Hinata (SCON4): Difference between revisions

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(Created page with "{{WIP}} {{SCON4_profile |name=CHARACTER NAME |image=Image:char_gnt4_hin.png |HP=210 |Guard=1640 |Jab Speed=Frame 13 |Jab Height=High |Tier=x |Backdash=Quick }} {{SCON4 MiniNav}} ==Summary== "Shy" Hinata (as opposed to Awakened Hinata) is a close combat specialist who makes use of feints (Hyuuga cancels) and strong counters. Deadly super confirms allow her to capitalize on any opening make her an explosive character offensively. In Super, Hinata has benefitted from q...")
 
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===Strategy===
===Strategy===
Although Hinata’s neutral game is not amazing, she can find her openings by a number of means due to the nature of the game – in which basic movement and evasion, such as jumps or steps is enough for shy to sustain herself. With decent movement and some patience, shy will be able to find herself in what we could call confrontations.
Because Hinata lacks obvious buttons to “cheat” neutral and threaten from long distances, she relies on basic movement and evasion, such as jumps or sidesteps to create openings and force a committal option from her opponent.<br />
It is at those moments, where both opponents are enticed to make a move that shy can be a nuisance with, for example:
Once Hinata finds herself at close range with the opponent, her options include:* 6bb (longer reaching) or 5bb (faster and catches sidesteps) can be Hyuuga cancelled, leaving Hinata only momentarily vulnerable to whiff punishes.
6bb (longer reaching) or 5bb (faster, and “traces” steps), which both can be hyuuga cancelled – meaning they are less risky to throw out, or “fish” with if done at medium range)
* Jump back, and if the opponent attempts a move, punish with {{air}}{{B]}- an effective punish against characters that continue strings on whiff as they approach you.
Jumpback -> jB, if they make a move. (very useful vs. characters that will attempt strings on whiff)
* Pre-emptive use of {{4}}{{A}} or {{4}}{{B}}, if you anticipate them pressing buttons. Useful against characters that use fast high crushes frequently.
Pre-emptive use of 4a or 4b, as you anticipate them pressing buttons. (very useful vs. characters that have fast high crushes and exceedingly rely on these)
* {{2}}{{B}}{{6}}{{B}}, Hinata’s high crush into her lunging palm strike ({{Run}}{{B}}),  , to catch an incoming high or an opponent moving linearly. The string is safe on block due to pushing on block unless the opponent has their back to a wall. The {{6}}{{B}} input can be delayed or {{2}}{{B}} instead.
2b6b, high crush into a long range punch, to catch enemy movement or moves (the 6b input can be delayed or dropped for 2bb instead. However, 2b6b is safe on block unless they are “walled”)
* {{Run}}{{A}} can be Hyuuga-cancelled, leading to a mix-up between jab, grab, and {{4}}{{A}}. {{Run}}{{B}} can be used to catch an response to your run-in due to its seven active frames (compared to three for {{Run}}{{A}}).
Dash forward into any of these.
* {{Run}}{{A}} is good to close distances in opponent back turn situations because it launches. If Hinata suspects that the attack will come out too late, she can Hyuuga-cancel and follow with {{6}}{{B}} or {{2}}{{B}} now that she is within range.
Shy’s running moves are not irrelevant in neutral either. Hyuuga cancelling wrA (or not) is a mixup in itself, but even post hyuuga cancel, grab/jab/4a provides another layer of mixup. If you want to catch the enemy responding to your dash forward, wrB is not a bad option either, as it has many active frames and can be input earlier, potentially catching an enemy response.
While defending, Hinata utilizes sidesteps, jump out  points , and{{Air}}{{A}}, {{4}}{{B}}, or {{4}}{{A}} to punish unsafe blockstrings, of which there are many (it should be noted that most full blockstrings in the game are in fact unsafe. {{4}}{{B}} and {{4}}{{A}} yield Hinata a full punish. Sidestep into {{6}}{{B}} (her go-to on back-turned opponents) or {{B}} are also options. Some blockstrings that lift Shy allow her to punish with {{Air}}{{B}} as well.<br />
Moving onto the punish-game, it needs to be noted that: universally in gnt, most full blockstrings are fake(!), meaning that there are points where you can step, or points where you can jump out, or jA/4b/4a punish. Something to note in this conversation is how shy’s 4b and 4a yield her a full punish. Step into 6b (her go-to on backturned opponents) or 5b are also options. Some blockstrings that lift shy will allow her jB a punish as well.  
While attacking the enemy’s guard, Hinata should be aware that {{B}}{{B}}{{B}}{{A}}} can be 4b’d by nearly the entire cast or be jumped out of. Tall characters can even jump out of {{B}}{{B}}{{B}}. In Super, Hinata has been given the {{B}}{{B}}{{6}}{{B}} and {{B}}{{B}}{{8}}{{B}} string variations which come out faster than {{B}}{{B}}{{B}} or {{B}}{{B}}{{A}} which can catch both 4b’s and jump outs after {{B}}{{B}}. If the opponent lets Hinata go deeper into strings, she may need to apply delays to her strings to hit during the vulnerable frames of her opponent’s4b’s. {{B}}{{B}}{{B}}{{B}} can punish a jump out meant to avoid  {{B}}{{B}}{{B}}{{A}}.<br />
wrA might be a tad slow, but it has great utility as a punish-tool when the opponent is backturned, and if you suspect you’re gonna be late, you can hyuuga cancel it, and in effect bait out an escaping move, however, Hinata has then gained the distance to use 6b or 2b, with the fast recovery and movement off the hyuuga cancel.
Against a blocking opponent, Hinata can mix apply Hyuuga cancels for guard mixes or potentially shield pressure.. The {{B}}{{B}}{{Y}} and {{6}}{{B}}{{B}}{{Y}} Hyuuga cancels can lead to a rewarding strike/throw mix, though a trained eye may be able to react to the feint. For this reason, it may be unwise to overuse Hyuuga cancels against opponents who react well to them. If the opponent  does not jump after {{B}}{{B}}, {{B}}{{B}}{{A}}{{A}}is one of Shy’s safest guard mix-ups because {{6}}{{A}}{{A}} pushes on block. <br />
If you have confidence in your ability to punish opponents string use, you might want to rely less on risky confrontation with the opponent, but instead take their block-pressure, and punish them through gaps in their offense. Such a consideration needs to be done on a mu to mu basis.
{{B}}{{B}}{{B}}{{B}} leads to one of the stronger guard mixes in the game. The {{A}} string finisher slides Hinata forward, under most aerial counterattacks and can be Hyuuga cancelled giving her plus frames with the opponent landing, at which point she can mix their landing with a strike or throw, or otherwise chase them as try to come down from the air. Hinata can punish button presses in the air by finishing the string without a feint.<br />
So what do we then make of Hinata’s own block pressure? 5bbb and 5bbba can be 4b’d by nearly the entire cast. 5bbbb will be owned any decently fast aerial move, such as jA kunai. 5bbba can also be jumped out of. Tall characters can even jump out of 5bbb.  
Hinata has a strong okizeme game with the ability to beat wake up kicks (WUK) with {{2}}{{A}} and continue her pressure with {{2}}{{A}}{{B}}{{B}} onwards. On her own wake-up, Shy can terrorize the opponent with {{4}}{{B}} and her fast {{4}}{{A}}. If the opponent becomes hesitant during her wake-up, Hinata may be able to grab or jab them herself instead. <br />
Luckily, in Super, Hinata is given the 5bb6b and 5bb8b string variation which comes out faster than 5bbb or 5bba, granting her an option which can catch both 4b’s and jumpout after 5bb. If the opponent lets you go deeper into strings, you might need to apply delays to your strings to hit through the “gap” in their 4b. 5bbbb wins over a 5bbba jumpout attempt as well, so Hinata has a mix here too.  
Once Hinata has her foe in a combo, Hyuuga cancels are helpful for keeping her safe from opposing substitutions. Variations of {{6}}{{A}}{{A}} can be used in spots where the opponent may KNJ allowing Hinata to escape or potentially punish the substitution with the correct timing. Hyuuga cancels help mask her substitution reads as well, which she may follow with traditional sub-punishes. Notably, Shy can turn-{{4}}{{A}} vs. air KNJ, giving her a full combo. <br />
If they remain passive, you are given mix through hyuuga cancels, and potentially shield pressure as well. 5bby and 6bby hyuuga cancel can be annoying for the opponent too, but a trained eye can react to hyuuga cancels, so you might not want to rely on early hyuuga cancels too much. By all means, do them if they work, though it is through a solid mix that Hinata can get by. If they do not jump after 5bb, 5bbaa is one of the safest mixup situations for shy, as 6aa pushes on block.
Hinata has a powerful oki with the ability to kill potential wake up kicks with 2a and continue pressure with 2abb and onwards. When she herself wakes up (“receives” oki), she can terrorize the opponent with 4b and 4a if they are not meaty, leading to a mind game where she can grab or jab them herself instead.  
Once Hinata has the enemy in a combo, hyuuga cancels are extremely helpful towards her safety, as you can set up a 6aa variation in the spot where the opponent would be “safe” to sub, allowing an easy escape, or potentially a punish if they sub. Hyuuga cancels help mask hard reads on subs as well, allowing her traditional sub-punishes, but notably, shy can reliably turn-4a vs. air knj which is devastating for the opponent.  


===Combos===
===Combos===

Revision as of 14:49, 20 June 2022

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CHARACTER NAME
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HP 210
Guard Gauge 1640
Jab Speed Frame 13
Jab Height High
Backdash Type Quick
class="gnt4_nav" colspan="13"
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Summary

"Shy" Hinata (as opposed to Awakened Hinata) is a close combat specialist who makes use of feints (Hyuuga cancels) and strong counters. Deadly super confirms allow her to capitalize on any opening make her an explosive character offensively. In Super, Hinata has benefitted from quality-of-life changes, such as better combo routes after her Down kunai swipe, a safer Towards opponent on block, and the ability to “fastfall” .

Press at Character Select.
Press at Character Select.

Gameplay

Moveset

Basic Moves Notes
Fast jab (frame 13) which hits high
Spinning launcher, decent anti-air callout with many actives, good bar-builder for 5bbx. Unsafe on block.
Down Sweep, OK high crush (frame 14) leading to a full combo on hit, and offers one follow-up on whiff, either 2bb, 2b6b or 2b8b
Away from opponent Guard frame attack. Can lead to super with Away from opponentTowards opponent, or a full combo. Mediocre guard frames (guard frames 2-19, hitbox comes out frame 30)
Towards opponent Long-reaching punch which hits mid and high crushes (frame 15). Good in neutral or as a whiff punish.
Running Somewhat fast, reaching, and damaging punch. Pushes the enemy back on block. Used to catch the enemy off guard in neutral.
Horizontal aerial dive. Good safety-move while airborne, or as a combo extender Can be used to escape strings. Unsafe on block.
Special Moves
Throw shuriken with a slow windup. Charge A throws shurikens spread vertically, potentially catching jumps
Standard up-shuriken. Crucial anti-air tool, with supers’ added lift “on hit”, and paired with Hinata’s increased reach on 6b allowing for full conversion into combo.
Down Staggering kunai swipe. Has a bit better range than 2b but is slower (high crush frame 19). Does chip damage on block.
Away from opponent Counter that works on most non-projectile attacks aside from cinematic supers. Comes out on frame 8, which is very fast. Leads to a full punish.
Towards opponent Slow rotational punch. Attempts a cross-up which under most circumstances is not reliable. Hits mid.
Running Mid palm launcher. Only one frame slower than wrB but has a shorter reach, and less active frames. Can be hyuuga cancelled.
Air shuriken (standard air shanks)
Super Moves
Cinematic super dealing 85 damage. Has decent forward momentum and active frames, making it good for wake-up-supers. 5bb5x “just-frame” is a two-frame window.
Down Counter that works on most non-projectile attacks as well as cinematic supers. Unlike 4a, it will also activate no matter the direction you’re attacked from. Comes out on frame 11.

Strategy

Because Hinata lacks obvious buttons to “cheat” neutral and threaten from long distances, she relies on basic movement and evasion, such as jumps or sidesteps to create openings and force a committal option from her opponent.

Once Hinata finds herself at close range with the opponent, her options include:* 6bb (longer reaching) or 5bb (faster and catches sidesteps) can be Hyuuga cancelled, leaving Hinata only momentarily vulnerable to whiff punishes.
  • Jump back, and if the opponent attempts a move, punish with {{B]}- an effective punish against characters that continue strings on whiff as they approach you.
  • Pre-emptive use of Away from opponent or Away from opponent, if you anticipate them pressing buttons. Useful against characters that use fast high crushes frequently.
  • DownTowards opponent, Hinata’s high crush into her lunging palm strike (Running), , to catch an incoming high or an opponent moving linearly. The string is safe on block due to pushing on block unless the opponent has their back to a wall. The Towards opponent input can be delayed or Down instead.
  • Running can be Hyuuga-cancelled, leading to a mix-up between jab, grab, and Away from opponent. Running can be used to catch an response to your run-in due to its seven active frames (compared to three for Running).
  • Running is good to close distances in opponent back turn situations because it launches. If Hinata suspects that the attack will come out too late, she can Hyuuga-cancel and follow with Towards opponent or Down now that she is within range.

While defending, Hinata utilizes sidesteps, jump out points , and, Away from opponent, or Away from opponent to punish unsafe blockstrings, of which there are many (it should be noted that most full blockstrings in the game are in fact unsafe. Away from opponent and Away from opponent yield Hinata a full punish. Sidestep into Towards opponent (her go-to on back-turned opponents) or are also options. Some blockstrings that lift Shy allow her to punish with as well.
While attacking the enemy’s guard, Hinata should be aware that } can be 4b’d by nearly the entire cast or be jumped out of. Tall characters can even jump out of . In Super, Hinata has been given the Towards opponent and string variations which come out faster than or which can catch both 4b’s and jump outs after . If the opponent lets Hinata go deeper into strings, she may need to apply delays to her strings to hit during the vulnerable frames of her opponent’s4b’s. can punish a jump out meant to avoid .
Against a blocking opponent, Hinata can mix apply Hyuuga cancels for guard mixes or potentially shield pressure.. The and Towards opponent Hyuuga cancels can lead to a rewarding strike/throw mix, though a trained eye may be able to react to the feint. For this reason, it may be unwise to overuse Hyuuga cancels against opponents who react well to them. If the opponent does not jump after , is one of Shy’s safest guard mix-ups because Towards opponent pushes on block.
leads to one of the stronger guard mixes in the game. The string finisher slides Hinata forward, under most aerial counterattacks and can be Hyuuga cancelled giving her plus frames with the opponent landing, at which point she can mix their landing with a strike or throw, or otherwise chase them as try to come down from the air. Hinata can punish button presses in the air by finishing the string without a feint.
Hinata has a strong okizeme game with the ability to beat wake up kicks (WUK) with Down and continue her pressure with Down onwards. On her own wake-up, Shy can terrorize the opponent with Away from opponent and her fast Away from opponent. If the opponent becomes hesitant during her wake-up, Hinata may be able to grab or jab them herself instead.
Once Hinata has her foe in a combo, Hyuuga cancels are helpful for keeping her safe from opposing substitutions. Variations of Towards opponent can be used in spots where the opponent may KNJ allowing Hinata to escape or potentially punish the substitution with the correct timing. Hyuuga cancels help mask her substitution reads as well, which she may follow with traditional sub-punishes. Notably, Shy can turn-Away from opponent vs. air KNJ, giving her a full combo.

Combos

Combos Notes
5bbbabbx Standard bar-building into super route
5bbbba 5bbx great combo that supers without just frame
5bbbbay 6bbx if you need to squeeze out more damage (the 6bbx just frame is easier than 5bbx)
5bbbbay jB good damaging combo, which they might be inclined to sub after the palm animation, however jB escapes and potentially sets up a decent situation if they sub. This jB concept can be used elsewhere too.
5bbbabbby 6bbx longer bar-building into super route (be mindful that it will drop on a handful characters if they are not walled)
5bb8b 5bbx shorter route into super, useful for confirming before the opponent gets meter to sub. 6bbx works too.
5y 2ay 2ay 2abbba 5bbx nasty “tod” without just frame (mash the 5b for it to be consistent), won’t be subbable for the opponent if they had no chakra at the point of the grab.
4b6bbby 6bbx (only true combo if 4b counter-hits), important confirm after 4b.
2bbabbbay 6bbx important high damage route off 2b
5bbbbay 8b 5bbx good alternative route which is less optimal, but safer
5bbbby 6bbx (kick y into 6bbx works from other starters too)
5y 2abbx (throw in 8b after 5y for extra damage or meter if needed)

Changes from Vanilla

  • LIST
  • OF
  • IMPORTANT
  • DIFFERENCES

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

Super Naruto: Clash of Ninja! 4
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