Hinamori

Introduction
Hinamori, keep away fighter with good assist skills and ringout ability. Her stamina and combo damage may not be impressive, but her moves are generally safe, easy to hit, and has good recovery.

Pro Con
 * Abusable Air A, Air O for keep away
 * B Rank damage output
 * 360 and wall bounce on B
 * S series are safe and compact
 * easy to use Air S and Stun grab
 * Power Up, meteors with spiral down,enhanced ringout
 * Shunpo cancel loop
 * Both EX can be used from far away, tracking
 * Life regain pair up
 * Low stamina
 * No good practical EX combo, nor EX use

Movelist Analysis
S series

S-Slash 1 S-Slash 2 S-Slash 3 Air S-Standard Air Slash GS-Over Swing Slash Grab-Stun Grab Special Moves
 * short reach, good tracking,
 * short reach, good tracking
 * no gap between S and Sx2, unparryable, safe on block
 * 2 hit, good tracking, wall bounce
 * safe on block
 * tiny gap between Sx2 and Sx3, unparryable
 * easy to use, initiate close range combat
 * compact and good tracking
 * spiral down, over the fence ringout
 * free combo afterward

A-Dake Tobiume B-Flame Ring & Slash Air A-Air Dake Tobiume Supers
 * high priority projectile
 * tad slow in recovery
 * can be held for larger size, damage, and spiral knockdown
 * PU version is always max charged, ringout move
 * good tracking, 360 flame ring
 * OTG
 * wall bounce
 * good for catching tech
 * gurad crush during PU
 * same as A but angled at 45 degree
 * OTG

O-Flame Circle Air O-Niren Dake Tobiume EX-Ground Flame Power Up EX-Flame Bomb
 * slow start up time
 * 360 and has vertical hit box
 * can hit multiple enemies
 * OTG
 * fires two max charged tobiume projectile
 * covers a good amount of area, explosion range
 * effective corner combo
 * easy to use
 * flame which tracks enemy and burns them for multiple hits
 * makes Hinamori vulnerable during the entire duration of move
 * can be dodged with ease
 * too risky to use
 * field effect, falling meteors with spiral down
 * further blast range with all moves
 * small increase in damage
 * maximizes ringout chances
 * different EX
 * tracks enemy once, sets a flame bomb after a set time, then explode
 * very hard to hit anyone
 * can be used in a combo agaisnt Yammy, B(1 hit), EX, Sx3
 * Not practical to use

Combo
1. Sx3, Sx3 2. Sx2, B(1 hit), O 3.  Sx2, B, Air Ox1~3, Sx3 4. [Sx3(3 hits), R3 Forward or towards wall] xN 5.  Sx2, B(1 hit), PU, Sx2, B Power Up Combo 
 * wall bounce combo
 * can replace the first Sx3 as sx2, B
 * sometime a second or even third wall bounce is possible, keep adding Sx3
 * builds good reiatsu
 * risky, 360 O, chain
 * good for attacking multiple enemy
 * don't do much damage
 * High damage corner combo, devastating damage in PU
 * shunpo loop combo
 * more consistent cancelling shunpo near a wall(leaning against wall position)
 * practical when there is a lot of reiatsu in PU state
 * PU combo

1. Air Ax1~3, A, Sx3 2. Sx2, A
 * projectile combo, last Sx3 works when near wall
 * ringout combo with Air A, A
 * simple ringout combo

Strategy
Close Range Mid Range
 * Sx4
 * 1) Tap Sx4 all the way, safe and compact
 * Air A
 * 1) safe keep away poke
 * 2) cancel to Air O if you need to stay above ground or to secure landing safety
 * Air O
 * 1) best assist move, high chance of saving teammates
 * Air S
 * 1) start close range combat
 * 2) grab if blocked