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Welcome to the playstyles page! In here we'll introduce the different playstyles recommended for each character, how to use them properly, and how to counter certain playstyles. This is a pretty new wiki page, so feel free to help it improve by adding information!" - Kogamaster1234
Main Playstyles:
Aggressive
This playstyle is based on you doing aggressive approaches to apply as much pressure on your opponent as you can in order to get an opening to attack and combo your enemy. This playstyle almost always gets hard-countered by a passive player due to the purpose of being passive in the first place. Be wary though, Being too aggressive can lead to you making sloppy plays and getting countered.
Passive
This playstyle relies on you predicting your opponent's playstyle and moves in order to counter them and grant yourself an opportunity to force the opponent into a combo. Another way to say this is that you would use this playstyle to analyze their movements and capitalize on moments of hesitation or mistakes. However, this playstyle is heavily hated by the community because it's harder to fight against than other playstyles, but it's mostly a skill issue on their part. This playstyle (almost) becomes forced when fighting against multiple people as well.
Neutral
A combination between aggressive and passive and switching between the two playstyles during fights in order to adapt to the playstyle of your opponent, but it requires you to master both aggressive and passive to fully take advantage of this playstyle. This is a really good playstyle to have under your belt as you can just switch from being passive to aggressive and vice versa to keep the opponent from understanding you.
Hit And run
A combination of a little bit less aggressiveness and running, they'll try to get you low but fail 90% of the time and starts running to gain their health back and goes up to you to try again. The solution to this is to get them in a 100% combo or simply let them run and make them fail when they try to attack back, however make sure you also have enough health in case they do in fact land their attacks. Being passive and neutral are great when you face these types of players.
Climax Jumping
Well it's pretty much in the name, these types of players jump and combo you till you die making it pretty difficult to defeat if you don't know what you're doing. Well I got you, They normally use Neutral in order to gain the upper hand on you however some of these players can play Aggressive or over the top Passive. The solutions to beat these players is either play Neutral and Passive or gaining another player to help out to make it a 1v1, And they kinda suck when they are is a 1v1 state and will be either Passive or Aggressive or if they know what they are doing Neutral but it's pretty easy once you get these types of players separated.
Playstyles of Different Characters
Green Hero
This character has a moveset that's great for performing aggressive plays as all of his moves are unblockable when used right. He also has two hyper armor moves, one that is granted hyper armor immediately upon use (Detroit). And the other will receive hyper armor once in the air (Manchester). He has somewhat decent combo potential and pretty balanced cooldowns. However, it's still recommended to finish off fights quickly, as his inferior combo potential to other characters will catch up to you sooner or later.
Mastered Green Hero (Vigilante Deku)
This is the mastered version of Green Hero. It fixes most of the base Green Hero's weaknesses, such as having way better combo potential and being able to perform one-shot combos with ease. Unlike the base Green Hero, Mastered Green Hero has three moves that grant I-frames when landed, allowing the user to do large damage and perform fast combos with this character without being interrupted by other players. However, in exchange for this, this mastery character has an extremely high amount of cooldowns on his moves, making him inferior in fights that take way too long. His moves also have slightly less overall damage output than the base variant. So to use this character to the fullest, make sure you don't waste your moves and do careful plays so that you can have opportunities to perform a highly damaging combo. While it has fewer block breaks than the base variant of Green Hero, it's recommended to play aggressively since your moves have long cooldowns and are not meant for long-term fights. And patience is required for the best passive plays so it may not be suitable for mastery Green Hero, but you can still use the passive playstyle to gain openings for you to attack the enemy and perform a combo if your enemy is impatient.
Hero Slayer
This moveset is a pretty freestyled moveset with not long cooldowns and LOTS of combo potential that people just don't use. It has a total of 3 combo extenders and he has amazing reach on his move's hitboxes, Such as Thousand Slashes and Triple Dagger Throw as well as slightly increased M1 range. This character can be used for both passive and aggressive thanks to its versatility. Beware though, missing some of his moves can easily allow the enemy to punish your mistake. So don't throw out all of your moves raw. Curdle Pierce is a great combo starter and extender because it has a decent hitbox and applies Bloodcurdle to anyone hit by it, allowing for an easy free opening to attack the enemy. But the drawback is the long startup, which allows enemies to easily dodge and punish the attack. So you have to time it after a Downslam/Uppercut to properly land it. However, if you time it too early and hit them while they are still waking up from ragdoll, it will instead do an increased damage of 12% and not apply Blood Curdle.
Mastered Hero Slayer
Unlike the base version of Hero Slayer, this mastery buffs the overall combo potential of the character by a lot. Think of this character like the Garou of TSB but in HSB. This character also boasts two movesets, Which gives you lots of advantages in fights. And unlike Mastered Green Hero, It doesn't suffer from the cooldowns issue due to having seven moves in total, and the fists moveset has less overall cooldowns. This character's moves by themselves are pretty weak, but the advantage is that almost all of them allow you to combo into an M1 combo if you use techs or chain them with other moves. Due to all the advantages, this character requires a lot of skill to play due to his combos and techs requiring a lot of knowledge about the game as well as skill. And if you throw out random moves raw, Especially moves from the katana moveset, you're going to get punished hard. So don't use moves unless in a combo because this character has a terrible neutral. Almost all of his moves have terrible startup and endlag that is easily punishable if not used within a combo (exp. One Million Slashes). Overall, just be careful when using this character. And learn how the game works so you make full use of this character's massive combo potential.
Azure Flames
This character has a pretty decent moveset, one grab move that combo extends through techs (Azure Grab), a AoE attack that travels super far (Infernal Burn), an crowd control AoE move that deals decent damage (Ember Eruption), and a really fast combo extender rushdown attack that grants you hyper armor once you have crouched down (Ember Assault). This character has good damage and combo potential, but other characters like Hero Slayer and Mastered Green Hero easily outclasses this character by a lot, because Ember Assault doesn't grant you a full M1 chain, and Azure Grab Tech will nerf the damage of M1s if used, it's also super easy to punish Ember Assault and Ember Eruption if they're blocked. To use this character properly, you need to learn as much techs as possible in order to any significant damage because his moves are pretty weak by themselves, it's recommended to play neutral, this way your opponents won't be able to easily predict your moves and punish your recklessness.
Mastered Azure Flames
The mastered variant of Azure Flames fixes the issue of bad moveset damage and inferior damage in combos. It has two forms that grant different movesets, the Azure Form grants the user high damaging moves with excellent combos, however, they have super long startups and cooldowns. The Violet Form grants the user moves that deal slightly less damage and have less overall combo potential, but in exchange, they have really short cooldowns and allows you to easily rushdown the players and deal high damage due to the versatile moves, but staying in this form can cost you due to it slowly burning you. While in this form, and you might think the damage isn't much, but you DEFINITELY WILL think otherwise once you start playing too reckless with Violet Form. Overall, it's recommended to learn your timing to make the most out of the combo potential, and play as aggressive as you can in order to not waste any time, especially if you're in Violet Form.
Split Ice
This moveset seems to be a rather boring moveset that doesn't have anything really special about it, yet using techs and mind games can make it into one of the most deadly characters. Because Split Ice is known for its 2+1 combo, most players will try to spam ragdoll/are more prone to ragdolling your first M1 combo you land. Using this high level of evasive stress, the next full combo using the Javelin Pierce (can also use normal 4th M1 into jump Ice Javelin + front dash) + Freezing Cold techs can lead to a quick 90% combo. If they also don’t ragdoll your 4th M1 quickly, you can close range Ice Javelin to extend into a true Sub-Zero. Additionally, if you have the empowered Frost Burst you can true downslam which can lead into the downslam Sub-Zero Variant. Then once you get them low and you wait for cooldowns, your next non-evasive 2+1 combo will kill 99% of the time. This also leads into Split Ice having a combo-starting counter, which can streamline his insane offence even more. Split Ice fits into every play style perfectly, can change his combo game in a second, and allows for a 50% true combo with a tech (tech is not available in the tech list yet).
Explosion Hero
This character has a LOT of combo potential similar to the mastery movesets/characters, however, a major weakness of this character is that you are completely unable to do any effective combos if your opponent has their evasive off cooldown. The main combo extenders of this character is the first use of ground cannon, which applies soft ragdoll to anyone it hits(soft ragdoll makes it so the enemy is ragdolled, but is still vulnerable to moves and attacks that doesn't hit ragdoll players, like m1s and explosion combo), and the 2nd use of powered shot, which ragdolls the enemy long enough for a true downslam. It's recommended to play aggressive, since if you wait for too long, the enemy can regain their evasive, which prevents you from doing combos. Don't waste any moves unless it's explosion combo because the rest of the moves have really long cooldowns.
Symbol of Fear
This character has really powerful damage in his base kit, but in exchange, it's kinda hard to actually properly combo the moves together, especially void steps. But once you have mastered his combos, you can do easy 90% combos, he also has decently short cooldowns on his moves as well. his first move removes all end lag and also frees you from the animation once the explosions hit the enemy, which means you can easily combo deteriorate into this move. His third move is a high damaging counter that can be used as a combo starter if your enemy has bad ping or you used it next to a wall, but beware, don't spam this move as it can be easily punished since it has lots of end lag if missed. His last base move has a unique feature where if you managed to successfully time the follow up attacks after the initial hit, you can deal extra damage, 2% each follow up timed, and you can do a total 5 follow ups, resulting in a total damage of 18% if you managed to time everything right. You can play both aggressive and passive with this character, as he is pretty much an all rounder, so if you're confident, you can train yourself to try and play the neutral playstyle.
Jet Engine
This character is very good for fighting teamers due to it's air combat. People who use this character will be a "Neutral" playstyle as the character can do a lot of damage which is good for aggressive players but it has very bad endlag on it's moves which makes people play passively.
Warp Portal
This character has the advantage of a total of 3 grab moves, and they're also really fast, making this character potentially a teamer fighting machine. However, it's major weakness is that three out of the four moves of this character is blockable, and it's overall damage has been nerfed after the rework. It's recommended to learn the best combos for this character, as this will be your main source of damage, play as aggressive as you can, because you absolutely CANNOT allow the enemy to wait off the cooldowns of their evasive.