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The King of Fighters XV/Hinako Shijo: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[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;"> | |||
<big>'''Jump:''' 46f | |||
<br>'''Hop:''' 40f | |||
<br>'''Backdash:''' 23f | |||
<br>'''Run Speed Ranking:''' 5 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
Line 49: | Line 55: | ||
'''Climax Super Special Moves''' | '''Climax Super Special Moves''' | ||
Hina Arashi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]] | |||
==Quick Combo Reference== | ==Quick Combo Reference== | ||
Line 63: | Line 69: | ||
Anywhere<br/> | Anywhere<br/> | ||
| | | | ||
cl.5D > 6A | cl.5D > 6A~C , 2A > 3A > 236C <br/> | ||
2B > 2B > f.5B > 236A , 2D <br/> | 2B > 2B > f.5B > 236A , 2D <br/> | ||
| | | | ||
311 dmg<br/> | 311 dmg<br/> | ||
179 dmg<br/> | 179 dmg<br/> | ||
|- | |||
| '''0.5 Meter''' | |||
| | |||
Anywhere<br/> | |||
Anywhere<br/> | |||
| | |||
cl.5D > 6A~C , 2A > 3A > 22BD, 3C > 214D <br/> | |||
2B > 2A > 3A > 22BD, 3C > 214D <br/> | |||
| | |||
407 dmg<br/> | |||
303 dmg<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
Line 91: | Line 108: | ||
==Gameplay Overview== | ==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. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''''{{SUBPAGENAME}} is an snowballing grappler that boasts a multitude of pressure options to mix up her opponents''''' | | intro = '''''{{SUBPAGENAME}} is an snowballing grappler that boasts a multitude of pressure options to mix up her opponents.''''' | ||
| pros= | | pros= | ||
* | * '''Nightmarish Pressure''': Hinako's large toolkit is filled with safe-on-block options, which makes it difficult to challenge her. Her sumo stomp also makes her a threat even at full-screen distance. | ||
* | * '''God-Tier Mix''': Multiple cancellable standing lows, high-low strings, and command grabs of all kinds—once you're within Hinako's effective range it's very difficult to defend against her. | ||
* '''Massive Damage''': Getting hit just once by Hinako is a near-death sentence, thanks to her fantastic meter dump potential and excellent oki. Hinako doesn't require a lot of resources to dish out damage, but when she does have those resources, she can easily melt half of the opponent's lifebar or more. | |||
| 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. | ||
* | * '''Floaty''': Hinako's jump arc is very slow, which makes Hinako's aerial offense predictable and awkward. | ||
}} | }} | ||
{{#ev:youtube|D1yGe9OjJAI|||'''Character breakdown'''|frame}} | |||
==Normals== | ==Normals== | ||
Line 105: | Line 132: | ||
====far A==== | ====far A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_fa | ||
|name=far A | |name=far A | ||
|input=f.A | |input=f.A | ||
|description= | |description= | ||
*Can be canceled into 236A even at max range. | *Can be canceled into 236A even at max range. | ||
*Decent hop check. | |||
*Can convert air counterhit into EX Tsukiotoshi consistently or EX Tsukidashi at certain heights. | |||
A fast and okay button in neutral with a nice hitbox for hop checks. | |||
}} | }} | ||
====far B==== | ====far B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_fb | ||
|name=far B | |name=far B | ||
|input=f.B | |input=f.B | ||
|description= | |description= | ||
* | * 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. | |||
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). | |||
}} | }} | ||
====far C==== | ====far C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_fc | ||
|name=far C | |name=far C | ||
|input=f.C | |input=f.C | ||
|description= | |description= | ||
* | *Command-cancelable. | ||
*214B will connect from any range, however due to pushback most other moves will whiff from far ranges. | *214B will connect from any range, however due to pushback most other moves will whiff from far ranges. | ||
*236AC will connect from this at max range but not all hits will connect. | *236AC will connect from this at max range but not all hits will connect. | ||
A fast but rather stubby button that can cancel into command normals, which makes it especially strong for whiff punishing. For example, 3C will almost always connect after this move lands. | |||
}} | }} | ||
====far D==== | ====far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_fd | ||
|name=far D | |name=far D | ||
|input=f.D | |input=f.D | ||
|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. | ||
*Moves her generously forward | |||
An excellent low with a decently large disjoint and great forward movement, while also being quite fast. One of the most spammable and effective moves in Hinako's moveset. | |||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
====close A==== | ====close A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_cla | ||
|name=close A | |name=close A | ||
|input=cl.A | |input=cl.A | ||
|description= | |description= | ||
* | *Plus on block | ||
A super fast slap that's plus on block. Great for pressure and combo starting as it lead into 3A. Can be used to set up Yorikiri. | |||
}} | }} | ||
====close B==== | ====close B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_clb | ||
|name=close B | |name=close B | ||
|input=cl.B | |input=cl.B | ||
|description= | |description= | ||
* | *Plus on block | ||
*Links into cl.C/D | |||
A quick palm thrust that's even more plus on block than close A, has better range, and it leads into 3A. Can link into cl.C/D (cl.D preferable) for hit confirming. Can be used to set up Yorikiri. | |||
}} | }} | ||
====close C==== | ====close C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_clc | ||
|name=close C | |name=close C | ||
|input=cl.C | |input=cl.C | ||
|description= | |description= | ||
A downward swipe. Goes in an arc which has surprising anti air capability. Leads into most combos, however it has the most pushback of all her standing normals, be it on block or hit. | |||
}} | }} | ||
====close D==== | ====close D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_cld | ||
|name=close D | |name=close D | ||
|input=cl.D | |input=cl.D | ||
|description= | |description= | ||
*Standing low, | *Standing low | ||
A remarkably fast cl.D, and the fastest cl.D in the game that hits low. This is preferrable over cl.C as a combo starter because not only does it have the same startup, but it has less pushback alongside the benefit of hitting low. | |||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
====crouch A==== | ====crouch A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_2a | ||
|name=crouch A | |name=crouch A | ||
|input=2A | |input=2A | ||
|description= | |description= | ||
*Stubby but fast, leads into 3A. | *Stubby but fast, leads into 3A. | ||
* | *Has more range than cr.B. | ||
Hinako throws her palm out. A decent normal for pressuring the opponent and great for confirming from cr.B as it gives her a better confirm for her more rewarding launcher. It's also a good button to take your turn back against an opponent while on defense. Can be used to set up Yorikiri. | |||
}} | }} | ||
====crouch B==== | ====crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_2b | ||
|name=crouch B | |name=crouch B | ||
|input=2B | |input=2B | ||
|captions= | |||
|description= | |description= | ||
* | *Hinako's fastest low. Slightly minus on block. | ||
*Special cancelable, you can also | *Special cancelable, you can also chain it into far B at max range for extra damage. | ||
Lightning-fast low that's also special-cancellable, which is great considering it has less range than its appearance suggests. | |||
}} | }} | ||
====crouch C==== | ====crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_2c | ||
|name=crouch C | |name=crouch C | ||
|input=2C | |input=2C | ||
Line 201: | Line 249: | ||
*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. | ||
*Forces standing on hit. | *Forces standing on hit. | ||
*Decent anti air | |||
}} | }} | ||
====crouch D==== | ====crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_2d | ||
|name=crouch D | |name=crouch D | ||
|input=2D | |input=2D | ||
|captions= | |||
|description= | |description= | ||
* | *Pushes 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. | |||
}} | }} | ||
===Jump Normals=== | ===Jump Normals=== | ||
====Jump A==== | ====Jump A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_ha,hinako_ja | ||
|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
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====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_hb,hinako_jb | ||
|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
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====Jump C==== | ====Jump C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_hc,hinako_jc | ||
|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
Line 239: | Line 291: | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_hd,hinako_jd | ||
|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. | ||
*Decent air-to-air | |||
}} | }} | ||
===Rush=== | ===Rush=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_rush1,hinako_rush2 | ||
|name=Rush | |name=Rush | ||
|input=cl.AA/cl.AAX | |input=cl.AA/cl.AAX | ||
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====Blowback==== | ====Blowback==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_cd | ||
|name=Blowback | |name=Blowback | ||
|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. | |||
}} | }} | ||
====Shatterstrike==== | ====Shatterstrike==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_236cd | ||
|name=Shatterstrike | |name=Shatterstrike | ||
|input=236CD | |input=236CD | ||
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*Despite the animation, neither 22BD nor 6246BD will hit after it raw, but you can do 3C into a full launch. | *Despite the animation, neither 22BD nor 6246BD will hit after it raw, but you can do 3C into a full launch. | ||
}} | }} | ||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=hinako_214cd | |||
|description= | |||
*Same animation and range as her CD. | |||
}} | |||
====jump CD==== | ====jump CD==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_hcd,hinako_jcd | ||
|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
| | |hitboxCaptions= Hop Version, Jump Version | ||
* | |description= | ||
*Crosses up. | |||
Hinako's only crossup. Its hitbox is weird enough that it only reliably confirms from counterhits if you cross up. | |||
}} | }} | ||
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|name=Tasuki Nage | |name=Tasuki Nage | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|captions= Up and away! | |||
|description= | |description= | ||
*Throws the opponent far away, can lead into a safe jump if you time it well. | *Throws the opponent far away, can lead into a safe jump if you time it well. | ||
}} | }} | ||
===Uwate Nage (Backward)=== | ===Uwate Nage (Backward)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 303: | Line 373: | ||
==Command Moves== | ==Command Moves== | ||
===Harite=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=hinako_6a | |moveId=hinako_6a | ||
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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 | ||
Line 317: | Line 387: | ||
|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 | ||
Line 326: | Line 396: | ||
|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 | ||
Line 335: | Line 404: | ||
|input=6A~D | |input=6A~D | ||
|description= | |description= | ||
* | |||
* 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. | |||
}} | }} | ||
===Tsuppari=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=hinako_6b | |moveId=hinako_6b | ||
Line 346: | Line 417: | ||
|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= | |||
|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. | |||
}} | }} | ||
===Maemitsu Tataki=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=hinako_3a | |moveId=hinako_3a | ||
Line 364: | Line 437: | ||
|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=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=hinako_3c | |moveId=hinako_3c | ||
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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 | ||
Line 384: | Line 458: | ||
|input=3C~D | |input=3C~D | ||
|description= | |description= | ||
* Low follow-up from 3C which sees little use in the scenarios you would actually use 3C | * Low follow-up from 3C which sees little use in the scenarios you would actually use 3C | ||
}} | }} | ||
Line 394: | Line 467: | ||
|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. | |||
}} | }} | ||
===Tsukiotoshi=== | ===Tsukiotoshi=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=hinako_214a,hinako_214c, | |moveId=hinako_214a,hinako_214c,hinako_214ac | ||
|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 | ||
* C version is a short-ranged overhead that's extremely punishable on block | * C version is a short-ranged overhead that's extremely punishable on block | ||
* EX version is similar to A version except guardpoint comes out frame 1 | * EX version is similar to A version except guardpoint comes out frame 1. Hits deceptively above her head | ||
* Can OTG or sideswitch after EX by rolling afterwards | |||
Hinako's main anti-air special, input allows to react more easily than traditional anti-airs but its guardpoint nature can cause the followup to be blocked and punished if opponent is too low to the ground. | Hinako's main anti-air special, input allows to react more easily than traditional anti-airs but its guardpoint nature can cause the followup to be blocked and punished if opponent is too low to the ground. | ||
}} | }} | ||
Line 418: | Line 499: | ||
|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) | |||
* Light Version has the shortest range but faster start up than the heavy variant. Long enough range to catch on round start. | * Light Version has the shortest range but faster start up than the heavy variant. Long enough range to catch on round start. | ||
* 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. | ||
}} | }} | ||
Line 430: | Line 515: | ||
|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. | |||
}} | |||
===Kotenage=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=hinako_426b,hinako_426d,hinako_426bd | |||
|name=Kotenage | |||
|input=426B/D/BD | |||
|hitboxCaptions= Normal Version, EX Version | |||
|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. | |||
Side-switching hit grab, HKD ender to light Tsukidashi(236A) in the corner and can be used to side-switch again after a EX Kakenage(6246BD) route. | |||
}} | }} | ||
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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. | ||
* Leads into a safe jump in the corner. (Hyper jump j.C) | * Leads into a safe jump in the corner. (Hyper jump j.C) | ||
* EX version has increased range. | * EX version has increased range. Scales combos by 30% when it lands, even in combos. | ||
Sideswitching instant command grab. EX grants a juggle when connected which allows for Hinako to cash out with a combo. | Sideswitching instant command grab. EX grants a juggle when connected which allows for Hinako to cash out with a combo. It is important to keep the scaling penalty in mind when judging between a kill combo or a side switch, since EX Shikofumi (22BD) allows for pretty much the same follow ups without the penalty. | ||
}} | }} | ||
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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. | |||
}} | }} | ||
==Super Special Moves== | ==Super Special Moves== | ||
===Gassho Hineri=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_236236p,hinako_236236ac | ||
|name=Gassho Hineri | |name=Gassho Hineri | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
| | |hitboxCaptions= Normal Version, , Max Version | ||
* | |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. | |||
}} | }} | ||
===Daisharin Nodowa Otoshi=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_624624p,hinako_624624ac | ||
|name=Daisharin Nodowa Otoshi | |name=Daisharin Nodowa Otoshi | ||
|input=624624A/C/AC | |input=624624A/C/AC | ||
| | |hitboxCaptions= Normal Version, Max Version | ||
* Command grab super that | |description2= | ||
* 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. | |||
}} | }} | ||
==Climax Super Special Moves== | ==Climax Super Special Moves== | ||
===Hina Arashi=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=hinako_214236cd | ||
|name= | |name=Hina Arashi | ||
|input= | |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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==Videos== | ==Videos== | ||
{{#ev:youtube|AUQrML1wGxE|||'''Hinako DLC Trailer'''|frame}} | |||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
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[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] | ||
[[Category:Hinako Shijo]] |
Latest revision as of 04:18, 29 August 2024
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