Super Naruto: Clash of Ninja 4/Hinata

From Mizuumi Wiki
Jump to navigation Jump to search

Summary

Hinata (referred to as "Shy" Hinata to differentiate from SCON4 AW Hinata Icon.png Awakened Hinata) is a close combat specialist who makes use of feints (Hyuuga cancels) and strong counters. Deadly super confirms allow her to capitalize on any opening and make her an explosive character offensively. In Super, Hinata has benefitted from quality-of-life changes, such as better combo routes after her 2A kunai swipe, better frame data on several important moves including her jab (one frame faster), 6B, and 6AA, a new 6BB super-cancel point and the ability to “fastfall” j.B.

Notes

  • Hyuga Cancel Hyuuga Cancels: Hinata is able to feint some of her moves and cancel them into a neutral state by pressing Y Button during their startup.

String List

String # Inputs Notes
CONR3 STRING.png 01 B ButtonB ButtonB ButtonB ButtonB Button
  • For all, X ButtonCancellable at B Button(B Button)
  • For CONR3 STRING.png 04-07, X ButtonCancellable at B ButtonB ButtonB ButtonA ButtonB Button(B Button)
  • For all, can B ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 03, can B ButtonB ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 04-07, can B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 06, can B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 07, can B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonA ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 08, can B ButtonB ButtonB ButtonA ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 11, can B ButtonB ButtonA ButtonA ButtonHyuga Cancel
CONR3 STRING.png 02 B ButtonB ButtonB ButtonB ButtonForwardB Button
CONR3 STRING.png 03 B ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 04 B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonB Button
CONR3 STRING.png 05 B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonForwardB Button
CONR3 STRING.png 06 B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 07 B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 08 B ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 09 B ButtonB ButtonForwardB Button
CONR3 STRING.png 10 B ButtonB ButtonUpB Button
CONR3 STRING.png 11 B ButtonB ButtonA ButtonA Button
CONR3 STRING.png 12 ForwardB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at ForwardB Button(B Button)
  • For all, can ForwardB ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 14, can ForwardB ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 15, can ForwardB ButtonB ButtonA ButtonA ButtonHyuga Cancel
CONR3 STRING.png 13 ForwardB ButtonB ButtonB ButtonForwardB Button
CONR3 STRING.png 14 ForwardB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 15 ForwardB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 16 DownB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at DownB ButtonB ButtonA ButtonB Button(B Button)
  • For all, can DownB ButtonB ButtonA ButtonB ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 18, can DownB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 19, can DownB ButtonB ButtonA ButtonB ButtonB ButtonA ButtonA ButtonHyuga Cancel
CONR3 STRING.png 17 DownB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonForwardB Button
CONR3 STRING.png 18 DownB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 19 DownB ButtonB ButtonA ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 20 DownB ButtonB ButtonA ButtonA Button
  • Can DownB ButtonB ButtonA ButtonA ButtonHyuga Cancel
CONR3 STRING.png 21 DownB ButtonForwardB Button
CONR3 STRING.png 22 DownB ButtonUpB Button
CONR3 STRING.png 23 ForwardA ButtonA Button
  • Can ForwardA ButtonA ButtonHyuga Cancel
CONR3 STRING.png 24 DownA ButtonB ButtonB ButtonB ButtonB Button
  • X ButtonCancellable at DownA ButtonB Button(B Button)
  • For all, can DownA ButtonB ButtonB ButtonHyuga Cancel
  • For CONR3 STRING.png 25, can DownA ButtonB ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 26, can DownA ButtonB ButtonB ButtonA ButtonA ButtonHyuga Cancel
  • For CONR3 STRING.png 27, can DownA ButtonA ButtonHyuga Cancel
CONR3 STRING.png 25 DownA ButtonB ButtonB ButtonB ButtonForwardB Button
CONR3 STRING.png 26 DownA ButtonB ButtonB ButtonB ButtonA Button
CONR3 STRING.png 27 DownA ButtonB ButtonB ButtonA ButtonA Button
CONR3 STRING.png 28 DownA ButtonA Button
  • Can DownA ButtonA ButtonHyuga Cancel

Weak Attacks

5B

B Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
11 High 13 3 30 - - - -
  • Primary Jab.
  • Can go intoB Button(B Button) on whiff.

Faster than average jab

Toggle Hitboxes
Toggle Hitboxes

6B

ForwardB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 16 4 26 - - - -

Long-reaching double palm strike which hits mid and high crushes (frame 15). Good in neutral or as a whiff punish.

Flag Data
High Crush frames 15~37
Toggle Hitboxes
Toggle Hitboxes

2B

DownB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
13 Low 18 4 34 - - - -

Sweep, OK high crush. Offers multiple follow-ups on whiff; either 2BB, 2B6B or 2B8B.

Flag Data
High Crush frames 14~40
Toggle Hitboxes
Toggle Hitboxes

4B

BackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
16 Mid 30 4 35 - - - -

Guard frame attack. Can lead to super with 4B > 5BBX, or a full combo. Mediocre guard frames.

Flag Data
Autoguard frames 2~19
Toggle Hitboxes
Toggle Hitboxes

8B

UpB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
8x2 Mid, High 14 3(4)4 30 - - - -

Spinning launcher, decent anti-air callout with many actives, good bar-builder for 5BBX. Unsafe on block.

Flag Data
Low Crush frames 15~
Toggle Hitboxes
Toggle Hitboxes

Running B

RunB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
19 Mid 15 7 35 - - - -

Somewhat fast, reaching, and damaging palm strike. Pushes the enemy back on block. Used to catch the enemy off guard in neutral.

j.B

Air AttackB Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
12 Mid 9 9 Until L - - - -

Horizontal air dash strike. Can be used to punish strings which lift Hinata on block. The dash distance and quick recovery allow Hinata to escape pressure when airborne. Unsafe on block. Can link to a combo if the opponent is hit at the end of the dash, or can be used as a quick and relatively safe combo finisher.

Strong Attacks

5A

A Button
Uncharged
Charged
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5x2 - 24 - - - - - -

Throw shuriken with a slow windup. Charge A throws shurikens spread vertically, potentially catching jumps

Flag Data
Chip Damage yes
Toggle Hitboxes
Toggle Hitboxes

6A

ForwardA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 Mid 25 4 30 - - - -

Slow palm strike that rotates around the opponent before attacking and will briefly crush highs and mids during startup, so it can be used as a kind of unique "sidestep attack". The movement can also let 6A and its string 6A(A) function as cross-ups, albeit unreliable.

Flag Data
High Crush frames 1~3
Mid Crush frames 1~3

2A

DownA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
17 Low 20 4 33 - - - -

Staggering kunai swipe. Has a bit better range than 2B but is slower in both attack startup and crush frames startup. Does chip damage on block.

Flag Data
High Crush frames 19~43
Toggle Hitboxes
Toggle Hitboxes

4A

BackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
- - 8 - - - - - -

Counter that stumbles the opponent when it catches an attack, leaving them open long enough for punishes including a guaranteed super. Works on most non-projectile attacks, aside from cinematics.

8A

UpA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5x3 - 10, 12, 14 - - - - - -

Standard up-shuriken. Crucial anti-air tool, with supers’ added lift “on hit”, and paired with Hinata’s increased reach on 6b allowing for full conversion into combo.

Running A

RunA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
15 - 16 3 32 - - - -
  • Hyuuga cancellable

Hits mid, launcher. Only one frame slower than running B but has a shorter reach, and less active frames.

j.A

Air AttackA Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
5x2 - 8, 10 - - - - - -

Air shuriken (standard air shanks)

Throws

5Y

Y Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
20 - 1 1 48 - - - -
  • Description

Specials

5X

X Button
Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
10, 75 - - - - - - - -

This cinematic super has decent forward momentum and active frames, making it good for wake-up-supers. 5BBX “just-frame” is a two-frame window.

2X

DownX Button
Version Damage Hit Level Startup Active Frames Recovery Guard Damage Blockstun Advantage on Hit Advantage on Block
Catch - - 11 - - - - - -
Attack - - - - - - - - -

Counter that works on most non-projectile attacks as well as cinematic supers. Unlike 4A, it will also activate no matter the direction you’re attacked from.

Strategy

Neutral

Because Hinata lacks obvious buttons to “cheat” neutral and threaten from long distances, she relies on basic movement and evasion, such as jumps or sidesteps to create openings and force a committal option from her opponent.

Once Hinata finds herself at close range with the opponent, her options include:

  • ForwardB ButtonCONR3 STRING BREAK.pngB ButtonHyuga Cancel (longer reaching) or B ButtonB ButtonHyuga Cancel (faster and catches sidesteps) can be Hyuuga-cancelled, leaving Hinata only momentarily vulnerable to whiff punishes.
  • Jump back, and if the opponent attempts a move, punish with Air AttackB Button-an effective punish against characters that continue strings on whiff as they approach you.
  • Pre-emptive use of BackA Button or BackB Button, if you anticipate them pressing buttons. Useful against characters that use fast high crushes frequently.
  • DownB ButtonCONR3 STRING BREAK.pngForwardB Button, Hinata’s high crush into her lunging palm strike (RunB Button), to catch an incoming high or an opponent moving linearly. The string is safe on block due to pushing on block unless the opponent has their back to a wall. The ForwardB Button input can be delayed or replaced with DownB Button instead.
  • RunA Button can be Hyuuga-cancelled, leading to a mix-up between jab, grab, and BackA Button. RunB Button can be used to catch responses to your run-in due to its seven active frames (compared to three for RunA Button).
  • RunA Button is good against back-turned opponents because it launches and closes distance quickly. If Hinata suspects that the attack will come out too late, she can Hyuuga-cancel and follow with 6B or 2B now that she is within range.

Defense

  • While defending, Hinata utilizes sidesteps, jump out points and Air AttackA Button, BackB Button or BackA Button to punish unsafe blockstrings.
  • BackB Button and BackA Button yield Hinata a full punish.
  • Sidestep into ForwardB Button (her go-to on back-turned opponents) or 5B are also options.
  • Some blockstrings that lift Shy allow her to punish with Air AttackB Button as well.
  • On her own wake-up, Shy can terrorize the opponent with BackB Button and her fast BackA Button. If the opponent becomes hesitant during her wake-up, Hinata may be able to grab or jab them herself instead.

Guard Pressure

  • While attacking the enemy’s guard, Hinata should be aware that B ButtonB ButtonB ButtonA Button can be BackB Button'd by nearly the entire cast or be jumped out of. Tall characters can jump out of B ButtonB ButtonB Button.
  • In Super, Hinata has been given the B ButtonB ButtonForwardB Button and B ButtonB ButtonUpB Button string variations which come out faster than B ButtonB ButtonB Button or B ButtonB ButtonA Button, which can catch both BackB Button and jump outs after B ButtonB Button.
  • If the opponent lets Hinata go deeper into strings, she may need to apply delays to her strings to hit during the vulnerable frames of her opponent's BackB Button.
  • B ButtonB ButtonB ButtonB Button can punish a jump out meant to avoid B ButtonB ButtonB ButtonA Button.
  • Hinata can apply Hyuuga cancels for guard pressure and mixes. The B ButtonB ButtonHyuga Cancel and ForwardB ButtonB ButtonB ButtonHyuga Cancel Hyuuga cancels lead to a rewarding strike/throw mix, though a trained eye may be able to react to the feint. For this reason, it may be unwise to overuse Hyuuga cancels against opponents who react well to them.
  • If the opponent does not jump after B ButtonB Button, B ButtonB ButtonA ButtonA Button is one of Shy's safer guard mix-ups because it pushes on block.
  • In some matchups, B ButtonB ButtonB ButtonB Button leads to one of the stronger guard mixes in the game.
    • The A Button string finisher slides Hinata forward under most aerial counterattacks, and can be Hyuuga-cancelled (giving her plus frames with the opponent landing, at which point she can mix their landing with a strike or throw or otherwise chase them as try to come down from the air).
    • Hinata can punish button presses in the air by finishing the string without a feint, or using the feint to slide under the incoming attack.
    • Hinata should use this string cautiously against opponent's with fast aerial attacks such as Zabuza/Kisame Air AttackA Button or Ino, Tenten, Kidomaru and Temari Air AttackB Button.

Punishes

  • Once Hinata has her foe in a combo, Hyuuga cancels are helpful for keeping her safe from opposing substitutions.
  • Hyuuga cancels help mask her substitution reads as well, which she may follow with traditional sub-punishes.
  • Shy can Hyuga Cancel-turn-BackA Button vs. air KNJ, giving her a full combo.
  • Variations of ForwardA ButtonA Button can be used in spots where the opponent may KNJ allowing Hinata to escape or potentially punish the substitution with the correct timing.

Okizeme

  • Hinata has a strong okizeme game, with the ability to beat wake-up kicks (WUK) through DownA Button and continue her pressure with DownA ButtonB ButtonB Button onwards.

List of Hyuuga-cancellable strings:

  • B ButtonB ButtonHyuga Cancel
  • B ButtonB ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • RunA ButtonHyuga Cancel
  • B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonHyuga Cancel
  • B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • B ButtonB ButtonB ButtonA ButtonB ButtonB ButtonA ButtonA ButtonHyuga Cancel - 27F animation
  • B ButtonB ButtonB ButtonA ButtonA ButtonHyuga Cancel - 27F animation
  • DownB ButtonB ButtonA ButtonB ButtonB ButtonHyuga Cancel
  • DownB ButtonB ButtonA ButtonB ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • DownB ButtonB ButtonA ButtonB ButtonB ButtonA ButtonA ButtonHyuga Cancel - 27F animation
  • DownB ButtonB ButtonA ButtonA ButtonHyuga Cancel - 27F animation
  • ForwardA ButtonA ButtonHyuga Cancel - 27F animation
  • DownA ButtonB ButtonB ButtonHyuga Cancel
  • DownA ButtonB ButtonB ButtonB ButtonA ButtonHyuga Cancel
  • DownA ButtonB ButtonB ButtonA ButtonA ButtonHyuga Cancel - 27F animation
  • DownA ButtonA ButtonHyuga Cancel - 27F animation

Colors

Default ()
Color 2 ()
Himawari Uzumaki ()
Trans Rights ()

Changes from Vanilla

  • Health: Increased from 185 to 210
  • Guard: increased 1480 to 1520
  • Combo list updated:
  • 5BBA(A), 6A(A) added to the combo strings
  • Grabbable moves: 8A, JB, JA, 2X
  • 5B(B): hitbox appears and disappears one frame later
  • 5BB(A): has stagger, has one more frame blockstun, turns better on hit
  • 5BBBB(6B): Added- same as wRB animation and properties
  • 6B: has one more frame blockstun, increased range, smaller hitbox
  • 6B(B): has one more frame blockstun and can be super canceled; Hyuuga Cancel is four frames sooner
  • 6BB(B): RB attack replaced with Vanilla 5BBB(B) with its B and A follow-ups
  • 6BBB(6B): Added as Vanilla 6BB(B)
  • 4B: no longer staggers or pushes block, significantly stronger on hit and block stun
  • 2B: has slightly less lift on hit and high crushes from 14-40 to better match the visuals
  • 2B(B): changed to be 5BB(B) with A follow up still intact
  • 8B: Both hitboxes appear one frame later, slightly bigger hitboxes on the second hit; recovers slightly faster
  • wRB: 2 more lift (applies to the attack's mid-string appearances as well)
  • 5A: charge time decreased from 11f to 8f
  • 4A: Starts up 4 frames sooner, ends 8 frames later
  • A4A: can only be subbed on the first frame
  • 6A: stagger added, turns better on hit, more lift, first three frames are intangible
  • 2A(A): added as 6A(A)
  • 5X: damage increased from 65 to 85, starts moving in super freeze three frames sooner; two more active hitbox frames
  • 2X: requires 75% meter to use, window starts up 3 frames faster and ends when the animation starts to change like other counters; drains slightly more than 12.5% meter on a miss at the end of the move; activation gives opponent no chakra on hit. Costs 12.5% meter if the counter ends without being triggered.
  • GRKnJ: Appears closer to the opponent

Navigation

General
Controls
HUD
FAQ
System
Esoterica
Technical Data
Stages
Strategy
Characters
Anko
Choji
Gaara
Haku
Hinata
Awakened Hinata
Ino
Iruka
Itachi
Jiraiya
Jirobo
Kabuto
Kakashi
Kankuro
Kiba
Kidomaru
Kimimaro
Kisame
Might Guy
Mizuki
Naruto
OTK Naruto
Neji
Orochimaru
Rock Lee
Sakura
Sasuke
CS2 Sasuke
Shikamaru
Sakon & Ukon
Shino
Tayuya
Temari
Tenten
Third Hokage
Tsunade
Zabuza
Archived Information
Glossary
Training Modes
Netplay
Changelog
Resources