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
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, 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
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. 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)