Hina is a brash, outspoken woman, and is Shimo's older sister. She and Shimo have similar fighting styles, but unlike Shimo, Hina's moves revolve around charge inputs. Moreover, her damage tends to come from single strikes and short combos, and due to the way her specials work, spacing is especially important when considering which ones to use.
| LP |
Hina quickly unsheathes her sword, doing a short-ranged slash. 2200 damage with medium startup and recovery.
| cr.LP |
Hina quickly unsheathes her sword for a crouching sword slash. It comes out very fast and recovers quickly, but the hitbox of the move is misleading as the small green slash does not hit the opponent, so its range is way lesser than it seems (more than LP, nonetheless). 2000 damage.
| j.LP |
A horizontal sword slash in the air. Similar to cr.LP, it is fast but its range is slightly worse. 2200 damage.
| LK |
Quite similar to Crow’s LK, a low kick directed to the opponent’s ankle. Its range is shorter than her LP. 2600 damage.
| cr.LK |
A crouching kick that has slightly more range than LK. 2000 damage.
| j.LK |
An air version of her LK. Same range as LK, 2000 damage.
| HP |
An long-range sword slash with a nice hitbox. 6400 damage.
| cr.HP |
A vertical, rising sword slash. Same range as LK and j.LK. A convenient property of this move is that it sends the opponent flying into the air, enabling a reset, or just leaves the opponent for a knockdown.
cr.HP: 5000 damage (knockdown)
cr.HP, j.LK: 6600 damage (reset)
cr.HP, j.LP: 6760 damage (reset)
cr.HP, cr.HP: 9000 damage (knockdown)
cr.HP, j.HP: 9000 damage (reset)
cr.HP, HK: 9400 damage (reset)
cr.HP, HP: 10120 damage (reset)
| j.HP |
A fast, diagonal crescent slash in the air. Unlike Shimo's j.HP, it can be used for crossups. 5000 damage.
| HK |
A turning kick that deals 5500 damage. Has more range than LP.
| cr.HK |
A sliding kick that shares the same range with HP. 5500 damage.
| j.HK |
A horizontal jumping kick. 5500 damage.
| 3HP |
Universal sweep. Very fast, and shares its range with HK. 5600 damage.
| 4HK |
Hina takes a step forward and does a straight, horizontal kick. Same range as HP and cr.HK. 5200 damage.
| LP + HP (Overhead) |
A jumping forward slash. It has a moderately deep hitbox and a decent horizontal range as well. 3000 damage.
| HP + HK (Unblockable) |
A slower version of HP. Has good range despite it slow start-up.
| Yugizan 6P |
Hina performs a dashing sword slash.
| Retsugizan 6K |
Similar to Yugizan, a dashing diagonal sword slash. It hits low and knocks the opponent down. The only thing that will really juggle after this is a super move.
| Shinenzan 8P |
An anti-air jumping slash.
| Bougetsuzan 412369P |
A jumping overhead slash. The strength of the button determines the range.
| Kantanenzan 236236P |
A large, one-hit sword slash. Thanks to its hitbox size, it works as a solid combo ender from 6P (though you'll want to avoid using the follow-up of the EX version if you want to hit with 236236P) or 6K.
| Issenkousa 236236K |
A sword combo of multiple strikes. Has its uses, but Hina tends to do more damage from (and get more use out of) 236236P most of the time. However, much like 236236P it can be used to end a 6P attack.
6 hits, 16200 damage.
[YATAGARASU v4.3] HINA BnB Combos & Misc. Strategy 
- 2LK > 2LK > YugizanH
- 2HK > RetsugizanEX > 2HP > YugizanH
- 2HP > YugizanH > 5HP