basic rundown…

dash super - combos after c.lp (so you can use it as a b&b when you have meter), you can use it after all of her mixups (which consist of dp k (overhead), qcb p (run slash thing), meaty qcb p (run slash thing that hits on the other side), and close s.hk (standing low hit))

blackout - anti air, wakeup, after her counter (hcf+k), stronger than her dash super

speed mode - her most damaging super. it combos from s.mp, so it makes her footsies all more dangerous. you can end it with s.hk xx qcb hp xx qcf hp for a bunch of stun and added damage. plows through fireballs. its uses are pretty much the same as rock’s deadly rave.

Some clarifications of the supers…

b&b for hibiki is cr.lk x 3, cr.lp xx jab slash, you can’t do cr.lk x3, cr.lp xx dash super. you can cancel cr.lp into dash super, but it won’t combo at full cr.lp range.

you can only counter into blackout super if you were in the corner to begin with. And it’ll only do alot of damange if it actually blacks out (ie, you hit them close enough to you).

you can’t combo it from a full range s.mp. you can cancel it, but it wont’ combo.

You can counter, dash/run, blackout.

IIRC speed mode super connects from max range s.strong, problem is when you punish whiffs and hit BEYOND s.strong’s max range.

Oh and speed mode super connects of c.short x3 as well.

Here’s what you should be practicing if you want to learn how to do a short-short-short-chain super:

(While crouching)
:lk::lk::r::df::lk::qcb::r::lk:

You almost need to know how to do this in higher-level play. It’s easier to do the regular super off of shorts, but you’re going to want the chain super all of the time. It does more damage, yes, but because of the three shorts before it and the roundhouse and running slashes after it, it’s good for 40 stun points. If you can land a cross-up slash and trip slash back on wakeup, you’ll dizzy a 60-stun character.

An R2 Hibiki can potentially wipe out an R1 60-stun character in this way. A K-Groove R2 Hibiki can just about wipeout an R2 60-stun character as well.

not if you’re playing a-groove.

and i’m almost 99% positive that st.mp at max range on dummy will not combo with speed(deadly rave) super.

Yeah, from max range they recover in time to block the super.

I cannot combo into her “Rave” super for the life of me. I can combo into qcfx2 motions but that motion is way too hard for me. Any advice? I’ll try the one Windyman listed but … I’m just not good at this. :sad:

i’d say the biggest problem for me was that i didn’t do the full :hcb: motion. I usually ended in :db:, so the super won’t come out.

I can’t do the black out super for the life of me to this day.

hm…level 3 does. he said he only played k groove so i was going by that.

you can do counter, dash/run, blackout. maybe you’re not timing it right.

i never knew that. i guess i alwasys do it at almost max range. or i always get a counter hit.

wow, thanks a lot guys. i’m nowhere near good with her so this would help a lot.

Hibiki’s Complete Frame Data and Movelist is available at Finest KO.com:

http://www.finestko.com/features/characters/hibiki/

I’m new to the CVS2 Scene…can anyone offer pointers…like Pokes…regular punches or kicks i should use?

I don’t understand the “X-Up” on Beckoning Slash.
What the hell is it? What you get if you charge the move and wait for it to slash on its own? On the PS2 version I never noticed it on the command list, and seeing it on your site is something new…

The cross up is pretty simple. When you do the beckoning slash, you want to hit your opponent deep inside so that you will continue to run past your opponent. However, just as you hear it connect, you can input another move right after and effectively cancel it…

As an example, there’s a video on http://www.crazyasskim.com between OTK and Buktooth’s Hibikis. Buktooth does a beckoning slash and cancels into a DSoV.

Oh I thought it was some other move nobody uses… I was talking of course about how on Windyman’s site on frame data for the move you have like four listings, Jab, Strong, Fierce, “X-UP.”

Duh:rolleyes:

Thanks for clarifying

Does anyone know if Hibiki can… transfer her invincibility from her dodge to her Essential Crunch?

It may be a semi-useful reversal so long as the opponent is outside throwing range.

I ask because of that inherent property of some moves that KO an opponent and yet allow the rest of the special sequence to continue long after the match is over. Not when you mash pokes during a CC or anything, but say after a Kyosuke pillar super, qcf+k for example, there’s many more such as these I guess I’m theorizing whether or not the moves are considered linked as such.

Another example would be Rock’s command grab to the charged ki-blast.

No she can’t.

My fault, I meant to say as in RC’d… I know a lot of people get this notion that with Rolento’s RC scouter jumps that a jab’d be invinc. also.

I dunno, just asking. Should’ve clarified it earlier sorry.

Patterns

I’m trying to get a strong handle on Hibiki’s mixups following a knockdown. Looks like she could be a real beast with them. Landing that knockdown could be a pain but it doesn’t always have to be a knockdown it could start with an anti-air then dash up right?

Here’s a string I’ve been screwing with lately

d.LK x 2 xx dp+k (If this hits xx qcf+HP)
(Gotta experiment with two slow d.LK’s more to see if that dp+K still connects)

Well you get that knockdown, depending on what character you’re facing depending on wakeup speeds

dash, qcb+HP (don’t charge it) xx qcf+P
You get that crossup slash while looking open during the dash during the other guys wakeup and another knockdown

Now I follow up with

(slow) d.LK x 2 dash kickthrow

dash, depending on how fast they wakeup kickthrow

walk up/dash d.LK 2 xx dp+K qcf+HP

(slow) d.LK x 3, qcf+LP xx qcf+MP

RC dp+K (after a bit of walking to setup a good safe distance or to make me seem open walking forward) xx qcf+HP

After two subsequent knockdowns the BnB’s usually enough to stun just about all characters you see normally, and you can sneak in the kickthrows (yeah the range sucks but any character’s dash makes up for shit like that and her kickthrow’s saving stun is a nice benefit) if they’re blocking, which easily sets up the ambiguous j.HK followed by her BnB or just mixup any of this with activation and most times the other guy dies

Naturally this changes based on what characters I’m up against or what not, but so far this is what I’ve got as a general idea if I get a knockdown.

Any ideas would be appreciated, seems like this is what Hibiki’d like to do if she gets the initiative.

Does it transfer??? RC’ed, of course…

The dodge itself has 20 frames invinc. Fortunately After the first 3 with furious mashing I you can cancel it into the Essential crunch.
I know the run has like 4 frames invinc. But the backdash sure doesn’t.

Since most rolls have what, Average 27-34 frames invinc. That’s why I asked in this instance.

On the backdash I think there’s 8 frames before your inputs for a jump normal attack register.

Even so, that’s a 1-3 frame startup (due to RC) to RC Dodge (which you can cancel after 3 frames, lasts 20. Let’s say 3) For a grand total so far of 4-6, add about 8 frames after that for a total of 12 to 14 frames so far, then you add the startup of the normal you throw out.

Hell. Let’s throw in j.HP with its 5 frame startup.

17-19 Frames total (between mashing/precision you’re given about… 8 to 10 frames of leeway here, which means that’s easy, which means its applicable)

I dunno. Just food for thought. I DOUBT that it works this way, in my experience it hasn’t. I guess it’s another thing I’d have to test to be sure.