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The King of Fighters 2002 UM/Hinako Shijou: Difference between revisions
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*cr.B hits low and is chain-able into itself and into st.A, cr.A, and st.B | *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.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 | *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, regardless if they ground tech or not | ||
'''Jump''' | '''Jump''' | ||
*All of Hinako's jump normals hit overhead but the must be performed rather deep and late to hit crouching opponents. | |||
*j.A & j.B is good for attacking from the air-to-ground | |||
*j.C has a cross-up hit box but its rather difficult to combo into her st.C from it | |||
*j.D is the preferred jump-in attack, it hits twice and can connect easier into her st.B or st.C but must hit very deep and must be performed at the end of a hop. It is also a good normal to jump away from the opponent with and to zone slightly within her hop arc area. It may whiff on crouching opponents easily if performed too early in the jump | |||
Revision as of 21:04, 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, regardless if they ground tech or not
Jump
- All of Hinako's jump normals hit overhead but the must be performed rather deep and late to hit crouching opponents.
- j.A & j.B is good for attacking from the air-to-ground
- j.C has a cross-up hit box but its rather difficult to combo into her st.C from it
- j.D is the preferred jump-in attack, it hits twice and can connect easier into her st.B or st.C but must hit very deep and must be performed at the end of a hop. It is also a good normal to jump away from the opponent with and to zone slightly within her hop arc area. It may whiff on crouching opponents easily if performed too early in the 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
Discuss at Orochinagi