Difference between revisions of "The King of Fighters 2002 UM/Hinako Shijou"

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Tsuki Otoshi - qcb + A/C
'''Tsuki Otoshi''' - (qcb + A/C)
 
* Hinako performs 2 hits: one that is her st.B, then a 2nd hit that slams the opponent to the ground creating a hard knockdown. The first hit has a small amount of auto-guard frames which will absorb the attack, then knock the opponent down with the 2nd attack. The first hit will only auto-guard attacks (projectiles included) aimed at Hinako's mid-section or higher (irregardless of hit detection), and doesn't have very fast start-up, which may cause to be beaten out by incoming attacks if timed improperly. A successful auto-guard costs a bit of guard meter from Hinako, and she is also in counter hit state during the duration of the move. It's best to use this move more for the hard knockdown properties rather than trying to use it as a counter move or as an anti-air because of its slow start-up.
 
* The second hit causes the opponent to be knockdown in front of Hinako's feet, which is adequate spacing for a cross-up j.C (a few steps back may be needed for certain characters) or a meaty cr.B, or any other okizeme mix-up you can try.
 
* Hinako is at negative frames when this move is blocked but receives a small amount of push-back from the opponent
 
* No property or damagedifference between the light punch (A) and heavy punch (C) buttons
 
* Hard knockdown
'''Combo Advice''': It's best to cancel into this move from the first hit of her df+A command normal. A good example: cl.C, df+A (1), qcb+P or cr.B, st.B, df+A (1), qcb+P


Kote Nage - close, hcf + B/D
Kote Nage - close, hcf + B/D

Revision as of 21:57, 24 September 2014

Hinako.jpg

Normal Moves

Stand

  • Hinako doesn't have any close versions of her standing normals
  • All of Hinako's stand normals are whiff cancel-able into special moves and command normals
  • st.A/st.B/C/D are cancel-able
  • st.A is chain-able, links into most of her command normals and is good for stopping hops
  • st.B unlike her other normals makes her sprite move forward rather than staying in the neutral stance
  • st.C/D are both great combo starters, link right into special attacks because of their hit-stun
  • st.D hits mid despite the look of it's hit-box and is special and command normal cancel-able


Crouch

  • cr.A and cr.C are mid attacks and are cancel-able into command and special moves
  • cr.B hits low and is chain-able into itself and into st.A, cr.A, and st.B
  • cr.C is okay for stopping air to ground jump in attacks but may be stuffed or traded because of its slow start-up and hitbox placement. This normal also moves Hinako forward a bit and is whiff cancel-able and special and command normal cancel-able
  • cr.D is a whiff cancel-able sweep. On hit it can be whiff cancelled into f+B, then cancelled into her down, down+K ground pound for a two hit combo, regardless if they ground tech or not

Jump

  • All of Hinako's jump normals hit overhead but the must be performed rather deep and late to hit crouching opponents.
  • j.A & j.B is good for attacking from the air-to-ground
  • j.C has a cross-up hit box but its rather difficult to combo into her st.C from it
  • j.D is the preferred jump-in attack, it hits twice and can connect easier into her st.B or st.C but must hit very deep and must be performed at the end of a hop. It is also a good normal to jump away from the opponent with and to zone slightly within her hop arc area. It may whiff on crouching opponents easily if performed too early in the jump


Blowback Attack

  • st.CD moves Hinako forward a bit, while her hitbox when starting up crouches VERY low, then raises when active.
  • st.CD on hit can cause a 2 hit setup like her crouching D (heavy kick) by cancelling into her f+B command normal then performing down,down+D
  • j.CD is good for air-to-ground offense, and has a very steep diagonal angle

Throws

Tasuki Nage - close, (b/f + C)

  • Hinako lifts the opponent and toss them over her head
  • The distance the opponent lands is around a full hyper hop distance away
  • Hard knockdown

Uwate Swimming - close, (b/f + D)

  • Hinako tosses and slides the opponent to the ground on their backside
  • The distance the opponent lands and wakes up is rather close, it's far enough for her st.B to hit
  • Hard knockdown

Command Moves

Harite Sendai - (f + A, A)

  • Hinako slaps the opponent in the face which is follow by her st.A
  • Her f+A by itself can be special cancelled
  • Although can be cancelled into her st.C and st.C, it will whiff because Hinko will be pushed back
  • Neutral on block by itself, plus frames when st.A is added


Harite Nishiki - f + A, C

  • Hinako slaps the opponent in the face which is follow by her st.C
  • Her f+A by itself can be special cancelled
  • Although can be cancelled into her st.C and st.C, it will whiff because Hinko will be pushed back
  • Neutral on block, negative when st.C is added


Tsuppari - (f + B, B)

  • Hinako steps forward with two palm thrusts
  • Second palm thrust provides enough hitstun for a follow-up into her st.B, or hcb+K, hcb,f+K or hcf+P
  • Can be swept under by the opponent
  • The first palm thrust is safe on block, as well as the second


Nodowa - (df + C, D)

  • Hinako takes a huge step forward and smacks the opponent in the face which is follow by her st.D which turns into a low attack
  • The input can be reversed as D, df+C. The stand D won't be a low attack, it will stay as a mid
  • The df+C is special cancel-able by itself, and the stand D is special cancel-able as well.
  • The df+C has frame advantage on block as well as the st.D
  • Causes a soft knockdown


Maemitsu Tataki - (df + A)

  • A 2-hit slap uppercut that moves Hinako forward and is special cancel-able and can be easily cancelled from many of her normals
  • The 1st attack can be cancelled but it's best to cancel from the 2nd attack because it is easy to confirm into
  • Shouldn't be used as an anti-air of any kind; it's start up is rather slow, and Hinako's hurtbox doesn't shrink


Kakeguri - (df + D)

  • A rather short ranged round kick that hits low
  • Special cancel-able

Special Moves

Tsukidashi - (qcf + A/C)

  • Hinako marches forward with Sumo hand smacks. The hitboxes (which have no invinciblity) on the smacks when she is advancing forward is actually quite big which may stuff out the opponents standing normal attacks at a mid to close range. While moving forward she is open to getting hit by projectiles and counter based special moves. The light punch version is a bit safer on block than the heavy punch version. It's a difficult to punish her when this move is whiffed, especially the light punch version which has fast recovery frames. It's best to use this move only within combos, but it is okay to zone at a mid to close range with the light punch version every once in a while.
  • Light punch version does 4 hits, heavy punch version does 6 hits
  • Soft knockdown

Combo Advice: The light punch version can combo from light and close heavy attacks (df+C for example), while the heavy punch version can combo from close heavy normals and command normals (example: cl.C, df+A or f+A,A or f+B,B)


Tsuki Otoshi - (qcb + A/C)

  • Hinako performs 2 hits: one that is her st.B, then a 2nd hit that slams the opponent to the ground creating a hard knockdown. The first hit has a small amount of auto-guard frames which will absorb the attack, then knock the opponent down with the 2nd attack. The first hit will only auto-guard attacks (projectiles included) aimed at Hinako's mid-section or higher (irregardless of hit detection), and doesn't have very fast start-up, which may cause to be beaten out by incoming attacks if timed improperly. A successful auto-guard costs a bit of guard meter from Hinako, and she is also in counter hit state during the duration of the move. It's best to use this move more for the hard knockdown properties rather than trying to use it as a counter move or as an anti-air because of its slow start-up.
  • The second hit causes the opponent to be knockdown in front of Hinako's feet, which is adequate spacing for a cross-up j.C (a few steps back may be needed for certain characters) or a meaty cr.B, or any other okizeme mix-up you can try.
  • Hinako is at negative frames when this move is blocked but receives a small amount of push-back from the opponent
  • No property or damagedifference between the light punch (A) and heavy punch (C) buttons
  • Hard knockdown

Combo Advice: It's best to cancel into this move from the first hit of her df+A command normal. A good example: cl.C, df+A (1), qcb+P or cr.B, st.B, df+A (1), qcb+P

Kote Nage - close, hcf + B/D

Kake Nage - close, hcb, f + B/D

Yorigiri - close, dp + B/D

Shiko Toumi - d, d + B/D

Gorin Tsuki - qcb + B/D

Desperation Move

Gasshou Hiner - hcf x 2 + B/D


Super Desperation Move

Gasshou Hiner - hcf x 2 + B + D


HSDM

Daisharin Nodowa Otoshi - hcf x 2 + A + C

Combos

Crouching

1.) cr.b, cr.a, df + a (1 hit)

qcb + A/C, down, down + D (6 hits) / qcb + B (4 hits) / hcf + A (7 hits) / hcf + C (9 hits) / hcb, f + B or D

2.) cr.b, cr.a, df + a (2)

qcb + B (5 hits) / hcf + A (8 hits) / hcf + C (10 hits) / hcb, f + B or D / hcf, hcf + K or B+D (5 hits)

3.) cr.b X 2, cr.a, df + a (2)

hcb, f + B or D (5 hits) / hcf, hcf + K or B+D (5 hits)

4.) cr.b X 3, st.b, df + a (1)

qcb + A (7 hits) / qcb + B (6 hits) / hcf + C (11 hits) / hcb, f + B or D (6 hits) / hcf + B or D (6 hits)

5.) cr.b (X 2 or 3), far B

hcf + A (7 hits) / hcb, f + B or D / hcf + B or D (4 hits) / df + A, down, down + B

6.) cr.b (X 3), far B, df + A (2)

hcb, f + B or D (5 hits) / hcf, hcf + K or B+D (5 hits)


Standing combo starters


1.) cl.c or cl.d, f + B, B etc.


2.) cl.c or cl.d, f + B, B, df + A (1 or 2) etc.


3.) cl.c or cr.c, df + C etc.


4.) cl.c or cr.c, df + A etc.


Many of Hinako's normals and command moves are cancel-able, so feel free to experiment with all of them to see which specials can connect from them.

Discussion Threads

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