Holo underwent a change to her assists from Vanilla to Ignition. The most notable is that her 5S now knocks upwards instead of sending the opponent away. This makes her 5S much better as a neutral poke as it leads to a full combo every time. It comes out quickly and has a quick recharge time allowing for many attempts. It’s a very good tool at calling out opponent’s jumps or whiffing buttons. 6S also received changes. As a combo tool it is not as good as Vanilla as it lifts up the opponent much less, making it harder to combo. In exchange, 6S now gives Status Lv 1 which is a handy potential providing 6% extra damage and 6% damage reduction. It may seem like a small amount but being able to keep it up over the course of a round adds up quickly. For players that value space control and healing, Holo will please you but her other downfalls make her an assist that can be tricky to use.
5S can be a quick poke in neutral
One of the few assists that can heal the player
Can potentially provide an entire match of Status up Lv 1 adding tons of damage and added bulk
Not great at extending combos
Offers no oki potential
Holo slashes the opponent with her large claw, launching the opponent on hit. The opponent can tech out of the air on the way down, so going straight to an air combo might be needed depending on the starter
Holo hops forward and summons a small field of wheat. The initial hop can hit the opponent, which can lead into a hard knockdown into OTG, or be extended into a longer combo. Once Holo creates the field of wheat, she can no longer be hit. When the field of wheat is summoned for the first time in a round, the player will receive the following buffs:
Status Up Level 1 (6% attack up and 6% defense up) for 10 seconds, as soon as you enter the field
Regeneration of up to 15% health and 15% white health for a total of 30%
Regeneration of up to 80% of one bar of meter
Regeneration only applies as long as the player is within the field. On subsequent summonings in the same round, the health and meter regeneration are drastically reduced. As long as your horizontal position is over the field, it will count for "being in the field", even if you are jumping. Blocking attacks within the field will deny your health and meter regeneration.