(block) > C (hit) > 2C > 2D > 214B > jB > jC > 2D > 214B
Corner: 236A(block) > B(block) > C (CH) > 214B > 2D > 214B > jB > jC Crouchers.
Corner: 236A(block) > C > A > B > 6D> 236B+C > 2B > 2D > 214B > (jB) > (jC)
Corner: 214A > 236A > B > B Crossup.
Corner: 214A > 236A > A > A > 6B > 2C > 2D > 214B > jB > jC Crossup, standing.
Corner:(jB) > jC > 5A > 5B > 6D > 5B > 5B > 236A > A > A > 6B > 2C > 2D > 214B > (jB) > (jC)
Corner: jC > jB > jC > 5A > 5B > 6D > 5B > 5B > 236A > A > A > 6B > 6D > 214B > (jB) > (jC)
Shiera
214+B > 5D > 214+B > 6D > 6B > (6D hits) > 22+C
5B > 236+AAA > 5D > 214+C > j.BC
5b > 236+AAA > 6BD > 236+BC
Corner: (j.BC optional) 2A > (5A > 5B > 5D > Dash >) x3 5A > 5B > 236+AAA > 6B > 22+A You can do the (5A > 5B > 5D > Dash >) 7 times. 3 is good too! You can also not use 236+AAA and just got for super right after 5D. Many ways to do this shit.
Juliet
2B > 236+AAA > 3D > 236+CAA (296 Damage)
2B > 236+AAA > 3D > 236+BC
2B > 236+AAA > 3D > 236+CBC > 2C (343 Damage)
2B > 236+BAA > 3D > 214+ A > 236+BBC > 236+BC > 22+C (471 Damage)
Corner: 2B > Dash > 5A > (5B>5BD>j.C)x2 > Dash > A > B > 236+AAA (402 Damage)
Corner: j.B >5D2B > Dash >(5B>5BD>j.C)x2 > Dash > A > B > 236+AAA (458 Damage)
Corner: j.BC > (5BD >j.C)x2 > 5B > 236+AB2C (442 Damage)
Corner, Dizzy: j.BC > 5BD > j.BC > 5B > D > 236+AAA > 6B > j.BC (Stun) > j.BC > 5B > 236+AAA > 6B > j.BC3D > 214+ A > 236+BB > 236+BC > 2C (649 Damage)
Corner: 2B > Dash > 5A > 5B > 5BD > 236+BCb > 22+C (This does Damage)
Kanae
Garbage compatibility. U pickin the wrong charcter

