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The King of Fighters XV/Hinako Shijo: Difference between revisions

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
<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 end="image"/>
<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==
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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 101: Line 118:
| 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=
* '''Non-stop pressure''': With a wide selection of moves that are plus on block, Hinako can make sure there is never a break for the opposition. Punish them for disrespecting your onslaught of slaps and grabs and make their veins pop from fear.
* '''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.
* '''Mix for days''': Thanks to her various command normals, standing lows, varying command grabs and general options, Hinako can keep the opponent guessing at all times. Add on the fact most of her options are safe on block, and you've got the opponent second guessing themselves on what to do.  
* '''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.
* '''Hits like a freight train''': One touch is all she needs to melt half a life bar away, thanks to her heavy hitting moves and all her normals special canceling. Combos that rarely require more than 1 bar of meter, Hinako doesn't require much to dish out damage, with most of her combo enders leading into OTGs in the corner just to rub it in.
* '''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=
* '''Stubby at best''': Hinako's range is bad to say the least, her furthest reaching moves are shorter than most others', and her long reaching specials come with long startups. She may be amazing up close, but you will be fighting hard to get her in there.
* '''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.
* '''Pathetic air movement''': Having an extremely floaty jump, Hinako is dreadful in the skies. Her stubby moves do not help matters, making things like safe jumps a pain to get right, if you plan to jump be ready to pay if you do so in a poorly judged way.  
* '''Floaty''': Hinako's jump arc is very slow, which makes Hinako's aerial offense predictable and awkward.
* '''Diminishing returns''': Despite not needing a lot of meter to get going, extra meter doesn't improve her damage output by that much. Her main super ender (Gassho Hineri) leaves her at a disadvantage outside of the corner.
 
}}
}}
{{#ev:youtube|D1yGe9OjJAI|||'''Character breakdown'''|frame}}
{{#ev:youtube|D1yGe9OjJAI|||'''Character breakdown'''|frame}}
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|input=f.B
|input=f.B
|description=
|description=
*Moves her forward
* Moves Hinako forward, while also having a moderately sized disjointed hitbox
*Great hop check.
*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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|input=f.C
|input=f.C
|description=
|description=
*Can be canceled into Command Normals.
*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 standard heavy poke. Doesn't have too much range, but it can be used when out of proximity or for whiff punishing.
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
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|name=far D
|name=far D
|input=f.D
|input=f.D
|captions= Watch your feet
|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
*Moves her generously forward
A very good low that moves her forward for checking standing opponents. Can possibly be used to hitconfirm into any knockdown ender (except Tsukiotoshi) or combo starter of choice.
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.
}}
}}


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|description=
|description=
*Standing low
*Standing low
A low kick to the shin. The preferred normal starter since it has the same startup as cl.C, the least pushback. and hits low. Her go-to ender for corner reset enders. An important thing to note is that this pushes you slightly backwards in the corner when used as a reset which beats out people who are trying to use throw as a reversal.
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.
}}
}}


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|description=
|description=
*Stubby but fast, leads into 3A.
*Stubby but fast, leads into 3A.
*Plus on block but not by much.
*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.
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.
}}
}}
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|name=crouch B
|name=crouch B
|input=2B
|input=2B
|captions= Wait is she sitting?
|captions=
|description=
|description=
*Same speed as crouching A but only safe 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.
Hinako sticks her foot out. One of her essential lows as it is cancellable and consistently chains into far B for a hit confirm. It's a little stubby, however.
Lightning-fast low that's also special-cancellable, which is great considering it has less range than its appearance suggests.
}}
}}


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|name=crouch D
|name=crouch D
|input=2D
|input=2D
|captions= So fast!
|captions=  
|description=
|description=
*Moves you subtly forward, increasing its range.
*Pushes Hinako forward slightly.
*Can combo into 426BD for the anywhere juggle, but not from max range.
 
*You can do 236A after it to either make it safe on block, or to get closer on hit.
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.
A very fast leg sweep with only '''6 frames''' of startup! One of Hinako's main neutral pokes. This incredibly fast sweep easily trips opponents who aren't paying attention to their feet and is also her main ender after light Tsukidashi.
}}
}}


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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=
*Has long range and can be canceled on whiff, can be used as a mobility tool to get in if you cancel it right.
*Whiff cancelable into specials.
*Its hard to convert into combos on hit, but if you run fast enough you can follow it up with 3C.
 
A decently ranged blowback attack. A great move to throw out when whiff cancelling in neutral into specials. Works well when whiff cancelling into Yorikiri on the opponent's wakeup to throw them off.
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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*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
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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|hitboxCaptions= Hop Version, Jump Version
|description=
|description=
*Her crossup button, don't ask why.
*Crosses up.
*Moves her hurtbox slightly 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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|input=6A
|input=6A
|description=
|description=
* Whiffs easily at farther cancels making this difficult to autopilot into
* Advances Hinako forward, but she can still be pushed out of range to connect.
Follows up into three different command normals
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 359: Line 387:
|input=6A~A
|input=6A~A
|description=
|description=
* Overhead follow-up that is much slower than the low followup
* Applies 30% scaling to the next hit if directly canceled into a super.
* Barely punishable on block
 
* Can be thrown easily
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 368: Line 396:
|input=6A~C
|input=6A~C
|description=
|description=
* Mid follow-up used as combo filler
* Very plus on hit, links into 2A.
* Can be linked into 2A on hit which allows for grounded 6A~C loops
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 377: Line 405:
|description=
|description=


* Low follow-up
* 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===
===Tsuppari===
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|description=
|description=
* Values in [] indicated when move is cancelled into
* Values in [] indicated when move is cancelled into
* Command normal that reaches farther than 6A making for better combo filler at certain ranges
 
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='''Hinako used Double Slap'''
|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
* Being barely punishable and not special cancellable makes this niche to use unless you are willing to commit to confirming into quick-max
 
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=
* Two hit command normal that connects off of lights making this an ideal confirm as it allows for a EX Shikofumi(22BD) route
 
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=
* Combo filler when starting with EX Shikofumi(22BD) or when comboing from shatter-strike, CH EX Gorintsuki(214BD), and EX Kakenage(6246BD)
* Juggles airborne opponents.
* Reaches approximately the same range as a 6B cancel but is slightly less safe
* Pushes Hinako forwards around 1 character distance.
* Hits fairly high making this available as an anti-air option but fairly overshadowed by 2C and light Tsukiotoshi(214A)
* 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
|captions= Light Version, Heavy Version
|imageCaptions= Light Version, Heavy Version
|hitboxCaptions= A Version, , C Version, , , EX Version
|description3=
|description3=
* A version is a safe pressure string ender and combo tool. Can follow up with sweep in a midscreen combo or Kotenage(426K) in corner.
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.
* C version is a heavy meterless ender
----
* EX version launches on hit, main combo starter from 5B
'''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.
Classic sumo slaps. Advances and is a true blockstring when cancelled from lights, usually puts you in a perfect spot to use Yorikiri(623K) to take back your turn if the opponent presses.
----
'''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
|captions= , Heavy Version
|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
|captions= Broly taught her well, , Oh no!
|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)
Line 467: Line 506:
* 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.
*'''Currently has a glitch that puts the opponent in the grab animation, but cancels her grab which happens by doing stop the same frame the grab hits.'''
 
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
|captions= Don't jump
|imageCaptions= Don't jump
|hitboxCaptions= Normal Version, EX Version
|description3=
|description3=
* Great pre-emptive anti air
* Hinako's hands are fully disjointed.
* Low profiles. EX version goes lower
* Level 1 projectile collision hitbox meterless; 214BD can dissipate '''EX''' projectiles
* B version is safe on block and also leaves Hinako at a spaced out range
* 214BD wallbounces on counterhit.
* B version gives an autotimed safejump when grounded (Roll then hyper hop)
 
* D version is much slower but leaves Hinako plus and usually at a range where you can connect a command grab directly after
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.
* EX version wallbounces on counter-hit allowing for a high damaging combo afterwards
* All versions delete projectiles on contact. Normal versions negate regular projectiles and while EX negates EX projectiles. Creates an [https://www.youtube.com/watch?v=H9-khmJNYxM invisible, reflectable projectile].
One of her best neutral and offense tools to use. Having almost no recovery, low profiles, and causing a hard knockdown on hit makes it an outstanding move to throw out in neutral to keep the opponent grounded and be cautious with their approach.
}}
}}


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|name=Yorikiri
|name=Yorikiri
|input=623B/D/BD
|input=623B/D/BD
|captions= I heard you liked the corner
|imageCaptions= Character-defining; excellent corner carry, Whiff
|hitboxCaptions= Normal Version, , EX Version
|description3=
|description3=
* Light and EX have the same start up speed and can combo into from lights.
* 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 version carries from wall-to-wall, reminiscent of its 02UM's version
* Meterless carries the opponent to the edge of the screen, '''EX''' carries the opponent to the edge of the stage
Reversal grab series and Hinako's main offense tool up close. All versions are fully invincible on start-up which combined with the EX wall-to-wall carry makes for a scary threat in Hinako's defense. The mere threat of the command grab makes it an essential tool for her snowballing offense and she can utilize that fear to her advantage.
 
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
|captions=  
|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  
Hinako's fullscreen low stomps which helps deal with faraway opponents and close in on hit. Its long startup makes it a bad tool to use anywhere besides fullscreen. Does NOT deal any guard damage, stun, or chip. Can be used in response to zoning.<br>
 
'''Because this move is considered a strike, this move can be [https://twitter.com/fujimura_51/status/1724493252727087260 countered] from fullscreen so be aware of this. It is currently unknown if this is intended.'''
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=
* Invincible on startup
* Go-to combo ender.
* Main super to cancel into in combos
* ''Very'' invincible, allowing it to eat most attacks on reaction
* Can be used as a anti-air in both versions but Level 1 is too slow to be viable
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 can't be comboed when opponent is in the air unless cancelled into from Gassho Hineri
* Whiffs on airborne opponents unless canceled into from Gassho Hineri.
* 1F startup at Level 2 makes for an expensive reversal
 
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=
* Command grab climax allowing for an expensive grab at Hinako's disposal but not an anti-air
* Whiffs on opponents that aren't grounded, unless canceled into from supers.
* Can only combo into this after cancelling from super
 
* Can only be cancelled into from specials that keep the opponent grounded (ex: first hit of 236A, first two hits of 236C) cancel will whiff otherwise
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:CHARACTER NAME GOES HERE]]-->
[[Category:Hinako Shijo]]

Latest revision as of 04:18, 29 August 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

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.
Jump: 46f
Hop: 40f
Backdash: 23f
Run Speed Ranking: 5

Movelist

Throws

Tasuki Nage (Forward) - / +

Uwate Nage (Backward) - / +

Command Normals

Harite - +

┗Harite (Chiyo) -
┗Harite (Nishiki) -
┗Harite (Otori) -

Tsuppari - +

┗Tsuppari (Follow-up) -

Maemitsu Tataki - +

Nodowa - +

┗Nodowa (Follow-up) -

Special Moves

Tsukidashi - + / (*)

Tsukiotoshi - + / (*)

Gaburiyori - + / (*)

┗Feint -

Gorintsuki - + / (*)

Yorikiri - + / (*)

Kakenage - + / (*)

Shikofumi - +

Super Special Moves

Gassho Hineri - + /  !

Daisharin Nodowa Otoshi - + /  !

Climax Super Special Moves

Hina Arashi - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Anywhere

cl.5D > 6A~C , 2A > 3A > 236C
2B > 2B > f.5B > 236A , 2D

311 dmg
179 dmg

0.5 Meter

Anywhere
Anywhere

cl.5D > 6A~C , 2A > 3A > 22BD, 3C > 214D
2B > 2A > 3A > 22BD, 3C > 214D

407 dmg
303 dmg

1 Meter

Anywhere
Corner Only

cl.5D > 3C > 214B > 236236P
2B > 2B > f.5B > 236AC , 236A , 214AC , 22B

424 dmg
322 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
  • 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.
  • 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.


Character breakdown

Normals

Far Standing Normals

far A

far A
f.A
f.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 5 3 10 +2 0 - 30 60
  • 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
f.B
f.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid special 7 4 11 0 -2 - 30 60
  • 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
f.C
f.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 3 21 -3 -5 - 70 120
  • Command-cancelable.
  • 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.

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
f.D
f.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 7 8 16 -3 -5 - 70 120
  • 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 A

close A
cl.A
cl.A

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

25 Mid command 4 3 8 +4 +2 - 30 60
  • 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
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 4 6 +5 +3 - 30 60
  • 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
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 4 17 0 -2 - 70 120

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
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 5 9 13 -1 -3 - 70 120
  • 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 A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +3 +1 - 30 60
  • 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
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low special 4 4 10 +1 -1 - 15 30
  • Hinako's fastest low. Slightly minus on block.
  • 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
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 9 6 23 -8 -10 - 70 120
  • 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.
  • Forces standing on hit.
  • Decent anti air

crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 6 4 19 SKD (+26 Recovery Roll / +53 No Recovery Roll) -4 - 70 120
  • 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 A

jump A
j.A
j.A

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 5 5 1 on ground - - - 30 50

jump A jump A

45 High - 4 7 1 on ground - - - 30 60
  • Not the best as a jump in due to its small size, but a fine air to air as it comes out fast.

Jump B

jump B
j.B
j.B

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 4 10 1 on ground - - - 30 50

jump B jump B

45 High - 4 10 1 on ground - - - 30 60
  • Hitbox is aimed downwards, making it a better jump in but won't hit anything above her.

Jump C

jump C
j.C
j.C

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High - 8 6 1 on ground - - - 70 100

jump C jump C

70 High - 8 6 1 on ground - - - 70 120
  • Her best jump in, same speed as jump A but won't hit anything above her.

Jump D

jump D
j.D
j.D

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 (35 + 35) High(1), Mid - 9 8 (4 + 4) 1 on ground - - - 70 (35 + 35) 100 (50+50)

jump D jump D

70 (35 + 35) High(1), Mid - 9 8 (4 + 4) 1 on ground - - - 70 (35 + 35) 120 (60+60)
  • Hits twice, her slowest air normal but has better vertical range than jump C.
  • Decent air-to-air

Rush

Rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

AA AA

25 Mid - 6 - - -5 -7 - 0 60

AAX AAX

25 Mid - 12 - - -6 -8 - 0 60
  • Ends with 236A, making it safe on block.

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 16 4 21 +75~+90 -2 - 100 160
  • 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
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (+93) -10 Armor: 4 to 14 (11 frames) 0 200
  • If it hits raw, the following combo will destroy your opponent.
  • Despite the animation, neither 22BD nor 6246BD will hit after it raw, but you can do 3C into a full launch.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as her CD.

jump CD

jump CD
j.CD
j.CD

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 15 7 1 on ground SKD - - 80 120
  • Crosses up.

Hinako's only crossup. Its hitbox is weird enough that it only reliably confirms from counterhits if you cross up.

jump CD jump CD

90 Mid - 15 7 1 on ground SKD - - 80 140

Throws

Tasuki Nage (Forward)

Tasuki Nage
(close) 4/6C
(close) 4/6C

Up and away!

Up and away!

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 +54 (HKD) - - 0 0
  • Throws the opponent far away, can lead into a safe jump if you time it well.

Uwate Nage (Backward)

Uwate Nage
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 +30 (HKD) - - 0 0
  • Doesn't give you much advantage.
  • Side switches.

Command Moves

Harite

Harite
6A
6A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 Mid special 19 4 17 0 -2 - 20 40
  • 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.

Harite (Chiyo)
6A~A
6A~A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 High super 16 4 19 0 -4 - 60 60
  • 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.

Harite (Nishiki)
6A~C
6A~C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 Mid special 9 4 17 +4 -2 - 20 40
  • 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.

Harite (Otori)
6A~D
6A~D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low super 11 4 17 +2 -2 - 80 80
  • 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

Tsuppari
6B
6B

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

raw raw

50 Mid super 11 5 16 0 -2 - 40 60

cancel cancel

50 Mid special 15 5 16 0 -2 - 40 60
  • 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.

Tsuppari (Follow-up)
6B~B
6B~B

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

raw raw

60 Mid super 6 5 18 -2 -4 - 30 30

cancel cancel

60 Mid super 6 5 18 -2 -4 - 30 30
  • 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

Maemitsu Tataki
3A
3A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 (20 + 20) Mid special 8 4 (2) 4 22 -5 -7 - 30 (15 + 15) 40 (20 + 20)

Fast command normal with low damage, used to convert light normals into specials that otherwise only connect from heavy attacks.

Nodowa

Nodowa
3C
3C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 15 6 16 -1 -3 - 70 70
  • 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.

Nodowa (Follow-up)
3C~D
3C~D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Low super 15 6 16 SKD (+28: Tech / +55: Non-tech) -2 - 70 70
  • Low follow-up from 3C which sees little use in the scenarios you would actually use 3C

Special Moves

Tsukidashi

Tsukidashi
236A/C/AC
236A/C/AC

Light Version
Heavy Version

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

70 (30+40) Mid super 10 2 (6) 2 19 Juggle (+34) -2 - 70 (30+40) 70 (30+40)

C C

140 (50+50+40) Mid super 17 2 (6) 2 (16) 2 21 HKD (+63) -14 - 120 (40+40+40) 120 (40+40+40)

AC AC

100 (20+20+20+20+20) Mid - 10 2 (6) 2 (6) 2 (6) 2 (16) 2 37 Juggle (+38) -10 - 0 110 (20+20+20+20+30)

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
214A/C/AC
214A/C/AC

Heavy Version

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

90 (30+60) Mid super 11 4 (14) 5 30 HKD (+30) -18 Upper Body Armor Frames: 3 to 12 (10 frames) 90 (30+60) 90 (30+60)

C C

120 High - 20 5 30 HKD (+30) -18 - 120 120

AC AC

130 (50+80) High - 7 4 (14) 5 30 HKD (+49) -18 Upper Body Armor Frames: 1 to 10 (10 frames) 0 130 (50+80)
  • 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
  • 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.

Gaburiyori

Gaburiyori
6246A/C/AC
6246A/C/AC

The last thing she needed
Whiff

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

130 N/A - 16 10 37~40 (Total frames at earliest cancel) HKD (+39) - - 0 0

C C

130 N/A - 21 10 40~42 (Total frames at earliest cancel) HKD (+39) - - 0 0

AC AC

160 N/A - 12 10 28~40 (Total frames at earliest cancel) HKD (+39) - - 0 0
  • 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.
  • Heavy Version has better range but its the slowest of the versions. Reaches around half screen.
  • 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.

Gorintsuki

Gorintsuki
214B/D/BD
214B/D/BD

Don't jump

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

120 Mid super 15 5 18 HKD (+71) -2 - 120 120

D D

140 Mid super 28 5 15 HKD (+74) +2 - 140 140

BD BD

170 Mid - 17 5 23 HKD (+71) -2 - 0 170
  • 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.

Yorikiri

Yorikiri
623B/D/BD
623B/D/BD

Character-defining; excellent corner carry
Whiff

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

130 N/A - 10 1 40 HKD (+51) Unblockable Full Body: 1 to 10 (10 frames) 0 0

D D

130 N/A - 17 1 38 HKD (+51) Unblockable Full Body: 1 to 17 (17 frames) 0 0

BD BD

160 N/A - 10 4 34 HKD (+51) Unblockable Full Body: 1 to 10 (10 frames) 0 0
  • 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.
  • 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

Kotenage
426B/D/BD
426B/D/BD

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

100 Mid - 6 2 33 HKD (+46) -16 - 0 0

D D

100 Mid - 6 2 33 HKD (+46) -16 - - -

BD BD

160 Mid - 6 2 33 HKD (+46) -16 - 0 0
  • 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.

Kakenage

Kakenage
6246/B/D/BD
6246/B/D/BD

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

150 N/A - 1 1 51 HKD (+55) - Full Body: 1 Frame 0 0

D D

150 N/A - 1 1 51 HKD (+55) - Full Body: 1 Frame 0 0

BD BD

100 N/A - 1 1 51 Juggle (+86) - Full Body: 1 Frame - -
  • Frame 1 grab with an invincible start up.
  • Leads into a safe jump in the corner. (Hyper jump j.C)
  • 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. 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.

Shikofumi

Shikofumi
22B/D/BD
22B/D/BD

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 [40] Low - 23 2 26 SKD (+21) -9 - 0 0

D D

100 [50] Low - 31 2 20 HKD (+65) -3 - 0 0

BD BD

80 [50] Low - 20 2 23 Juggle (+69) -6 - 0 0
  • 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.
  • 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

Gassho Hineri

Gassho Hineri
236236A/C/AC
236236A/C/AC

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

200 Mid advanced, climax 15 11 44 HKD (+36) -36 Full Body: 1 to 14 (14 Frames) 0 0

AC AC

350 Mid climax 13 11 44 HKD (+18) -36 Full Body: 1 to 24 (24 Frames) 0 0
  • 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

Daisharin Nodowa Otoshi
624624A/C/AC
624624A/C/AC

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

250 N/A advanced, climax 3 2 46 HKD (+44) Unblockable Full Body: 1 to 4 (4 Frames) 0 0

AC AC

380 (130+250) N/A climax 1 2 45 HKD (+31) Unblockable Full Body: 1 to 2 (2 Frames) 0 0
  • 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

Hina Arashi

Hina Arashi
214236CD
214236CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

CD CD

450 (50+20*10+200) Min: 225 N/A - 1 2 45 HKD (+47) Unblockable Full Body: 1 to 2 (2 Frames) 0 0
  • 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.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Hinako DLC Trailer
The King of Fighters XV

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The King of Fighters XV
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