The King of Fighters 2002 UM/Hinako Shijou

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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

Jump


Blowback Attack

Throws

Tasuki Nage - close, b/f + C

Uwate Swimming - close, b/f + D


Command Moves

Harite Sendai - f + A, A

Harite Nishiki - f + A, C

Tsuppari - f + B, B

Nodowa - df + C, D

Maemitsu Tataki - df + A

Kakeguri - df + D


Special Moves

Tsukidashi - qcf + A/C

Tsuki Otoshi - qcb + A/C

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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