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The King of Fighters XV/Hinako Shijo: Difference between revisions
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<section begin="image"/>[[File:KOFXV_Hinako_Shijo_Profile.png|thumb|This well-to-do daughter of the Shijo Zaibatsu is calm and easygoing by nature, though her occasional airheaded ways can leave people positively reeling. Don’t let her prestigious educational background fool you—hidden beneath that prim, petite, and proper student exterior is a powerhouse of a sumo wrestler, ready for action. She even has her personal cook make sumo hot pot (chankonabe) for her. | <section begin="image"/>[[File:KOFXV_Hinako_Shijo_Profile.png|thumb|This well-to-do daughter of the Shijo Zaibatsu is calm and easygoing by nature, though her occasional airheaded ways can leave people positively reeling. Don’t let her prestigious educational background fool you—hidden beneath that prim, petite, and proper student exterior is a powerhouse of a sumo wrestler, ready for action. She even has her personal cook make sumo hot pot (chankonabe) for her. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | <div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | ||
<big>'''Jump:''' | <big>'''Jump:''' 43f | ||
<br>'''Hop:''' | <br>'''Hop:''' 36f | ||
<br>'''Backdash:''' 23f | <br>'''Backdash:''' 23f | ||
<br>'''Run Speed Ranking:''' 5 | <br>'''Run Speed Ranking:''' 5 | ||
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| cons= | | cons= | ||
* '''Poor Reach''': While Hinako does have advancing normals, it's to make up for the fact that her normals are otherwise very stubby. Hinako has longer reaching normals, but their startup is slower and more predictable. Hinako's close-range game is amazing, but she has to work hard to get in that position. | * '''Poor Reach''': While Hinako does have advancing normals, it's to make up for the fact that her normals are otherwise very stubby. Hinako has longer reaching normals, but their startup is slower and more predictable. Hinako's close-range game is amazing, but she has to work hard to get in that position. | ||
}} | }} | ||
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|input=f.B | |input=f.B | ||
|description= | |description= | ||
*Moves | * Moves Hinako forward, while also having a moderately sized disjointed hitbox | ||
*Can convert air counterhit into EX Tsukiotoshi (214AC) consistently or EX Tsukidashi (236AC) at certain heights. | |||
*Can convert air counterhit into EX Tsukiotoshi consistently or EX Tsukidashi at certain heights. | A very good button that moves her forward and has a generous hitbox for hop checks. The forward momentum of this move makes it a great normal for pressuring and setting up Yorikiri. Can be used to frametrap into light Gorintsuki (214B) or go for a safe buffered light Tsukidashi (236A). | ||
A very good button that moves her forward and has a generous hitbox for hop checks. The forward momentum of this move makes it a great normal for pressuring and setting up Yorikiri. Can be used to frametrap into light Gorintsuki or go for a safe buffered light Tsukidashi. | |||
}} | }} | ||
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|name=far D | |name=far D | ||
|input=f.D | |input=f.D | ||
|captions= | |captions= | ||
|description= | |description= | ||
*Standing low, will connect into every move but her grabs at max range. | *Standing low, will connect into every move but her grabs at max range. | ||
* | *''Generous'' forward movement. | ||
Hinako's strongest normal, a low-hitting kick with incredible range thanks to its immense forward movement. It's also quite fast for a heavy normal at 7 frames (the same startup as her 5B), which makes it easy to spam. It also has a massive amount of active frames, which actually makes it plus on both hit and block if it hits during the latter half of its active frames. | |||
}} | }} | ||
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|name=crouch B | |name=crouch B | ||
|input=2B | |input=2B | ||
|captions= | |captions= | ||
|description= | |description= | ||
*Hinako's fastest low. Slightly minus on block. | *Hinako's fastest low. Slightly minus on block. | ||
*Special cancelable, you can also chain it into far B at max range for extra damage. | *Special cancelable, you can also chain it into far B at max range for extra damage. | ||
Lightning-fast low that's also special-cancellable, | Lightning-fast low that's also special-cancellable; however, the range is incredibly middling and makes confirming somewhat difficult. | ||
}} | }} | ||
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*Her slowest button and very minus on block, make sure to cancel it into something. | *Her slowest button and very minus on block, make sure to cancel it into something. | ||
*Good range both vertically and horizontally, thanks to moving you forward. Can start combos if it hits. | *Good range both vertically and horizontally, thanks to moving you forward. Can start combos if it hits. | ||
Practically useless outside of anti-airing, and even then it's finicky due to the forward movement. | |||
}} | }} | ||
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|name=crouch D | |name=crouch D | ||
|input=2D | |input=2D | ||
|captions= | |captions= | ||
|description= | |description= | ||
*Moves | *Moves Hinako forward slightly. | ||
One of Hinako's main pokes. At 6 frames, it is very fast for a sweep, and it is also decently disjointed to boot. Cancel this into 6246A/C~AB to chase down the opponent's tech rolls. | |||
}} | }} | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|hitboxCaptions= Hop Version, , Jump Version | |||
|description2= | |description2= | ||
*Hits twice, her slowest air normal but has better vertical range than jump C. | *Hits twice, her slowest air normal but has better vertical range than jump C. | ||
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|input=CD | |input=CD | ||
|description= | |description= | ||
* | *Whiff cancelable into specials. | ||
Slow but decently ranged CD with great forward movement. Can be kara canceled into her command grabs to give them more range at the cost of startup. | |||
}} | }} | ||
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|input=236CD | |input=236CD | ||
|description= | |description= | ||
* | *Due to the crumple effect, neither 22BD nor 6246BD will hit after it raw, but you can do 3C into a full launch. | ||
Hinako has some decent combo options off of her Shatter Strike thanks to her 3C, but it is difficult to get a rewarding combo without spending a lot of meter if performed raw; some of 236AC's hits will whiff because the opponent will be considered airborne after a raw crumple. | |||
}} | }} | ||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=hinako_214cd | |||
|description= | |||
*Same animation and range as her CD. | |||
}} | |||
====jump CD==== | ====jump CD==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description= | |description= | ||
*Crosses up. | *Crosses up. | ||
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|input=6A | |input=6A | ||
|description= | |description= | ||
* | * Advances Hinako forward, but she can still be pushed out of range to connect. | ||
A command normal with middling damage that begins Hinako's strings. From this, she can follow up into a low, an overhead, or a mid. Only the mid is special cancellable. The low and overhead are Quick MAX/super fodder. | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=6A~A | |input=6A~A | ||
|description= | |description= | ||
* | * Applies 30% scaling to the next hit if directly canceled into a super. | ||
A very fast and also safe overhead. Has enough pushback on block that Hinako cannot be punished if it gets blocked. | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=6A~C | |input=6A~C | ||
|description= | |description= | ||
* | * Very plus on hit, links into 2A. | ||
Special cancellable, but you don't want to special cancel this on hit. Nishiki is +4 on hit, allowing it to combo into 2A, which, in turn, can combo into 3A, which makes this a very strong command normal. | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description= | |description= | ||
* Low | * Applies 30% scaling to the next hit if directly canceled into a super. | ||
Low followup that's safer than 6A>A, but has less pushback. | |||
+2 on hit and leaves you right next to the opponent allowing for a link into Kakenage. | |||
}} | }} | ||
===Tsuppari=== | ===Tsuppari=== | ||
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|description= | |description= | ||
* Values in [] indicated when move is cancelled into | * Values in [] indicated when move is cancelled into | ||
One of Hinako's longer ranked pokes, decent for space control. Do note that it isn't special cancelable unless canceled into, and does not combo from lights in that situation. | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=hinako_6b~b | |moveId=hinako_6b~b | ||
|name=Tsuppari (Follow-up) | |name=Tsuppari (Follow-up) | ||
|captions= | |captions= | ||
|input=6B~B | |input=6B~B | ||
|description= | |description= | ||
* Follow-up to 6B that can be used to hitconfirm if needed | * Follow-up to 6B that can be used to hitconfirm if needed | ||
The only followup to 6B. While not special-cancellable, this can be useful for confirming into Quick Max. | |||
}} | }} | ||
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|input=3A | |input=3A | ||
|description= | |description= | ||
Fast command normal with low damage, used to convert light normals into specials that otherwise only connect from heavy attacks. | |||
}} | }} | ||
===Nodowa=== | ===Nodowa=== | ||
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|input=3C | |input=3C | ||
|description= | |description= | ||
* | * Juggles airborne opponents. | ||
* | * Pushes Hinako forwards around 1 character distance. | ||
* | * Whiffs on crouching at further distances. | ||
An upwards-angled slap with generous forward movement and a moderately sized hitbox. Has above-average damage for a canceled command normal and also has great reach. | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Tsukidashi | |name=Tsukidashi | ||
|input=236A/C/AC | |input=236A/C/AC | ||
| | |imageCaptions= Light Version, Heavy Version | ||
|hitboxCaptions= A Version, , C Version, , , EX Version | |||
|description3= | |description3= | ||
Tsukidashi is Hinako's standard combo filler and combo ender, similar to the Ikari Warriors' Gatling Attack. Hits multiple times, which makes it pretty easy to super cancel out of. | |||
---- | |||
'''236A:''' Decently fast startup and safe on block. Has a moderate amount of pushback; in some instances, Hinako will be close enough to perform 623K to steal her turn back. Juggles the opponent high enough to follow up with 2D, which makes it technically deal more damage than 236C. | |||
---- | |||
'''236C:''' Combo ender from heavy attacks and 3A. Has a ridiculous knockback distance that ends in a sliding hard knockdown. | |||
---- | |||
'''236AC:''' Launches the opponent up high for a 236A or 214A followup. | |||
}} | }} | ||
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|name=Tsukiotoshi | |name=Tsukiotoshi | ||
|input=214A/C/AC | |input=214A/C/AC | ||
| | |imageCaptions= , Heavy Version | ||
|hitboxCaptions= A Version, , , C Version, EX Version | |||
|description3= | |description3= | ||
* A version is an anti-air with guardpoint in the middle of it, primary special anti-air for Hinako | * A version is an anti-air with guardpoint in the middle of it, primary special anti-air for Hinako | ||
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|name=Gaburiyori | |name=Gaburiyori | ||
|input=6246A/C/AC | |input=6246A/C/AC | ||
| | |imageCaptions= The last thing she needed, , Whiff | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description3= | |description3= | ||
*Cancelable into Stop: 17 to 30 (14 frames) | *Cancelable into Stop: 17 to 30 (14 frames) | ||
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* Heavy Version has better range but its the slowest of the versions. Reaches around half screen. | * Heavy Version has better range but its the slowest of the versions. Reaches around half screen. | ||
* EX is the fastest and furthest reaching. | * EX is the fastest and furthest reaching. | ||
Side-switching command grab that advances during start-up but is much slower than Hinako's other grabs. Can be feinted for a niche advancing pressure reset. | Side-switching command grab that advances during start-up but is much slower than Hinako's other grabs. Can be feinted for a niche advancing pressure reset. | ||
}} | }} | ||
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|name=Gorintsuki | |name=Gorintsuki | ||
|input=214B/D/BD | |input=214B/D/BD | ||
| | |imageCaptions= Don't jump | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description3= | |description3= | ||
* | * Hinako's hands are fully disjointed. | ||
* | * Level 1 projectile collision hitbox meterless; 214BD can dissipate '''EX''' projectiles | ||
* | * 214BD wallbounces on counterhit. | ||
Gorintsuki is a very strong offensive tool, useful for ending or continuing blockstrings. 214B is safe on block with moderate pushback; 214D is plus on block while leaving Hinako up close, allowing her to continue pressure or initiate a mixup. 214BD has the safety of 214B with even more guard damage, and also wallbounces on counterhit. Gorintsuki also shrinks Hinako's vertically, making it great for use as a pre-emptive anti-air. | |||
}} | }} | ||
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|name=Yorikiri | |name=Yorikiri | ||
|input=623B/D/BD | |input=623B/D/BD | ||
| | |imageCaptions= Character-defining; excellent corner carry, Whiff | ||
|hitboxCaptions= Normal Version, , EX Version | |||
|description3= | |description3= | ||
* | * Can be canceled into, but whiffs on airborne or juggled opponents. | ||
* Heavy starts up slower, allowing you to mix up the timing and counter slower armored grabs. | * Heavy starts up slower, allowing you to mix up the timing and counter slower armored grabs. | ||
* EX | * Meterless carries the opponent to the edge of the screen, '''EX''' carries the opponent to the edge of the stage | ||
Yorikiri is probably the first thing that comes to mind when you think of Hinako, and with good reason. Yorikiri is fully invincible on startup, with plenty of startup frames to eat any sort of reversals (It is even capable of beating Clark's Super Argentine Backbreaker). It also has a notoriously large amount of corner carry, sending the opponent to the other side of the screen (meterless) or ''the other side of the stage'' ('''EX'''). It is very easy to trap the opponent in the corner with Yorikiri, and is probably the main thing on their mind the entire match. | |||
}} | }} | ||
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|name=Kotenage | |name=Kotenage | ||
|input=426B/D/BD | |input=426B/D/BD | ||
| | |hitboxCaptions= Normal Version, EX Version | ||
|description3= | |description3= | ||
* EX version has Anywhere Juggle property allowing to combo in juggles and air resets. If the EX version connects in this manner, an extra 30% scaling penalty is applied. | * EX version has Anywhere Juggle property allowing to combo in juggles and air resets. If the EX version connects in this manner, an extra 30% scaling penalty is applied. | ||
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|name=Kakenage | |name=Kakenage | ||
|input=6246/B/D/BD | |input=6246/B/D/BD | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description3= | |description3= | ||
* Frame 1 grab with an invincible start up. | * Frame 1 grab with an invincible start up. | ||
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|name=Shikofumi | |name=Shikofumi | ||
|input=22B/D/BD | |input=22B/D/BD | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description3= | |description3= | ||
* B version is fast enough to deal OTG damage on specials that grant hard knockdown from Gorintsuki(214K) and heavy Tsukidashi(236C) | * B version is fast enough to deal OTG damage on specials that grant hard knockdown from Gorintsuki (214K) and heavy Tsukidashi (236C) | ||
* D version is much slower than B version but grants a hard knockdown on hit. | * D version is much slower than B version but grants a hard knockdown on hit. | ||
* EX version juggles allowing for a route stronger than EX Tsukidashi(236AC) and can be connected into from 3A | * EX version juggles allowing for a route stronger than EX Tsukidashi(236AC) and can be connected into from 3A | ||
A fullscreen low that knocks down standing opponents, allowing Hinako to be a threat from anywhere on screen—provided the opponent isn't airborne or up close, as the long startup and block disadvantage mean Shikofumi is quite punishable. | |||
}} | }} | ||
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|name=Gassho Hineri | |name=Gassho Hineri | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|hitboxCaptions= Normal Version, , Max Version | |||
|description2= | |description2= | ||
* | * Go-to combo ender. | ||
* | * ''Very'' invincible, allowing it to eat most attacks on reaction | ||
The only super you should be canceling into after a special, as her others will whiff on airborne or juggled opponents. | |||
}} | }} | ||
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|name=Daisharin Nodowa Otoshi | |name=Daisharin Nodowa Otoshi | ||
|input=624624A/C/AC | |input=624624A/C/AC | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description2= | |description2= | ||
* Command grab super that | * Whiffs on airborne opponents unless canceled into from Gassho Hineri. | ||
Command grab super that doesn't combo on airborne or juggled opponents, mostly relegating its use to a wakeup reversal. Does a very high amount of damage, even for a command grab super. | |||
}} | }} | ||
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|input=214236CD | |input=214236CD | ||
|description= | |description= | ||
* | * Whiffs on opponents that aren't grounded, unless canceled into from supers. | ||
Strong combo ender that can also be thrown out on opponents up close, similar to Geese's Rashoumon super. Hinako moves forward after the super flash, giving this command grab a surprising amount of range. Has less active frames than other climax supers and command grabs, however, so do be careful if you decide to use this like a standard command grab. | |||
}} | }} | ||
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[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] | ||
[[Category:Hinako Shijo]] |
Latest revision as of 17:13, 4 January 2025

Hop: 36f
Backdash: 23f
Run Speed Ranking: 5
Movelist
Throws
Command Normals
Special Moves
Super Special Moves
Daisharin Nodowa Otoshi - +
/
!
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
cl.5D > 6A~C , 2A > 3A > 236C |
311 dmg |
0.5 Meter |
Anywhere |
cl.5D > 6A~C , 2A > 3A > 22BD, 3C > 214D |
407 dmg |
1 Meter |
Anywhere |
cl.5D > 3C > 214B > 236236P |
424 dmg |
2 Meters |
Anywhere |
cl.5D > 3C > 236C > 236236AC |
569 dmg |
Gameplay Overview
One of the most frightening characters to ever grace the King of Fighters roster, Hinako is proof of the expression "looks can be deceiving". Notoriously oppressive, Hinako has lots of advancing, safe normals that allow her to close the distance to utilize her destructive grappling capabilities.
One thing new Hinako players will notice is her large amount of command normals. Hinako has four different command normals with five possible followups, increasing her total command normal count to 9, the most for any character in the series. These command normals can be used for mixups (6AA, 6AD, 3CD) or just general pokes (6A, 6B, 3C) which are safe and have great range, which compliments her otherwise underwhelming reach. If she has a hard time getting in, she can utilize Shikofumi (22K[K]), a ground stomp with infinite low range that knocks the opponent down if they're standing, giving her great oki. It also functions as an OTG that can tack on additional damage, or as a launcher with meter.
Hinako is known to be a terrifying character, and with good reason: if she gets close to you, it's over. She has all the command grabs you could want in a character—frame-1, running, fully invincible—with some excellent anti-airing options to boot (214A, 214AC). Her corner carry is nearly unmatched, and the damage she gets off of meter dumps is devastating. If you get hit once and Hinako has meter, prepare to lose a decent chunk of your life, if not all of it.
Overall, if you want to play a character who is an expert at bullying opponents and can crack open their defense with little effort, then Hinako may be for you.
Hinako Shijo is an snowballing grappler that boasts a multitude of pressure options to mix up her opponents. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
far A
far A
f.A
f.A |
---|
far B
far B
f.B
f.B |
---|
far C
far C
f.C
f.C |
---|
far D
far D
f.D
f.D |
---|
Close Standing Normals
close A
close A
cl.A
cl.A |
---|
close B
close B
cl.B
cl.B |
---|
close C
close C
cl.C
cl.C |
---|
close D
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
crouch A
2A
2A |
---|
crouch B
crouch B
2B
2B |
---|
crouch C
crouch C
2C
2C |
---|
crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
Rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatterstrike
Shatterstrike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Tasuki Nage (Forward)
Tasuki Nage
(close) 4/6C
(close) 4/6C |
---|
Uwate Nage (Backward)
Uwate Nage
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Harite
Harite
6A
6A |
---|
Harite (Chiyo)
6A~A
6A~A |
---|
Harite (Nishiki)
6A~C
6A~C |
---|
Harite (Otori)
6A~D
6A~D |
---|
Tsuppari
Tsuppari
6B
6B |
---|
Tsuppari (Follow-up)
6B~B
6B~B |
---|
Maemitsu Tataki
Maemitsu Tataki
3A
3A |
---|
Nodowa
Nodowa
3C
3C |
---|
Nodowa (Follow-up)
3C~D
3C~D |
---|
Special Moves
Tsukidashi
Tsukidashi
236A/C/AC
236A/C/AC |
---|
Tsukiotoshi
Tsukiotoshi
214A/C/AC
214A/C/AC |
---|
Gaburiyori
Gaburiyori
6246A/C/AC
6246A/C/AC |
---|
Gorintsuki
Gorintsuki
214B/D/BD
214B/D/BD |
---|
Yorikiri
Yorikiri
623B/D/BD
623B/D/BD |
---|
Kotenage
Kotenage
426B/D/BD
426B/D/BD |
---|
Kakenage
Kakenage
6246/B/D/BD
6246/B/D/BD |
---|
Shikofumi
Shikofumi
22B/D/BD
22B/D/BD |
---|
Super Special Moves
Gassho Hineri
Gassho Hineri
236236A/C/AC
236236A/C/AC |
---|
Daisharin Nodowa Otoshi
Daisharin Nodowa Otoshi
624624A/C/AC
624624A/C/AC |
---|
Climax Super Special Moves
Hina Arashi
Hina Arashi
214236CD
214236CD |
---|
Misc
Alternate Colors
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