I see no reason why the counter wouldn’t work against RC’d moves… because the move still hits her, and that’s what triggers the counter to activate.
Sure she makes a great turtler… but I personally don’t like playing her as a turtle, unless the opponent is one that warrants it. I mostly zone, with some rushdowns. Low jump FK and MP are great tools for rushing in. Instant overhead in the low jump FK makes for a great tool when close in. I tend to use the MP button the most in my matches with Hibiki, not FP. Couple these with the fact that after a jump-in MP you can combo into any super makes for a great tool. IMO she needs the low jump to be effective… run is something I don’t find myself in need of, which is why I use P-groove. Low jump along with parrying = unstoppable Hibiki (usually)
someone asked what her “c.FK xx shinkuu hadoken” combo is. i think one that works well is c.JP xx hcb, f+SK, which is her Beatmania super. u can roll the hcb while walking in and out sticking out c.JP, then jus hit f.SK when u see it hit. as far as execution goes i find this easiest.
comboing off her bread and butter string is a bit trickier tho due to range. iirc c.SK x2, c.JP xx super is possible, but adding a even one more c.SK will leave u too far for the super to combo.
questions;
i was wondering how to set up her qcb+P slash. i only found out today that RK was bufferable so that’s one way, but any others? i usually only use it after the qcf+Ps push me out of range, but that doesn’t really crossup a lot.
how often is the dp+K used?
should i bother with the dodge if i’m in P-groove?
any tricks or setups for FK (the knockdown)? it has as much range as her qcf+JP/SP iirc.
on her Beatmania super, what does the SK FK SK RK finisher do…?
The overhead sheath move can be used to mix up your poke game, especially to give a break from small jumps, they usually won’t see it coming if it’s used sparingly.
If you Parry the hit of just about any forward moving super, KKK will dodge the rest of it completely if you don’t feel confident Parrying the whole thing. This goes for any level projectile super from any character I know for sure. Balrog is the only other character than can do this.
The last string on the third variation of her super hits low and then lauches them for a juggle at the end. If you are in S or N Groove you can level 1 juggle after the Level 3.