Hinata (SCON4)
| Hinata Hyuuga | |
| 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
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 ![]()
kunai swipe, better frame data on several important moves including her jab (one frame faster), ![]()
, and ![]()
![]()
, a new ![]()
![]()
super-cancel point 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 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. | |
| 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. High and mid crush 1-3f. | |
| 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
In Neutral
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:



(longer reaching) or 

(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 replaced with 
instead.

can be Hyuuga-cancelled, leading to a mix-up between jab, grab, and 
. 
can be used to catch responses 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.
Defense
- While defending, Hinata utilizes sidesteps, jump out points and

, 
or 
to punish unsafe blockstrings. 
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. - 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.
Guard Pressure
- 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 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’s 4B’s.



can punish a jump out meant to avoid 


.- Hinata can apply Hyuuga cancels for guard pressure and mixes. The


and 


Hyuuga cancels 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 

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 
.
- The
Punishes
- Once Hinata has her foe in a combo, Hyuuga cancels are helpful for keeping her safe from opposing substitutions.
- Hyuuga cancels help mask her substitution reads as well, which she may follow with traditional sub-punishes.
- Shy can
-turn-
vs. air KNJ, giving her a full combo. - 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.
Okizeme
- Hinata has a strong okizeme game with the ability to beat wake up kicks (WUK) with

and continue her pressure with 


onwards.
List of Hyuuga-cancellable strings:
Combos
| Combos | Notes |
|---|---|
| Standard bar-building into super route. | |
| Great combo that supers without just frame. | |
| The | |
| Good damaging combo, which they might be inclined to sub after the palm animation, however | |
| 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. | |
| Nasty “TOD” without just frame for an opponent at 0% chakra. Mash the 5B for it to be consistent. | |
| Only true combo if | |
| Important high damage route off | |
| good alternative route which is less optimal, but safer. | |
| Kick | |
| Throw in |
Changes from Vanilla
- Health: Increased from 185 to 210
- Guard: increased 1480 to 1520
- Combo list updated:
- 5BBA(A), 6A(A) added to the combo strings
- Grabbable moves: 8A, JB, 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): Added- same as wRB animation and properties
- 6B: has one more frame blockstun, increased range, smaller hitbox
- 6B(B): has one more frame blockstun and can be super canceled; Hyuuga Cancel is four frames sooner
- 6BB(B): RB attack replaced with Vanilla 5BBB(B) with its B and A follow-ups
- 6BBB(6B): Added as Vanilla 6BB(B)
- 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
- wRB: 2 more lift (applies to the attack's mid-string appearances as well)
- 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
- ↑ Thank you to Bimbs for writing the bulk of this article.