Awakened Hinata (SCON4): Difference between revisions
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CHARACTER SUMMARY HERE (2-3 sentences) | CHARACTER SUMMARY HERE (2-3 sentences) | ||
[[Image:color_gnt4_hi2_p1.png|thumb|255px|'''Press {{A}} at Character Select.''']] | |||
[[Image:color_gnt4_hi2_p2.png|thumb|255px|'''Press {{Y}} at Character Select.''']] | |||
==Gameplay== | ==Gameplay== | ||
Latest revision as of 16:14, 29 June 2023
| Awakened Hinata | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 220 |
| Guard Gauge | 1840 |
| Jab Speed | Frame 14 |
| Jab Height | High |
| Backdash Type | x |
Summary
CHARACTER SUMMARY HERE (2-3 sentences)

at Character Select.
at Character Select.Gameplay
Moveset
| Basic Moves | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| Special Moves | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| Super Moves | |
| DESCRIPTION | |
| DESCRIPTION |
Strategy
CHARACTER STRATEGY (UP TO SEVERAL PARAGRAPHS)
Combos
| Combos | Notes |
|---|---|
| DESCRIPTION | |
| DESCRIPTION | |
| DESCRIPTION | |
| COMBO 4 | ETC |
Changes from Vanilla
List may be outdated
- Air Throw added
- Guard: increased from 1760 to 1800
- Grabbable Moves: 8A, JA, 2X
- 5B(B): hitbox appears and disappears one frame later
- 5BB(A): turns better on hit; given same stun as 6A
- 5BBBB(A): damage increased from 12 to 20
- 4B: remove stagger and push on block
- 8B: hitboxes for the second hit appear one frame later, slightly bigger hitboxes on the second hit
- RB: given Hyuuga Cancel
- JB: can be adjusted to go further or shorter by holding 4 or 6
- 5A: charge changed from 11f to 8f
- 6A: Turns better on hit; intangible on the first three frames; not intangible in strings
- 6A(A): damage increased from 15 to 20
- 4A: drains meter at a rate of 120 units per frame instead of 180
- A4A: is unsubbable and untechable and does 10 more damage
- 2A(A): added as 6A(A)
- 5X: activates if only hitting the second hit, damage reduced from 75 to 70; first hit turns back turned opponents around; hitboxes and lift adjusted for consistency
- 2X: starts 3 frames faster and ends 8 frames later; drains slightly more than 12.5% meter on a miss at the end of the move; activation gives opponent no chakra on hit
- GRKnJ: appears closer to the opponent
Resources
Guides and Info
Gameplay footage
LINKS TO TOURNAMENT OR CASUALS VODS