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 236A. 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.

Common Notation List

You may find certain combinations symbols and characters used across the wiki, here is a short list of what they are and their meanings:

  • X - A placeholder character that means any button, e.g. "236X".
  • [X] - A held down button, e.g. "5[B]".
  • / - "or", denoting multiple options or inputs, when seen in a combo, it means you can either move e.g. "5A/5[A]" or "236A/B".
  • j.X - A jumping move, often a normal or a special, e.g. "j.236A". For certain moves, the direction of the jump or the input of the move can be specified, e.g. "j.8A" or "j.4C".
  • X > Y - ">" denotes a cancel, e.g. "2B > 5B".
  • dl.Y - "dl." indicates a delay before inputting or cancelling into a move, e.g. "6B > dl.236B".
  • X(N) - X move must hit N number of times.

Hinokakera Unique Inputs

Air and Ground Recovery
  • Press 5D, 4D or 6D when leaving hitstun while airborne on when hitting the ground - Can also be called Tech or Ukemi. While a character is still airborne after being hit you can recover by pressing 5D, 4D or 6D, letting you recover with full invincibility in the inputted direction, this also applies to Ground Recovery.
Force Wakeup and Wakeup Roll
  • D or 4D when knocked down - By pressing D while knocked down, you can force your character to stand up earlier while maintaining throw invulnerability. Additionally, when knocked down on your back you can input 4D - relative to the direction your character is facing - to roll away from the opponent without throw invuln.
Sidestep
  • D8 and D2/2D - You need to hold D before pressing 8 when sidestepping away from the camera.
Throw and Throw Tech
  • 4C and j.4C - Throw and air throw respectively, in order to tech an opponent's ground throw press 4C within a short window of time.
Mighty Guard (MG)
  • 4D, 1D or j.4/1D - By pressing D as you block you perform a Mighty Guard (MG) at the cost of Power, consuming more Power whenever a hit is blocked. When used in the air, it allows you to block mid and low attacks.
Just Guard
  • Block right before an attack connects - Just Guard (JG) has drastically decreased blockstun and no pushback but requires strict timing, additionally, the defender can cancel their JG into any move by inputting it after performing the guard. Performing a Just Guard gives the attacker no Power and protects the defender from guard and chip damage.
Reactive Brake
  • 4D when your attack is Just Guarded - Requires 20 Brake points but allows you to cancel your guarded attacked.
Interruptive Break
  • 4/6AD or 4/6CD when in hitstun - Costs 100 Brake points. Immediately negates any hitstun, counters your opponent's attack without dealing damage and gives them a small amount of Power. Applies a 7 second penalty to your Brake gauge when used that prevents it from regenerating.
Offensive Brake
  • D during an attack - Costs 80 Brake points. When used within a combo, Offensive Brake sets the damage correction to 75% and disables the opponent's Brake meter until the combo ends.
Assault Brake
  • 6D after an attack connects - Costs 40 Brake points. After inputting the AB, the player dashes forward and improves damage correction by 10%, up to 100%.
Assault Force
  • 3D/3[D] - Costs 40 Brake points. Quick knockdown attack. Can be charged to turn into an attack with additional properties that can only be blocked with Just Guard.
Technical Brake
  • 4D during a whiffed attack or before/while an attack is guarded - Costs 40 Brake Points. Lets you cancel whiffed attacks and attacks that are about to or are being blocked, not all attacks can be Tech Braked however.
Technical Force
  • 3D - Costs 40 Brake points. Usually a support move that gives wider combo opportunities, not necessarily doing damage.
Overdrive Mode
  • 62314D once per match - Can't be cancelled into. Triggers an uncountearable attack that deals no damage when activating. As soon as it's activated, the word OverDrive is displayed atop of your Power meter and starts depleting at a constant pace, lasting around 12 seconds. OverDrive Mode gives the following effects:
- Character regenerates health when not guarding or unconscious;
- Opponent's Brake gauge turns grey, thus disabling its accumulation and the usage of any brake consuming techniques;
- Player can perform an Overdrive Force;
- Player is able to Force Cancel attacks;
- Player gains the ability to double jump at all times;
- It's easier for the player to inflict high-level counters according to the official manual.
Overdrive Force
  • 236236C while OverDrive is active - Costs 100 Brake and uses any excess, OverDrive Mode ends after ODF is used. Damage scales with your Power meter, using your Power value as the damage correction for every hit in the attack sequence while ignoring usual rules of damage correction, producing constant 75% correction at zero Power and 100% at full meter. Minimum damage is around 4.5k while maximum is around 6k. If the ODF is icorporated into a combo, it will do considerably less damage due to its own damage correction rules being applied. For example, Raven's standing 'C' causes the next hit in the combo to deal 85% damage. If this next hit is an ODF, then with 100 Power it will have a universal prorating of 63,7% instead of 85%. ODF's universal prorating won't go lower than 20% however.

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.
-NOTE: when hopping you cannot air throw, air block (normal, mighty, and just block), and you are in a counter-hit state.
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

Double jumps in Hinokakera while existent, require specific setups and are not an instantly accessible option. These rules do not apply to Malakh. 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