Hinata (SCON4): Difference between revisions

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* 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 {{4}}{{A}} or {{4}}{{B}}, if you anticipate them pressing buttons. Useful against characters that use fast high crushes frequently.
* {{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 replaced with {{2}}{{B}} instead.
* {{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 replaced with {{2}}{{B}} instead.
* {{Run}}{{A}}{{HCancel}} 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}}).  
* {{Run}}{{A}}{{HCancel}} can be Hyuuga-cancelled, leading to a mix-up between jab, grab, and {{4}}{{A}}.  {{Run}}{{B}} can be used to catch responses to your run-in due to its seven active frames (compared to three for {{Run}}{{A}}).  
* {{Run}}{{A}} is good against back-turned opponents because it launches and closes distance quickly. 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.  
* {{Run}}{{A}} is good against back-turned opponents because it launches and closes distance quickly. 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.  
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 /><br />
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 /><br />

Revision as of 18:02, 30 September 2022

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Hinata Hyuuga
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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

Hinata (referred to as "Shy" Hinata to differentiate from 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 and 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, better frame data on several important moves including her jab (one frame faster), Towards opponent, and Towards opponent, a new Towards opponent super-cancel point and the ability to “fastfall” . [1]

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 double palm strike which hits mid and high crushes (frame 15). Good in neutral or as a whiff punish.
Running Somewhat fast, reaching, and damaging palm strike. Pushes the enemy back on block. Used to catch the enemy off guard in neutral.
Horizontal air dash. Can be used to punish strings which lift Hinata on block. The dash distance and quick recovery allow Hinata to escape pressure when airborne. Unsafe on block. Can link to a combo if the opponent is hit at the end of the dash, or can be used as a quick and relatively safe combo finisher.
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 attack. Hits mid. High and mid crush 1-3f. Towards opponent and Towards opponent can be used as unreliable cross-ups.
Running Hits mid, launcher. Only one frame slower than Running 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:

  • Towards opponentHyuuga Cancel (longer reaching) or Hyuuga Cancel (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 - 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 replaced with Down instead.
  • RunningHyuuga Cancel can be Hyuuga-cancelled, leading to a mix-up between jab, grab, and Away from opponent. Running can be used to catch responses to your run-in due to its seven active frames (compared to three for Running).
  • Running is good against back-turned opponents because it launches and closes distance quickly. 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’s 4B’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 Hyuuga Cancel and Towards opponentHyuuga Cancel 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 safer guard mix-ups because Towards opponent pushes on block.
In some matchups 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, or using the feint to slide under the incoming attack. Hinata should use this string cautiously against opponent's with fast aerial attacks such as Swordsmen , or Ino, Tenten, Kidomaru, and Temari .

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.

List of Hyuuga-cancellable strings:

  • Hyuuga Cancel
  • Hyuuga Cancel
  • RunningHyuuga Cancel
  • Hyuuga Cancel
  • DownHyuuga Cancel
  • Hyuuga Cancel
  • DownHyuuga Cancel
  • Towards opponentHyuuga Cancel

Combos

Combos Notes
Standard bar-building into super route.
> Great combo that supers without just frame.
Y-Cancel > Towards opponent The Towards opponent just frame is easier than .
Y-Cancel > Good damaging combo, which they might be inclined to sub after the palm animation, however escapes and potentially sets up a decent situation if they sub.
Y-Cancel > Towards opponent Longer bar-building into super route. Be mindful that it will drop on a handful characters if they are not walled.
> Shorter route into super, useful for confirming before the opponent gets meter to sub. Towards opponent works too.
> DownY-Cancel > DownY-Cancel > Down > Nasty “TOD” without just frame for an opponent at 0% chakra. Mash the 5B for it to be consistent.
Away from opponentTowards opponentY-Cancel > Towards opponent Only true combo if Away from opponent counter-hits; important confirm after Away from opponent.
DownY-Cancel > Towards opponent Important high damage route off Down
Y-Cancel > > good alternative route which is less optimal, but safer
> Towards opponent Kick Y-Cancel into Towards opponent works from other starters too)
> Down Throw in after a throw for extra damage or meter if needed

Changes from Vanilla

  • 6BBB(B) and 6BBB(6B) added
  • Health: Increased from 185 to 210
  • Guard: increased 1480 to 1520
  • Combo list updated:
  • 5BBA(A), 6A(A) added to the combo strings
  • Hyuuga Cancels: now uses the same animation as 2X
  • Grabbable moves: 8A, JA, 2X
  • 5B(B): hitbox appears and disappears one frame later
  • 5BB(A): has stagger, has one more frame blockstun, turns better on hit
  • 5BBBB(6B): changed to RB animation and properties
  • 6B: has one more frame blockstun
  • 6B(B): has one more frame blockstun and can be super canceled; Hyuuga Cancel is four frames sooner
  • 4B: no longer staggers or pushes block, significantly stronger on hit and block stun
  • 2B: has slightly less lift on hit and high crushes from 14-40 to better match the visuals
  • 2B(B): changed to be 5BB(B) with A follow up still intact
  • 8B: Both hitboxes appear one frame later, slightly bigger hitboxes on the second hit; recovers slightly faster
  • RB: when done in a string does 5BBB(B) with the A follow up intact
  • 5A: charge time decreased from 11f to 8f
  • 4A: Starts up 4 frames sooner, ends 8 frames later
  • A4A: can only be subbed on the first frame
  • 6A: stagger added, turns better on hit, more lift, first three frames are intangible
  • 2A(A): added as 6A(A)
  • 5X: damage increased from 65 to 85, starts moving in super freeze three frames sooner; two more active hitbox frames
  • 2X: requires 75% meter to use, window starts up 3 frames faster and ends when the animation starts to change like other counters; drains slightly more than 12.5% meter on a miss at the end of the move; activation gives opponent no chakra on hit. Costs 12.5% meter if the counter ends without being triggered.
  • GRKnJ: Appears closer to the opponent

Resources

Guides and Info

LINKS TO INFO AND GUIDES

Gameplay footage

LINKS TO TOURNAMENT OR CASUALS VODS

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  1. ↑ Thank you to Bimbs for writing the bulk of this article.