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

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* D version is much slower but leaves Hinako plus and usually at a range where you can connect a command grab directly after
* D version is much slower but leaves Hinako plus and usually at a range where you can connect a command grab directly after
* EX version wallbounces on counter-hit allowing for a high damaging combo afterwards
* EX version wallbounces on counter-hit allowing for a high damaging combo afterwards
* All versions delete fireballs on contact.
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Revision as of 20:22, 16 November 2023

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.

Movelist

Throws

Command Normals

Special Moves

Super Special Moves

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Hinako Shijo is an snowballing grappler that boasts a multitude of pressure options to mix up her opponents
Pros Cons
  • Pro #1
  • Pro #2
  • Con #1
  • Con #2


Normals

Far Standing Normals

far A

far A
f.A
f.A


NO IMAGE FOUND

No results
  • Standard far jab, faster but shorter than far B.
  • Can be canceled into 236A even at max range.

far B

far B
f.B
f.B


NO IMAGE FOUND

No results
  • Better range than far A thanks to moving you forward, in return its slower on startup.

far C

far C
f.C
f.C


NO IMAGE FOUND

No results
  • Can be canceled into Command Normals.
  • 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.

far D

far D
f.D
f.D


NO IMAGE FOUND

No results
  • Better range due to moving you forward, much like far B.
  • Standing low, will connect into every move but her grabs at max range.

Close Standing Normals

close A

close A
cl.A
cl.A


NO IMAGE FOUND

No results
  • Super fast slap that's plus on block, great for pressure and combo starting as it lead into 3A.

close B

close B
cl.B
cl.B


NO IMAGE FOUND

No results
  • Even more plus on block than close A, has better range and it leads into 3A, use it after close A for extra damage.

close C

close C
cl.C
cl.C


NO IMAGE FOUND

No results
  • Stubby slap that 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


NO IMAGE FOUND

No results
  • Standing low, same speed as close C with more damage and without any of the pushback issues.
  • You will use this a lot

Crouch Normals

crouch A

crouch A
2A
2A


NO IMAGE FOUND

No results
  • Stubby but fast, leads into 3A.
  • Plus on block but not by much.

crouch B

crouch B
2B
2B


NO IMAGE FOUND

No results
  • Same speed as crouching A but only safe on block.
  • Special cancelable, you can also link it into far B at max range for extra damage.

crouch C

crouch C
2C
2C


NO IMAGE FOUND

No results
  • 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.

crouch D

crouch D
2D
2D


NO IMAGE FOUND

No results
  • Moves you subtly forward, increasing its range.
  • Can combo into 426BD for the anywhere juggle, nut not from max range.
  • You can do 236A after it to either make it safe on block, or to get closer on hit.

Jump Normals

Jump A

jump A
j.A
j.A


NO IMAGE FOUND

No resultsNo results
  • 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


NO IMAGE FOUND

No resultsNo results
  • 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


NO IMAGE FOUND

No resultsNo results
  • Her best jump in, same speed as jump A but won't hit anything above her.

Jump D

jump D
j.D
j.D


NO IMAGE FOUND

No resultsNo results
  • Hits twice, her slowest air normal but has better vertical range than jump C.

Rush

rush
cl.AA/cl.AAX
cl.AA/cl.AAX


NO IMAGE FOUND

No resultsNo results
  • Ends with 236A, making it safe on block.

Blowback

Blowback

Blowback
CD
CD


NO IMAGE FOUND

No results
  • Has long range and can be canceled on whiff, can be used as a mobility tool to get in if you cancel it right.
  • Its hard to convert into combos on hit, but if you run fast enough you can follow it up with 3C.

Shatterstrike

Shatterstrike
236CD
236CD


NO IMAGE FOUND

No results
  • 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.

jump CD

jump CD
j.CD
j.CD


NO IMAGE FOUND

No resultsNo results
  • Her crossup button, don't ask why.
  • Moves her hurtbox slightly up.

Throws

C throw

No results
(close) 4/6C
(close) 4/6C


NO IMAGE FOUND

No results
  • Throws the opponent far away, can lead into a safe jump if you time it well.

D throw

No results
(close) 4/6D
(close) 4/6D


NO IMAGE FOUND

No results
  • Doesn't give you much advantage.
  • Side switches.

Command Moves

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
  • Values in [] indicated when move is cancelled into
  • Whiffs easily at farther cancels making this difficult to autopilot into

Follows up into three different command normals

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
  • Values in [] indicated when move is cancelled into
  • Overhead follow-up that is much slower than the low followup
  • Barely punishable on block
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
  • Values in [] indicated when move is cancelled into
  • Mid follow-up used as combo filler
  • Can be linked into 2A on hit which allows for grounded 6A~C loops
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
  • Values in [] indicated when move is cancelled into
  • Low follow-up


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
  • Command normal that reaches farther than 6A making for better combo filler at certain ranges
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
  • Values in [] indicated when move is cancelled into
  • 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


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)
  • Values in [] indicated when move is cancelled into
  • Two hit command normal that connects off of lights making this an ideal confirm as it allows for a EX Shikofumi(22BD) route


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
  • Values in [] indicated when move is cancelled into
  • Combo filler when starting with EX Shikofumi(22BD) or when comboing from shatter-strike, CH EX Gorintsuki(214BD), and EX Kakenage(6246BD)
  • Reaches approximately the same range as a 6B cancel but is slightly less safe
  • Hits fairly high making this available as an anti-air option but fairly overshadowed by 2C and light Tsukiotoshi
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
  • Values in [] indicated when move is cancelled into
  • 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

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)
  • A version is a safe pressure string ender and combo tool. Can follow up with sweep in a midscreen combo or Kotenage in corner.
  • C version is a heavy meterless ender
  • EX version launches on hit, main combo starter from 5B

Classic sumo slaps. Advances and is a true blockstring when cancelled from lights, usually puts you in a perfect spot to use Yoriki to take back your turn if the opponent presses.

Tsukiotoshi

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

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

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)
  • 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

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

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
  • 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

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
  • B version is safe on block and also leaves Hinako at a spaced out range
  • D version is much slower but leaves Hinako plus and usually at a range where you can connect a command grab directly after
  • EX version wallbounces on counter-hit allowing for a high damaging combo afterwards
  • All versions delete fireballs on contact.

Yorikiri

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

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
  • Light and EX have the same start up speed.
  • 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

Reversal grab series. 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.

Kakenage

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

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 - -
  • Placeholder
  • Placeholder
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Sideswitching instant command grab. EX grants a juggle when connected which allows for Hinako to cash out with a combo.

Shikofumi

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

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

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.

Super Special Moves

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


NO IMAGE FOUND

No results
  • Invincible on startup
  • Main super to cancel into in combos
  • Can be used as a anti-air in both versions but Level 1 is too slow to be viable
Daisharin Nodowa Otoshi
624624A/C/AC
624624A/C/AC


NO IMAGE FOUND

No results
  • Command grab super that can't be comboed when opponent is in the air unless cancelled into from Gassho Hineri
  • 1F startup at Level 2 makes for an expensive reversal

Climax Super Special Moves

Daisharin Nodowa Otoshi
2141236CD
2141236CD


NO IMAGE FOUND

No results
  • Command grab climax allowing for an expensive grab at Hinako's disposal but not an anti-air

Misc

Alternate Colors

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


Videos

The King of Fighters XV

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The King of Fighters XV
System

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Characters