CVS2: Hibiki

Aww the old thread died. Long live the thread!

And just so it doesnt get repeated ad infinitum:

B&B == c.LKx3, c.LP, MP Slash

Does anyone know anyway to land her supers reliably, especially a way to combo into them? Right now i use the F+HCF+P super as a wakeup and the QCB+HCF+P super to catch people as the come down from a jump. Everything else though is pure luck. Is there an equivalent of ryu’s c.MK into a super fireball?

I buffer her qcb, db, f, p super like I buffer kim’s rush super:
cr short, qcb short, db, f p

her “custom combo super”(HCB,F K) can be comboed from a standing hk…:smiley:

You can combo all her supers off a s.HK. The “blackout” super won’t do any real damage, though… I think. I haven’t actually used that super in a very long time.

hibiki

damaging/juggling CC: activate, s.fkx3, qcf+fp, s.fk, qcb+mpxXX (to the wall), s.fp, sj.U+jabs, super

Another trick with using her CC is in activation. Sometimes I will use her overhead dp+fk once I activate. Most people tend to block low once they see the activation animation, and the overhead catches most people off guard.

Another thing I’ve noticed in using her, is that her dodge tricks (any groove) work really well.

example: in any groove (A-groove for example), use her manual run(mk+fk+f), into manual dodge(mk+fk), into manual hopback(mk+fk+B)+mp or Fp… Play around with it, because a lot can be done with it. Also, her s.Fp is a good anti-air, but will not work well against K/P groovers, so changing it with c.Fp or counter works to a degree.

other CC’s…

activate, [s.fp (2hits), qcb+lp], XX, super
counter, activate, pause, [sj.mp, sj.fp], XX, sj.U+jabs, super

A-groove Hibiki sounds interesting especially after I’ve heard that she ALWAYS manages a hit in a CC.
Anyway, here’s how to combo into her super:

c.lk x3, c.lp, Heavenly Spirit Of Victory (qcb,hcf+p) (lvl 3 only)
it’s basically her b&b so it should be simple enough…i’m not sure if lvl 2 works…

counter (hcf+k), No Fear Feint (f, hcf+p) or HSOV (qcb,hcf+p)
now this looks cool…if u wanna catch em with NFF super then timing is kinda hard.

running slash (qcb+p) into HSOV (qcb,hcf+p)
u have to finish the super before the running slash crosses up

close s.mp, NFF (f, hcf+p)
heck i know it works so i put it up

I have no idea how her custom combo super works (hcb,f+k) so feel free to give me what buttons to press after it…
BTW her No Fear Feint is her most damaging super!!! Plus it looks so slick and it’s even got a special ending if you finish with it.

‘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?

the follow up to her dodge the fwd fwd coomand(the one where she runs) can help in “rushing” and of course the back,back follow up(the one she runs backward0 can help hibiki’s defensive game…

other than that it can help her in using the non-roll grooves(P and K)…

You can land the Blackout super via these methods:

Dash/Run in, super (you would be surprised how much this connects)
Anti-air (deep)
Counter first, juggle with super

You can also combo her deadly rave supers from c.lk x3 -> c.lp -> super.
Also, if you’re playing her in P groove, it’s super easy to go straight from Parry to deadly rave super.

EDIT:

In P groove, if you Parry the first hit of any character’s any level projectile super, you can KKK dodge the rest of all the hits from the projectile.

I use Hibiki in P-groove. Very very dangerous, as one mistake can get you killed. For example:

When I have meter built up, I can’t wait for my opponent to jump at me. I parry the inevitable jump-in, then immediately follow up with HCF+P for the No Fear Feint. The parry command can also count for the input F,HCF+P. Boom, instant anti-air that takes off about half of their life.

You can also combo any of her supers off of the DP+K attack, if you ever manage to hit it! :smiley:

And with the QCB+P slash, be careful. I usually only stick to the jab version, all other versions have too much recovery and go too deep into the opponent, which usually ends up in a meaty counterattack, even if I hit them with the attack. With the jab version I can at least hope to avoid a counterattack.

And remember that the Heavenly Spirit of Victory goes under fireballs. Just remember that next time you fight a fireball-happy shotokan/equivalent.

The best combo I’ve found so far (it’s required 3 stocks):

-hcb-f+k, lp, mp, hp, lk, mk, lk, hf, dash super
-hcb-f+k, lp, mp, hp, lp, mp, hp, lk, mk (super ends), st.hk, qcb+p, dash super.

The first combo is easy, but the second is most damaging.

Eh, well, the two basic ones go:

hcb,f+lk -> lp -> mp -> fp -> lp -> mp -> qcf+fp
hcb,f+lk -> lp -> mp -> fp -> lk -> mk -> qcf+fk

The first one is slightly more damaging than the second one, but it also put you behind the opponent ala qcb+p style. So, if you want to avoid going into a corner, use the kick one (it also has the added bonus of hitting low at the last part).

The other one is:

hcb,f+lk -> lp -> mp -> fp -> lk -> mk -> lk -> fk

This one also hits low, but sets up for a juggle. So, if you are in N or S Groove and can Level 1 super, now is the time to do it. However, if you just want to catch someone low and do more damage than the basic second one, you can juggle with a stand fp and keep pressuring afterward, or juggle with qcf+mp.

This is the best super to punish with after you ground Parry.

Hibiki has an unblockable A-groove combo. People were talkin about it at the Houston regional, I don’t know how to do it though. It has something to do with her dodge. A good custom is fpx2, qcb+p, rinse and repeat end with super. Also her overhead into super or low slash is cheap. I’m glad I use her, especialy since she is antii-Honda and Blanka.

Unblockable A Groove due to her DODGE? That doesn’t seem right. The only things she can do out of her dodge is the hop back and running forward I can’t do anything.

Not bashing you or anything, it just doesn’t make any sense to me.

The only thing I could think of that would be quasi-unblockable because it’d be fast with the frame acceleration you get when you’re activated is maybe qcb+fp slash behind them then qcf+fp slash to hit them low and then juggle CC from there.

I’m surprised nobody has even mentioned this, I’m a big Hibiki user, she’s my first char on my tournament team… A trick that works for me very easily is jump in mp, then right away overhead DP/kick, into run super, Tricks them into blocking low quite alot, (thanks Trent for that trick). Try it you’ll love how much it works.

I use j.mp for max distance jumps. You cannot combo into her dp+k, but the fact that it’s an overhead still makes it a very, very dangerous move to have in your arsenal. Crossing up with hk, then buffering a standing mp into the dp+k, buffered into a super is just plain dirty.

Her CC isn’t unblockable. It’s the fact that the dodge hop back thing will randomly jump in YOUR direction instead of jumping back, sometimes even jumping over you, so its an instant crossup(!!!), plus if the rh connects after that, you can keep on hitting. It’s a lot of dirty tricks, really…

a) Manual overhead looks just like close s.rh, which hits LOW!!! (KEY). (s.close rh, switch side, x whatever, randomly replace close s.rh with overhead thing)
b) side switching really fast after getting them used to low, switch, low, switch… and then hit them low usually works.
c) do counter or dodge on reaction to ACs and continue comboing
d) activate into rh throw, juggle CC
e) rh throw into activate is harder.
f) jump around with roundhouse
g) empty manual run thing to other side, throw them
h) qcf + P slash on people who mash to get out of resets

Can I continue? I won’t… but I sure could. Bitch is fucking dirty I tell ya. You just have to learn how to block. And with everyone picking C-Groove lately, Hibiki seems to be on her way to being on the top levels.

You can do c.lk x3 into her Going my way super.

For me, it depends on who I’m playing against.
If I’m playing against an overly-aggressive character(Balrog,Sakura,etc.) I like to make sure that they stay out of thier attack range, but at the same time a make sure they can’t punish me for Hibiki’s amazingly bad lag time on her special moves. (They toned her down from Last Blade 2):bluu: Plus, you have to make sure that you aren’t constantly on defense more than 50% of the time. Be agressive. I’d only turtle if my opponents character out matches me in speed AND priority, like Rolento or Cammy. I am a Hibiki expert, but I’m kinda stingy with my advanced tactics. I’ll never know who might be reading;) :evil:

Actually, Hibiki can turtle the bullshit out of people now that they stopped picking run/low jump grooves (with K as an exception as it’s still widely picked.) The main point in Hibiki is just to turtle and fierce, really. Then, if you have A-groove, random activate, land a hit, continue. Rinse, wax, lather, repeat. Also, does anyone know if her counter works against RC’ed moves?

-Gandido-

EDIT: Mummy-B: The ‘unblockable’ thing is this:

When they block, do fierce slash. Right when it’s about to cross, do dodge, and hold the same direction where the slash was going. If you did it right, she should jump over the guy to where she originally was. You can do a j.rh from either side due to her random crossup factor, land, and continue. Mashing isn’t an option either =/