Hinata (SCON4)
| CHARACTER NAME | |
| Error creating thumbnail: Unable to save thumbnail to destination | |
| HP | 210 |
| Guard Gauge | 1640 |
| Jab Speed | Frame 13 |
| Jab Height | High |
| Backdash Type | Quick |
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 ![]()
kunai swipe, a safer ![]()
![]()
on block, and the ability to “fastfall” ![]()
.
[1]

at Character Select.
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. | |
| 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 | |
| Guard frame attack. Can lead to super with | |
| Long-reaching double palm strike which hits mid and high crushes (frame 15). Good in neutral or as a whiff punish. | |
| Somewhat fast, reaching, and damaging palm strike. 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. | |
| Staggering kunai swipe. Has a bit better range than 2b but is slower (high crush frame 19). Does chip damage on block. | |
| 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. | |
| Slow rotational attack. | |
| Hits mid, launcher. Only one frame slower than | |
| 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. | |
| 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

- an effective punish against characters that continue strings on whiff as they approach you. - Pre-emptive use of

or 
, if you anticipate them pressing buttons. Useful against characters that use fast high crushes frequently. 


, Hinata’s high crush into her lunging palm strike (
), 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 
input can be delayed or 
instead.
can be Hyuuga-cancelled, leading to a mix-up between jab, grab, and 
. 
can be used to catch an response to your run-in due to its seven active frames (compared to three for 
).
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 
or 
now that she is within range.
While defending, Hinata utilizes sidesteps, jump out points and ![]()
, ![]()
, or ![]()
to punish unsafe blockstrings, of which there are many (it should be noted that most full blockstrings in the game are in fact unsafe. ![]()
and ![]()
yield Hinata a full punish. Sidestep into ![]()
(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 ![]()
![]()
![]()
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 ![]()
![]()
![]()
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 ![]()
![]()
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 ![]()
and continue her pressure with ![]()
![]()
![]()
onwards. On her own wake-up, Shy can terrorize the opponent with ![]()
and her fast ![]()
. 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 ![]()
![]()
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-![]()
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
- 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: second hit lifts on block, 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 80, 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
- ↑ Thank you to Bimbs for writing the bulk of this article.