I put a-hibiki as my battery. hibiki shouldn’t be in the user position even though she’s a bad anchor, and not a very good battery.
The reason is…what is hibiki going to do with bar? Her cc doesn’t do that much damage (though if you’re good enough you can try to reset during cc), having the activate doesn’t give her that much outs from bad situations, and she doesn’t have alot of ways to combo into cc (the only ones that come into mind…that’s easily doable…are counter, jump, cc; and kick throw, cc). Her alpha counter isn’t the best in the world either, and losing the guard bar probrably puts you in a worse position to get guard crushed -> combo -> dizzy -> dead.
when i have her in the battery position, she builds bar for bison. We all know bison is inifintely better with bar than without, and his cc hurt a hell of a lot more. So at least as a not so good battery, her bar can be put to better use by a better user.
In the battery position, all i do with hibiki is zone/turtle 90% of the time. Whiffing st/cr.mp does wonders to keep ppl out, and she has a variety of anti-air options. rc running hp slash can get you out of the corner, slash/rc slash is good to stop everyone of dashing into you, and if timed right her normals stuff quite abit of moves (i stuff vega’s slide with cr.mp, for example). Since you’ll probrably never alpha counter/super, you’ll be constantly building bar. When you take up almost the entire round, you usually have a full bar by then.
Also, in the battery position, she doesn’t have that many bad match ups at that position. Vega/Blanka/Sak/Honda/Guile/Ken are all good/winnable/not-bad match ups. In the user position, the main match up that comes to mind is bison.
On the cammy match up:
Cammy has problems zoning Hibiki. As skisonic said if Hibiki whiff’s a slash, she’s in for a world of hurting. But at the range where hibiki whiff’s the slash, cammy can’t do jack against hibiki either. So both can merrily go and whiff their normals for some bar. When Cammy get’s impatient enough, she will eventually get fresh and try to dash/jump in. That when hibiki can do some damage, then sit back comfortablely in her range with cammy dancing around doing nothing.
Hibiki has the risky qcf+hp slash. It reaches even further than the other two slashes, plus you have to block low. it’s not exactly trivial to low block while you’re trying to walk back and forth. Cammy has take that into consideration when she’s trying to dance in and out of range.
A well timed dodge xx hop punch can create space for hibiki to escape traps or distance herself again, even if it trades with an opponent’s move.
Oh, i don’t think st.rh is a good poke at ALL. Terribly slow both in start up and recovery, and doesn’t out reach cr.fp/st.mp by that much.
hmmm…this should go in the hibiki section of the forum…