Yatagarasu: Attack on Cataclysm/Hina

From SuperCombo Wiki
Hina face.jpg

Introduction

Hina is a charge character who excels at controlling the midrange with her great normals and bullying the opponent into the corner with safe, difficult to parry pressure. Although she is not built for pure mixup-heavy aggression like the other "sword sister" Shimo, Hina is not a down-back defensive charge character. Hina's midrange pressure can be varied in several different ways to mess with parry timings and catch opponents off-guard, and once she lands a hit, Hina has powerful, simple hit confirms that put her back in her optimal range - just outside the opponent's footsies. Hina thrives when she can weave in and out of an opponent's range, baiting out normals and whiff punishing or applying powerful pressure that continues itself naturally similar to Street Fighter 4's Bison. In addition, almost every normal and special is very easy to confirm into one of her two supers, giving Hina a potentially enormous payoff for any random hit.

Unfortunately, Hina has a difficult time anti-airing without a charge, her walkspeed is pretty bad, and her normals in general aren't the best for abare at close range when compared to other fighters. In addition, it's very easy for Hina to be punished by an opponent who gets a read on her pressure, since many of her better long-ranged normals are laggy and easily whiff-punished or parried on prediction. Hina has a wide range of tools at her disposal, ranging from solid and predictable pressure tools to high-risk "gimmicks", so Hina players should mix up their approaches and neutral constantly to keep their opponents guessing.

Similar characters: SF4 Bison/Balrog, CVS2 Vega

* Charge time: 42 frames

Colors

Move List

Command Normals

Name
Command
Notes
Sweep
df + hp
low
Stepkick
b + hk
cancel

Special Moves

Name
Command
Notes
Yugizan
b (charge) f + p
Tsuninazan
during hp Yugizan, dp + p
Retsugizan
b (charge) f + k
low
Shinenzan
d (charge) u + p
Bogetsuzan
hcf uf + p
high

Super Special Moves

Name
Command
Notes
Kantanenzan
qcf qcf + p
Issen Kousan
qcf qcf + k

Move Analysis

Normal Moves

Standing Lp.png

<Description here>

Crouching Lp.png

<Description here>

Jumping Lp.png

<Description here>

Standing Lk.png

<Description here>

Crouching Lk.png

<Description here>

Jumping Lk.png

<Description here>

Standing Hp.png

<Description here>

Crouching Hp.png

<Description here>

Jumping Hp.png

<Description here>

Standing Hk.png

<Description here>

Crouching Hk.png

<Description here>

Jumping Hk.png

<Description here>

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.

Move Name Damage Hit Level Cancel Ability Startup Active Recovery Block Advantage Hit Advantage Total Frames
Stand Snka.gif 2200 Mid sp/su 7 2 14 -4 -3 22
Stand Snkb.gif 2600 Mid (any parry) sp/su 6 2 8 +2 +3 15
Stand Snkc.gif 6400 Mid - 11 2 21 -3 0 33
Stand Snkd.gif 5500 Mid su 9 3 17 0 3 28
Crouch Snka.gif 2000 Mid (any parry) su 5 2 12 -2 -1 18
Crouch Snkb.gif 2000 Low sp/su 6 2 8 +2 +3 15
Crouch Snkc.gif 5000 Mid (any parry) - 10 2 22 -7 - 33
Crouch Snkd.gif 4800 Low sp/su 10 4 12 +1 +3 25
Jump Snka.gif 2200 High - 5 2 - - - -
Jump Snkb.gif 2000 High - 6 7 - - - -
Jump Snkc.gif 5000 High - 8 2 - - - -
Jump Snkd.gif 5500 High - 10 3 - - - -
Sweep

Df.gif + Snkc.gif

5600 Low - 7 2 28 -10 - 36
Throw

Snka.gif + Snkb.gif

1500 + 1500 + 3500 (6500) - - 4 2 23 - - 28
Overhead

Snka.gif + Snkc.gif

3000 High - 24 2 9 +6 +6 34
Guard Crush

Snkc.gif + Snkd.gif

6000 Unblockable (any parry) - 22 2 19 +11 +2 42
Stepkick

B.gif + Snkd.gif

5000 Mid sp/su 14 5 14 +1 0 32
L Yugizan

B.gif (charge) F.gif + Snka.gif

5200 Mid (parry High) su 12 2 16 -1 +1 29
H Yugizan

B.gif (charge) F.gif + Snkc.gif

4000 Mid (parry High) su 12~33 3 20 -5 -3 34~55
> Tsuninazan

Dp.gif + P.png

3500 Mid (any parry) su 6 4 27 -11 - 36
EX Yugizan

B.gif (charge) F.gif + Snka.gifSnkc.gif

6000 Mid (parry High) su 9~? 3 21 -6 - 32~?
> Tsuninazan

Dp.gif + P.png

3500 Mid (any parry) su 6 4 28 -12 - 37
L Retsugizan

B.gif (charge) F.gif + Snkb.gif

5500 Low su 18 3 17 -3 - 37
H Retsugizan

B.gif (charge) F.gif + Snkd.gif

5500 Low su 17~? 3 22 -8 - 41~?
EX Retsugizan

B.gif (charge) F.gif + Snkb.gifSnkd.gif

600 Low su, Bogetsuzan 17~? 3 21 -7 - 40~?
L Shinenzan

Down.gif (charge) Up.gif + Snka.gif

5500 Mid su 4 2(1)2 32 -17 - 40
H Shinenzan

Down.gif (charge) Up.gif + Snkc.gif

6850 (4000 + 3000 [scales]) Mid su (first hit) 5 2(1)4 40 -24 - 51
EX Shinenzan

Down.gif (charge) Up.gif + Snka.gifSnkc.gif

4500 + 3000 + 3000 (9350 [scales]) Mid su (first hit) 5 2(1)4 41 -25 - 52
L Bogetsuzan

Hcf.gifUpright.gif + Snka.gif

3800 High su 22 2 16 +2 +8 39
H Bogetsuzan

Hcf.gifUpright.gif + Snkc.gif

3800 High su 24 2 17 +1 +7
EX Bogetsuzan

Hcf.gifUpright.gif + Snka.gifSnkc.gif

4200 High su 20 2 15 +3 +11 36
Kantanenzan

Qcf.gifQcf.gif + P.png

10000 (12000 if selected) Mid - (20)6 2 52 -34 - 59
Issen Kousan

Qcf.gifQcf.gif + K.png

13500 (16200 if selected) Mid*Low*Mid*Low*Mid*Mid (parry H/L/H/L/M/M) - (20)11 2(10)2(11)2(10)2(8)2(1)4 43 -27 - 107

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 Snkb.gif 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 Snka.gif or standing Snkc.gif to counterpoke, go over lows with Universal Overhead or Bogetsuzan, or continue the pressure with stepkick, dash up throw, or crouching Snkb.gif or Snkd.gif. 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 Snkc.gif, although not special cancellable, has a good hitbox and can be used in the midrange as way to catch movement and limbs. Crouching Snka.gif 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, hitting slightly behind her as well to check cross-ups. Because of her slow walk speed and relatively slow normals, Hina can have a difficult time anti-airing opponents when caught without a down charge for Shinenzan. If put out fast enough, crouching Snkc.gif 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 Snka.gif or even a back jump Snkc.gif. 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. In part due to this weakness and in part due to the generally aggressive nature of the game, Hina players cannot simply hold down-back and try to counter every approach their opponent makes unless they already have a significant life lead - Hina is most suited for a strong midrange style of play where she weaves in and out of the opponent's range and aggressively controls as much space as she can.

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)

Yatagarasu: Attack on Cataclysm
General
Characters

AjaAzureChadhaCrowHanzoHinaJetJyuzumaruKotaroKouShimo