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

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(Created page with "{{CharNavbox_XV}} thumb|grab this description from KOF website {{TOClimit|3}} ==Movelist== '''Throws''' '''Command Normals''' '''Special Moves''' '''Super Special Moves''' ==Quick Combo Reference== {| border="1" align="center" style="font-size:90%" |+ ===Quick Combo Reference=== '''Notation''' |- | '''0 Meter''' | Placeholder<br/> Placeholder<br/> | ( = dmg<br/> ( = dmg<br/> |- | '''1 Meter''' | Placeholder<br/> Placehold...")
 
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{{CharNavbox_XV}}
{{CharNavbox_XV}}
[[File:KOFXV_characterName_Profile.png|thumb|grab this description from KOF website]]
[[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. ]]
{{TOClimit|3}}
{{TOClimit|3}}
==Movelist==
==Movelist==
Line 47: Line 47:
==Gameplay Overview==
==Gameplay Overview==
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{SUBPAGENAME}} is an XYZ charcter who does QWE using ASDF.
| intro = '''''{{SUBPAGENAME}} is an snowballing grappler that boasts a multitude of pressure options to mix up her opponents'''''
| pros=
| pros=
* Pro #1
* Pro #1
Line 225: Line 225:
}}
}}
==Command Moves==
==Command Moves==
{{FrameDataCargo-KOFXV
|moveId=hinako_6a
|name=Harite
|input=6A
|description=
* 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
}}
{{FrameDataCargo-KOFXV
|moveId=hinako_6aa
|name=Harite (Chiyo)
|input=6A~A
|description=
* Values in [] indicated when move is cancelled into
* Overhead follow-up that is much slower than the low followup
* Barely punishable on block
}}
{{FrameDataCargo-KOFXV
|moveId=hinako_6ac
|name=Harite (Nishiki)
|input=6A~C
|description=
* 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
}}
{{FrameDataCargo-KOFXV
|moveId=hinako_6ad
|name=Harite (Otori)
|input=6A~D
|description=
* Values in [] indicated when move is cancelled into
* Low follow-up
}}


{{FrameDataCargo-KOFXV
|moveId=hinako_6b
|name=Tsuppari
|input=6B
|description=
* Values in [] indicated when move is cancelled into
* Command normal that reaches farther than 6A making for better combo filler at certain ranges
}}
{{FrameDataCargo-KOFXV
|moveId=hinako_6b~b
|name=Tsuppari (Follow-up)
|input=6B~B
|description=
* 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
}}
{{FrameDataCargo-KOFXV
|moveId=hinako_3a
|name=Maemitsu Tataki
|input=3A
|description=
* 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 route
}}
{{FrameDataCargo-KOFXV
|moveId=hinako_3c
|name=Nodowa
|input=3C
|description=
* Values in [] indicated when move is cancelled into
* Combo filler when starting with EX Shikofumi or when comboing from shatter-strike, CH Gorintsuki, and EX Kakenage
* 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
}}
{{FrameDataCargo-KOFXV
|moveId=hinako_3c~d
|name=Nodowa (Follow-up)
|input=3C~D
|description=
* 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==
==Special Moves==
===Tsukidashi===
{{FrameDataCargo-KOFXV
|moveId=hinako_236a,hinako_236c,hinako_236ac
|name=Tsukidashi
|input=236A/C/AC
|description3=
* 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===
{{FrameDataCargo-KOFXV
|moveId=hinako_214a,hinako_214c,hinako_236ac
|name=Tsukiotoshi
|input=214A/C/AC
|description3=
* 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===
{{FrameDataCargo-KOFXV
|moveId=hinako_6246a,hinako_6246c,hinako_6246ac
|name=Gaburiyori
|input=6246A/C/AC
|description3=
* Placeholder
* Placeholder
* Placeholder
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===
{{FrameDataCargo-KOFXV
|moveId=hinako_214b,hinako_214d,hinako_214bd
|name=Gorintsuki
|input=214B/D/BD
|description3=
* 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
}}
===Yorikiri===
{{FrameDataCargo-KOFXV
|moveId=hinako_623b,hinako_623d,hinako_623bd
|name=Yorikiri
|input=623B/D/BD
|description3=
* Placeholder
* Placeholder
* 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===
{{FrameDataCargo-KOFXV
|moveId=hinako_6246b,hinako_6246d,hinako_6246bd
|name=Kakenage
|input=6246/B/D/BD
|description3=
* Placeholder
* Placeholder
* Placeholder
Sideswitching instant command grab. EX grants a juggle when connected which allows for Hinako to cash out with a combo.
}}
===Shikofumi===
{{FrameDataCargo-KOFXV
|moveId=hinako_22b,hinako_22d,hinako_22bd
|name=Shikofumi
|input=22B/D/BD
|description3=
* B version is fast enough to deal OTG damage on specials that grant hard knockdown from Gorintsuki and heavy Tsukidashi
* 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 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==
==Super Special Moves==


{{FrameDataCargo-KOFXV
|moveId=hinako_236236a/hinako_236236c/hinako_236236ac
|name=Gassho Hineri
|input=236236A/C/AC
|description=
* 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
}}
{{FrameDataCargo-KOFXV
|moveId=hinako_624624a/hinako_624624c/hinako_624624ac
|name=Daisharin Nodowa Otoshi
|input=624624A/C/AC
|description=
* 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==
==Climax Super Special Moves==
{{FrameDataCargo-KOFXV
|moveId=hinako_2141236cd
|name=Daisharin Nodowa Otoshi
|input=2141236CD
|description=
* Command grab climax allowing for an expensive grab at Hinako's disposal but not an anti-air
}}


==Misc==
==Misc==

Revision as of 07:08, 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
  • Placeholder

far B

far B
f.B
f.B


NO IMAGE FOUND

No results
  • Placeholder

far C

far C
f.C
f.C


NO IMAGE FOUND

No results
  • Placeholder

far D

far D
f.D
f.D


NO IMAGE FOUND

No results
  • Placeholder

Close Standing Normals

close A

close A
cl.A
cl.A


NO IMAGE FOUND

No results
  • Placeholder

close B

close B
cl.B
cl.B


NO IMAGE FOUND

No results
  • Placeholder

close C

close C
cl.C
cl.C


NO IMAGE FOUND

No results
  • Placeholder

close D

close D
cl.D
cl.D


NO IMAGE FOUND

No results
  • Placeholder

Crouch Normals

crouch A

crouch A
2A
2A


NO IMAGE FOUND

No results
  • Placeholder

crouch B

crouch B
2B
2B


NO IMAGE FOUND

No results
  • Placeholder

crouch C

crouch C
2C
2C


NO IMAGE FOUND

No results
  • Placeholder

crouch D

crouch D
2D
2D


NO IMAGE FOUND

No results
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A


NO IMAGE FOUND

No resultsNo results
  • Placeholder

Jump B

jump B
j.B
j.B


NO IMAGE FOUND

No resultsNo results
  • Placeholder

Jump C

jump C
j.C
j.C


NO IMAGE FOUND

No resultsNo results
  • Placeholder

Jump D

jump D
j.D
j.D


NO IMAGE FOUND

No resultsNo results
  • Placeholder

Rush

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


NO IMAGE FOUND

No resultsNo results
  • Placeholder

Blowback

Blowback

Blowback
CD
CD


NO IMAGE FOUND

No results
  • Placeholder

Shatterstrike

Shatterstrike
236CD
236CD


NO IMAGE FOUND

No results
  • Placeholder

jump CD

jump CD
j.CD
j.CD


NO IMAGE FOUND

No resultsNo results
  • Placeholder

Throws

C throw

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


NO IMAGE FOUND

No results
  • Placeholder

D throw

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


NO IMAGE FOUND

No results
  • Placeholder

Air throw

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


NO IMAGE FOUND

No results
  • Placeholder

Command Moves

Harite
6A
6A
XV hinako 6a ima.png
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
XV hinako 6aa ima.png
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
XV hinako 6ac ima.png
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
XV hinako 6ad ima.png
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
XV hinako 6b ima.png
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
XV hinako 6b~b ima.png
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
XV hinako 3a ima.png
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 route


Nodowa
3C
3C
XV hinako 3c ima.png
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 or when comboing from shatter-strike, CH Gorintsuki, and EX Kakenage
  • 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
XV hinako 3c~d ima.png
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
XV hinako 236a ima.png
XV hinako 236c ima.png
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
XV hinako 214a ima.png
XV hinako 214c ima.png
XV hinako 236c ima.png
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
XV hinako 6246a ima.png
XV hinako 6246c ima.png
XV hinako 6246w ima.png
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
  • Placeholder
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  • Placeholder

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
XV hinako 214k ima.png
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

Yorikiri

Yorikiri
623B/D/BD
623B/D/BD
XV hinako 623k ima.png
XV hinako 623w ima.png
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
  • Placeholder
  • Placeholder
  • 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
XV hinako 6246k ima.png
XV hinako 6246kw ima.png
XV hinako 6246ex ima.png
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
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  • Placeholder

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
XV hinako 22k ima.png
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 and heavy Tsukidashi
  • 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 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

KOFXV Hinako Shijo color 1.png
KOFXV Hinako Shijo color 2.png
KOFXV Hinako Shijo color 3.png
KOFXV Hinako Shijo color 4.png
Color 1
Color 2
Color 3
Color 4
KOFXV Hinako Shijo color 5.png
KOFXV Hinako Shijo color 6.png
KOFXV Hinako Shijo color 7.png
KOFXV Hinako Shijo color 8.png
Color 5
Color 6
Color 7
Color 8


Videos

The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters