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Hinokakera Chaotic Eclipse/Controls

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Notation

7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Numeric Notation

Hinokakera moves and combo sequences are notated with a combination of button letters and numbers, known as Numeric Notation. First of all, the game has 4 buttons: A, B, C, and D.

Numeric Notation is a style of directional input notation that uses numbers to signify which direction is being pressed. It is the primary notation system used on this Wiki, so you'd be well off to learn it. The graph above shows you which numbers relate to which directions, so take a moment to study it. The layout matches the num-pad found on most keyboards, so use that as a cheat sheet if needed.

  • 4 and 6 are walk backward and forward.
  • 7, 8 and 9 are jump backward, jump straight up, and jump forward.
  • 1, 2 and 3 are all crouch inputs, with 1 being crouch-block, 2 being directly down, and 3 being down-forward.
  • 5 represents a Neutral Position, which you might find to be surprisingly important.
  • Special move inputs are notated by lining up numbers for each direction traced. A typical fireball input would be 236.A. The first input is 2(Down), followed by 3(Down-Forward), then 6(Forward), and finally A

With this model, both motion inputs and buttons can be represented at the same time.

Movement

On the ground

Every grounded character can be in either standing or crouching stance - the latter allows him/her to deliver low hitting moves and block incoming lows, unblockable while standing. In exchange, player is completely vulnerable to overheads.
To move, player can either walk or dash/backdash. While walking is more or less the same for everyone, dashing may cover different distance with different speed, depending on the character. However, every forward dash shares the impossibility to block incoming attacks (unless enough time is given to recover from the dashing animation and enter the blocking stance) and the ability to cancel into a dash normal, special or any other attack.
Vice versa, backdashing offers invincibility frames, that give the player an opportunity to escape some attacks, but is not eligible for any kind of cancel. Optionally, some characters can run (which is technically a continuous dash). Properties are the same as those of the forward dash.
Be careful running too far backwards as you will obtain the negative penalty side effect. Luckily it's not that difficult to reverse, A simple forward dash will undo it for some characters.
Finally, one of the few that utilizes HK's 3D environment, is sidestepping. With it, player can slide away from the attack's path unharmed. This movement can be cancelled into a forward dash or any kind of attack. On the other hand, the player is vulnerable during sidestepping and is unable to block, plus, to counter sidestepping, some moves home on sliding characters or cover a wider area. You can sidestep using 8D and 2D or from holding D and pressing 8 or 2.

Jumping

Normal jumping is available to all characters and has three standard directions - up, forward and backwards. When jumping, there is a short delay before the player is considered airborne - during it, he or she is unable to block or attack.
A forward jump variation, done while dashing or running, - leap (or long jump, dash jump) - travels farther, but the height and other properties remain the same.
Same applies to hopping (or quick jumping), another version of the forward jump with less height. One can recognize hop by its shortened animation (Raven won't perform his flip, for example) and its inability to jump over opponents.
Chase jump is a universal (and usually optional) followup to Launcher attacks, that quickly catches up with the knocked up opponent and allows the player to start an air combo. This jump may fail if timed wrong - when successful, background turns into a fancy white stream.
Double jumps in Hinokakera while existent, require specific setups and are not an instantly accessible option. Characters have the ability to add another jump in these cases:
  • launcher > chase jump > attack > jump cancel into the 2nd jump;
  • aerial attack > Offensive brake > 2nd jump;
  • while in Overdrive Mode, double jumps are possible without any additional setups.
Combining the above allows for a triple jump:
  • launcher > jump > attack > 2nd jump > attack > OB > 3rd jump;
  • Overdrive Mode > jump > attack > 2nd jump > attack > OB > 3rd jump.


General
Controls
FAQ
Netplay
System
HUD
Characters
Raven
Silvis Laws
Aya
Camille Enfield
Kasumi Seiga Freslight
Celes Alfort
Hardy Alfort
Clestis Farrell
Aronia Excel
kakeru
Malakh
Ashley
Aya Immortal