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The King of Fighters 2002 UM/Hinako Shijou: Difference between revisions
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== Normal Moves == | == Normal Moves == | ||
'''Stand''' | '''Stand''' | ||
* | *Hinako doesn't have any close versions of her standing normals | ||
*All of Hinako's stand normals are whiff cancel-able into special moves and command normals | |||
*st.A/st.B/C/D are cancel-able | |||
*st.A is chain-able, links into most of her command normals and is good for stopping hops | |||
*st.B unlike her other normals makes her sprite move forward rather than staying in the neutral stance | |||
*st.C/D are both great combo starters, link right into special attacks because of their hit-stun | |||
*st.D hits mid despite the look of it's hit-box and is special and command normal cancel-able | |||
'''Crouch''' | '''Crouch''' | ||
*cr.A and cr.C are mid attacks and are cancel-able into command and special moves | |||
*cr.B hits low and is chain-able into itself and into st.A, cr.A, and st.B | |||
*cr.C is okay for stopping air to ground jump in attacks but may be stuffed or traded because of its slow start-up and hitbox placement. This normal also moves Hinako forward a bit and is whiff cancel-able and special and command normal cancel-able | |||
*cr.D is a whiff cancel-able sweep. On hit it can be whiff cancelled into f+B, then cancelled into her down, down+K ground pound for a two hit combo | |||
'''Jump''' | '''Jump''' |
Revision as of 20:43, 20 September 2014
Normal Moves
Stand
- Hinako doesn't have any close versions of her standing normals
- All of Hinako's stand normals are whiff cancel-able into special moves and command normals
- st.A/st.B/C/D are cancel-able
- st.A is chain-able, links into most of her command normals and is good for stopping hops
- st.B unlike her other normals makes her sprite move forward rather than staying in the neutral stance
- st.C/D are both great combo starters, link right into special attacks because of their hit-stun
- st.D hits mid despite the look of it's hit-box and is special and command normal cancel-able
Crouch
- cr.A and cr.C are mid attacks and are cancel-able into command and special moves
- cr.B hits low and is chain-able into itself and into st.A, cr.A, and st.B
- cr.C is okay for stopping air to ground jump in attacks but may be stuffed or traded because of its slow start-up and hitbox placement. This normal also moves Hinako forward a bit and is whiff cancel-able and special and command normal cancel-able
- cr.D is a whiff cancel-able sweep. On hit it can be whiff cancelled into f+B, then cancelled into her down, down+K ground pound for a two hit combo
Jump
Blowback Attack
Throws
Tasuki Nage - close, b/f + C
Uwate Swimming - close, b/f + D
Command Moves
Harite Sendai - f + A, A
Harite Nishiki - f + A, C
Tsuppari - f + B, B
Nodowa - df + C, D
Maemitsu Tataki - df + A
Kakeguri - df + D
Special Moves
Tsukidashi - qcf + A/C
Tsuki Otoshi - qcb + A/C
Kote Nage - close, hcf + B/D
Kake Nage - close, hcb, f + B/D
Yorigiri - close, dp + B/D
Shiko Toumi - d, d + B/D
Gorin Tsuki - qcb + B/D
Desperation Move
Gasshou Hiner - hcf x 2 + B/D
Super Desperation Move
Gasshou Hiner - hcf x 2 + B + D
HSDM
Daisharin Nodowa Otoshi - hcf x 2 + A + C
Combos
Crouching
1.) cr.b, cr.a, df + a (1 hit)
┗ qcb + A/C, down, down + D (6 hits) / qcb + B (4 hits) / hcf + A (7 hits) / hcf + C (9 hits) / hcb, f + B or D
2.) cr.b, cr.a, df + a (2)
┗ qcb + B (5 hits) / hcf + A (8 hits) / hcf + C (10 hits) / hcb, f + B or D / hcf, hcf + K or B+D (5 hits)
3.) cr.b X 2, cr.a, df + a (2)
┗ hcb, f + B or D (5 hits) / hcf, hcf + K or B+D (5 hits)
4.) cr.b X 3, st.b, df + a (1)
┗ qcb + A (7 hits) / qcb + B (6 hits) / hcf + C (11 hits) / hcb, f + B or D (6 hits) / hcf + B or D (6 hits)
5.) cr.b (X 2 or 3), far B
┗ hcf + A (7 hits) / hcb, f + B or D / hcf + B or D (4 hits) / df + A, down, down + B
6.) cr.b (X 3), far B, df + A (2)
┗ hcb, f + B or D (5 hits) / hcf, hcf + K or B+D (5 hits)
Standing combo starters
1.) cl.c or cl.d, f + B, B etc.
2.) cl.c or cl.d, f + B, B, df + A (1 or 2) etc.
3.) cl.c or cr.c, df + C etc.
4.) cl.c or cr.c, df + A etc.
Many of Hinako's normals and command moves are cancel-able, so feel free to experiment with all of them to see which specials can connect from them.
Discussion Threads
Discuss at Dream Cancel
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