Introduction
- Charge time: 42 frames
Colors
Move List
Command Normals
Special Moves
Super Special Moves
Move Analysis
Normal Moves
Command Normals
Special Moves
Super Special Moves
Frame Data
All standing normals must be parried high and all crouching moves must be parried low unless otherwise stated.
Combos
Strategy
Hina is a powerful character with strong, simple hit-confirms and who can easily transition between multiple different playstyles based on the matchup and the opponent's tendencies. Similar to SF4's Bison's Scissor Kick pressure, Hina can bully opponents to the corner by poking with crouching into Yugizan, Retsugizan, or Bogetsuzan, each of which have different parry timings, are mostly unpunishable against most characters when spaced, and all of which can be hit-confirmed into a super. If the opponent blocks a L Yugizan, which should be your bread-and-butter space control and pressure tool, Hina can Retsugizan to catch opponents walking backwards with a fast long-range low, use her fast crouching
or standing
to counterpoke, go over lows with Universal Overhead or Bogetsuzan, or continue the pressure with stepkick, dash up throw, or crouching
or
. Most characters have only limited tools to defeat this midrange pressure game, and as long as you remain unpredictable such as to not get parried, Hina can quickly force opponents to a purely defensive game where she can get them to the corner or eat a beefy simple hit confirm into super. Hina's jumping normals are serviceable and have decent range if you want to mix up your approach, although in general she is best played mostly on the ground.
Defensively, Hina has a respectable number of options. Standing , although not special cancellable, has a good hitbox and can be used in the midrange as way to catch movement and limbs. Crouching
is Hina's fastest normal, is slightly disjointed, and is a great way to check lows. Hina has one of the game's few invincible meterless reversals in H Shinenzan as well, and it functions as a serviceable anti-air, although it has a tendency to trade. As a result, Hina's primary weakness on defense is that she doesn't have especially fast options to anti-air without a down charge. If put out fast enough, crouching
offers a full juggle combo and has a decent enough hitbox (though somewhat smaller than the animation implies). One of the less obvious but stronger options is to meet the opponent midair and challenge with her fast neutral jump
or even a back jump
. In general, however, Hina players must be adept at parrying aerial approaches and must be mindful that their anti-airs not become predictable and parried on prediction.
Matchups
vs. Azure
(No strategies)
vs. Kotaro
(No strategies)
vs. Aja
(No strategies)
vs. Kou
(No strategies)
vs. Hanzo
(No strategies)
vs. Jyuzumaru
(No strategies)
vs. Dark Jyuzumaru
(No strategies)
vs. Hina
(No strategies)
vs. Shimo
(No strategies)
vs. Jet
(No strategies)
vs. Chadha
(No strategies)
vs. Crow
(No strategies)