Summary
stay woke
Notes
- Hyuuga Cancels: Hinata is able to feint some of her moves and cancel them into a neutral state by pressing during their startup.
Awakened Hinata
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Health:
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220
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Guard Gauge:
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1840
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String List
String #
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Inputs
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Notes
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01
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- Cancellable at ()
- For all, can
- For 03, can
- For 04, can
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02
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03
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04
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05
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06
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- Cancellable at ()
- For all, can
- For 08, can
- For 09, can
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07
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08
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09
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10
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11
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12
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13
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- Cancellable at ()
- For 13-16, can
- For 15, can
- For 16, can
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14
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15
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16
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17
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18
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19
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- Cancellable at ()
- For 19-22, can
- For 21, can
- For 22, can
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20
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21
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22
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23
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Weak Attacks
5B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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14
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2
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31
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-
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-
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4
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-13
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- Primary Jab.
- Can go into() on whiff.
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Toggle Hitboxes Toggle Hitboxes
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6B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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17
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4
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52
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-
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-
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-
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-16
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Toggle Hitboxes Toggle Hitboxes
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2B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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18
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3
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35
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-
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-
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-
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-19
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Toggle Hitboxes Toggle Hitboxes
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4B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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29
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4
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35
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-
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-
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-
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-19
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Toggle Hitboxes Toggle Hitboxes
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8B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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14/16
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3/4
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29
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-
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-
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-
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-25/-8
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Toggle Hitboxes Toggle Hitboxes
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Running B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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15
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2
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40
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-
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-
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-
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-17
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j.B
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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8
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9
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-
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-
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-
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-
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-
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Strong Attacks
5A
Uncharged Charged
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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24
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-
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30
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-
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-
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-
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-
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Toggle Hitboxes Toggle Hitboxes
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6A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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21
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4
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33
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-
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-
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-
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-21
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2A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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20
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4
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33
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-
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-
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-
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-17
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Toggle Hitboxes Toggle Hitboxes
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4A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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8A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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11
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-
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37
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-
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-
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-
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-
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Running A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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16
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3
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32
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-
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-
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-
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-10
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j.A
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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8
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-
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-
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-
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-
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-
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-
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Throws
5Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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20
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-
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1
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1
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48
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-
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-
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-
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-
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j.Y
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Special
5X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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2X
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Damage
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Hit Level
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Startup
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Active Frames
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Recovery
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Guard Damage
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Blockstun
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Advantage on Hit
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Advantage on Block
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Strategy
Colors
Changes from Vanilla
List may be outdated. Feel free to update where necessary
- Air Throw added
- Guard: increased from 1760 to 1800
- Grabbable Moves: 8A, JA, 2X
- 5B(B): hitbox appears and disappears one frame later
- 5BB(A): turns better on hit; given same stun as 6A
- 5BBBB(A): damage increased from 12 to 20
- 4B: remove stagger and push on block
- 8B: hitboxes for the second hit appear one frame later, slightly bigger hitboxes on the second hit
- RB: given Hyuuga Cancel
- JB: can be adjusted to go further or shorter by holding 4 or 6
- 5A: charge changed from 11f to 8f
- 6A: Turns better on hit; intangible on the first three frames; not intangible in strings
- 6A(A): damage increased from 15 to 20
- 4A: drains meter at a rate of 120 units per frame instead of 180
- A4A: is unsubbable and untechable and does 10 more damage
- 2A(A): added as 6A(A)
- 5X: activates if only hitting the second hit, damage reduced from 75 to 70; first hit turns back turned opponents around; hitboxes and lift adjusted for consistency
- 2X: starts 3 frames faster and ends 8 frames later; drains slightly more than 12.5% meter on a miss at the end of the move; activation gives opponent no chakra on hit
- GRKnJ: appears closer to the opponent
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