Summary
Awakened Hinata (commonly referred to by the community as just "Woke") is a sort of hybrid of the other two Hyuugas. She has most of Hinata's buttons, string structure and launcher game, but also has some of Neji's strings such as 6BBB and even some of his chakra drain ability on certain attacks (albeit not nearly to the same degree as his Almighty 6A). She also has one super from each of the two; her 5X is Neji's 64 Palm, and 2X is Hinata's counter. Woke Hinata also has some of her own goodies such as an air throw to beat out opponents trying to jump out of her Hyuuga cancel mix.
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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12
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High
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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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15
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Mid
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17
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4
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32
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-
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-
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-
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-16
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Neji's 6B; Very good mid range confirmable poke and pressure tool. Use this move to check and whiff punish opponents attempting to gatling at midrange.
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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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12
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Low
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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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- Good low poke that high crushes and can cause front sub after a throw if done below them. Confirmable string starters include and starter
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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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16
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Mid
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30
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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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- Leads into has a which can or drain meter if going for the full hit
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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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8×2
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Mid, High
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14
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3(5)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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- Do not use this move in neutral, use with discretion if you are going for a grounded back-turned launcher, as some character's body types will make the second hit whiff.
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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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18
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Mid
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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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- Try not to use this move in neutral unless you
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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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12
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Mid
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9
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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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- If positioned just before landing, you can follow up with a full combo. is the most consistent confirm for j.
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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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- Generic grounded kunai that does reliable chip damage if needed to close out a round.
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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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15
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Mid
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22
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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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Hinata's 6A; basically a sidestep (fully invincible the first three frames) but with an attack and a string attached. Just like hers, always steps to the side with her hand up in her current stance, so keep in mind when using this to crush certain strings.
Flag Data
High Crush
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frames 1~3
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Mid Crush
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frames 1~3
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Low Crush
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frames 1~3
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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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17
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Low
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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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- Godlike oki button. Hits low, beats wake up kick, active enough to beat step when hitting meaty, confirmable into
- Main weakness with this move during strings is that opponent can ALWAYS jump out and put woke in an awkward position.
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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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- Activates in all directions for both physcal and projectile hits (even kiba's dog).
- Can still get chipped out by projectiles.
- Cannot break throws when in stance.
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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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19
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Mid
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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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- Really good meterless combo starter. Links into 5 starter.
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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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1
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1
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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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5+5, 59
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Mid
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22
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3(3)3
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23
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-
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-
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-
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20*/-1*
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- Block advantage only applies to ukon as he can block supers
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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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11
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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
STRENGTHS
- Has a myriad of strings that can end into meter drain, leaving your opponent having to be more cautious of how they spend their meter and approach neutral.
- Amazing fast defensive counters with 2x and 4a, can interrupt strings with large enough gaps. See https://www.youtube.com/watch?v=1Q3jYa08lNA for reference.
- Many points in strings that keeps your opponent guessing at all times
- Has some of the better block pressure in the game.
- Has a decent matchup spread for the cast
WEAKNESSES
- still leaves her negative on block, meaning you lose your turn if your opponent calls you out. The most common counterplay to is to throw, so be ready to break it.
- Although strong while grounded, she struggles in neutral against good aerial options.
- Has multiple relevant losing matchups that make her struggle as a tournament character.
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
Resources
Guides and Info
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name
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Usual Color
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Region
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Contact
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Example Play
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Skeet
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United States
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Unavailable
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Skeet matches
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Navigation
General
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Characters
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Archived Information
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