‘Crossup’ qcb moves can be cancelled into her qcb, db, f+p super (this is the heavenly scent of victory super?).
It can be a bit risky going for it, though, you have to get your distance just right to minimise telegraphing. Better to make your opponent hesitate by using run alot (obviously you’ll need this in your groove ;)) for poking and pressuring - this way when you initiate the run they’ll think twice.
It’s still tricky though since to do the crossover special into super you need to be quite close, so you’ll have to do some run poking right up close to get them used to it. Still, that’s a nice tactic anyway - running in to get your c.lk, c.lp, qcf+mp combos on. you can change just how close you get in before you break out your moves, and get up to 2 c.lks on first before you do the c.lp xx qcf+mp. Since Hibiki’s pokes are so nice you can usually get your opponent on the back foot with a couple of fast run pressure moves like this.
If your opponent simply turtles for all of this then you can kiss goodbye any chance of landing the crossover super combo - you need to hit with the qcb+p or else you’ll eat something nasty. Ideally you’d get them thinking that they should just block her long range pokes, but when she goes in closer, they should try to counterattack. This way you’ll hopefully get the counter on them as your first hit.
All of this applies just as well, of course, to the qcb+p, qcf+p combos. You’ll want to finish off with a qcf+Fp to get the knockdown, really - Hibiki’s qcf+p specials have some nasty recover time and you can get punished. Oh, and don’t forget you can tag on a c.lp before the two specials (tag anything more on to it and the qcb+p special doesn’t combo - too far away).
In fact, this is pretty much the way I play Hibiki (I’m in N groove), she’s really good at keeping people just inside her qcf+p range (the perfect range for Hibiki, of course), and whipping out her painfully high priority slashes. If they gain some distance from you just get yourself back to that range immediately - don’t let up the pressure. run in or qcb+p in if you know the distances well.
The fact that her run animation is the same for the double tap run and the run at the start of the qcb+p special helps to confuse and generally worry your opponent. Mixing up is easy to do - mainly I’d mix up the distance that I start to do moves. And because of Hibiki’s lovely c.lk*1 2 or 3, c.lp, qcf.mp combo you can always either hit them with a nice combo or at least push yourself back into a decent range.
Oh, and you really need to get you standing Fp anti-air going. sometimes you have to be very quick with the timing but it’s a real beauty - especially since the close version is a nice anti-air too, both are very effective. You just have to be aware of the distances - since there’s a little bit of timing difference between the two versions the point where she changes to the close version is your weak spot. I play against a lot of P-groove, and her anti-air really helps here since you can whip it out so early and take them by surprise.
Oh, and I like the small jump Mp quite a lot, too.
I never really use the dodge for anything other than dodging fireballs - are there some nice uses for it?