What Do You Guys Think of The Wiki Section?

Iori, Kyo, Nako, Morrigan

Got the ball rolling (sort of) on these four.
Finished editing the… normal moveset in accordance with the Ryu example (which changed suddenly like) with a slight adjustment; there’s two kinds of cancels for normals: special, super. Simply saying the move’s bufferable isn’t enough IMO

“Crouching short x4. Direct Lightning”

Who put that in the Blanka section? Ridiculous…

I didn’t even know Blanka can rapid fire his d.LK’s. Thought they were a linking sort like Chun’s crouching jabs.

You can simply look a the page’s history to see who put that in if you’d like.

It is a link, 4 1 frame links to be exact. So yeah not actually gonna happen in a match.

Nice start on hibiki. A-Hibki isn’t totally helpless against vega as you say she is though. She has alot of anti vega stuff. RC slash owns vega at his best range. Just watchout for his jump. When Vega GETS inside after a knockdown for RC roll just bust out an RC running slash. Actually though, RC overhead is a much better move to try and counter any attack on wakeup. It’s completly safe, and it would really catch someone off guard who is just low blocking. It would sure suck for hibiki if someone decided to bust out a super/custom if they block the RC run slash.

You should also list the hibiki unblockable custom, and the many uses of her jumping RH(which leads to some damn near unblockable situations).

I don’t know what it is, but the Hibiki section still doesn’t look right.

I’m finding it hard to read and messy looking. Some more text formatting, adding some more “edit” sections (“Run Strategies” is listed as a subtopic of “Wake-up Pressure”), and just better organization and prioritizing of the information would be great.

Goddamnit… I said no more stylin’ characters already. Now Kyo is stylin’ too? :rofl:

(how did you get animated gifs of CvS2 characters btw?)

I have a shitload, if you want some, i can help you out on the cvs2 gifs…Basically around 2 years of searching will get you a lot of sprites.

I don’t like working with this wiki.

I’m not familiar with how the wiki formatting works, my text spacing is all messed up after I type it, and I don’t like that.

I put some Kyo information for everybody, but somebody else is going to have to do the dirty work and edit/format it for me if they want a nicer looking page, because I’m all done for now.

I put up custom combos and super combos for kyo

Well, RC slash leaves her at -17 hit or block. Factor in Vega’s faster walking speed and his owning d.MP (supported with slides) and he’s pretty much in control of the match.

Well, in my experience discussions about “he does this respond with this” leads get pretty nasty. I could say one thing you say the next. It’s often like that with situational moments like "GETS inside after a knockdown for…"
Things like this are based on pure reflex.
Then there’s the things that aren’t like baiting.

Watch out for his jumping over the run slash like you said and:

The beckoning slash leaves her at -13 hit or blocked, the crossup one at -15, so sure she’s vulnerable but then again it’s a both a mixup and if someone meaties you it’s free damage on wakeup.

It’s such things that help the matchup lean more towards Vega than Hibiki.
She can still fight him she’s just gotta be more careful that’s all. If you’re RC slashes are on point then by all means RC slash his d.MP’s. Sooner or later he’ll jump those and drop her on reaction, etc. Ugh. Theory fighter’s a bitch.

Data I got here says -9 hit or blocked. Not quite so bad as forward slashes or running slashes but you got moves that could punish this hard. Especially if you try to do this consistently to counter any attack on wakeup.

Do you mean those [d.HPx3 xx qcb+HP] xN deals? The only unblockable CC’s I know are her kickthrows. Everything else (including her resets) can be blocked (just hard 'tis all)

I’m not pretending to know everything there is to about Hibiki I just merely wanted to get the wiki started that’s all. Anyone else feel free to contribute (or not)

Well, Run Strats are its own section now. As for better organization or prioritizing of info I was just running it along similar lines to Ryu’s wiki. (Just not quite so much info there so its not so messy)

Guess cutting off much of the commentary and giving just relevant info might help, but then people’d be left in the dark about how somethings work.
What we need is a master wikiologist.

By contrast Kyo’s section looks fairly nice (probably because he’s stylin.)

I have taken so much from srk…it was time to give back. Added iori normal and special move frame data, will work on supers when I get the chance. And, to the original poster of the iori section thanks for the HTML table template (it is HTML right?).
-DonQuixote

Actually I think the props should go to the guy who started the Ryu example, since I just expanded on that and altered Hibiki’s to match (more or less) whenever he alters the Ryu one.

Good job though:tup:

Yeah, thats true. keep in mind that playing 100% safe all the time isn’t going to get you anywhere against strong defensive characters(especially against vega/honda). You have to take some chances, and taking a couple of chances per round isn’t bad for someone with a high defensive such as hibikis. Talking and reading strategy about it though dosen’t help though. It’s all about in game experience.

Oh, and St. MP works well well against vega as well.

Also if your playing against a scary K-groover, RC running cross up slash works really well as anti-air and you aren’t left with a negative advantage like a st hp, or crouching hp.

Well about taking risks it’s kinda more like a gamble. I’ve air-thrown people with Vega where the animation’s so close to the ground it looks like a perfectly Tigerkneed Air-Dark Smasher, and have since been wary of jumping at Vega’s. Add to this his other anti-airs vs Hibiki and shrewd Vega’s pretty much close the door on everything she’s got. It doesn’t help that her jump’s slow.
She gets meter those jump ins become more… lenient. You can jump on his head quasi-freely then, knockdown, mixup once and kill with a Custom or near it and kill with the mixup after. The threat of activation, in this case, is enough. (Why waste the meter after knocking his claw 'n mask off? Aren’t his “advantages” over Hibiki nullified without? Sit on the claw and run the clock or move so that the claw’s off screen)

Random jumps doesn’t seem to be the brightest of ideas but I’m sure people do them because at the time its probably the most “unexpected” thing to do in an enviroment where most people tend to set up jumps.

You ever do this, back someone into a corner and dance out of range knowing they’ll get frustrated and jump out only to be knocked back in so you can get close and mixup? Well, they should know that would happen and resort to battle their way out on the ground right? Funny though in my experience this was Nako vs characters like Ken or Chun, and generally this example should’ve been the other way around but if Nako does her job right caution dances in your opponents brain and they make mistakes when they get desperate due to things like the clock running on them, guard meter, etc.

The smart thing to do, especially when your opponents anti-airs are on point like that, is bait and punish, or perhaps even play mid range footsies and work their guard bar so they make mistakes. With Hibiki vs Vega, this Spanish Bullfighter bastard outscores Hibiki on both of those.

Perhaps Vega, knowing that Hibiki’s slash’s leave her vulnerable on hit/block misjudges distance (because u know this 2, and forward slash at max or near max range) and goes for a slide/d.mp. You got a slightly faster jump startup in A so jump on his head when he whiffs the expected move as he recovers; he’s got little to defend him when she’s right on top of him. Thing is he’s got the walking speed so you’d have to play those slashes in concerto with his rhythm. I know she recovers in time to block, CC, whatever, but the jump thing I don’t know.

—HOWEVER If he see’s or knows the slash is coming he could either JD or ROLL on reaction (the latter especially when walking back) for certain punishment since the slash whiffed is worse than his shitty Roll. d.HP works better blocked but his roll beats it too and he can stuff it with his d.MP IIRC.

I have no experience in this matchup just yet like yourself but this is what I’d aim to do when I first engage it, unless I have meter or play K/N/P (which I won’t, though AC’s, counter rolls are nice) Unfortunately it looks like these risks are purely one-trick pony’s vs people with a clue. Fortunately in this case it only takes one mistake for Hibiki to lay down the pain.

As for the s.MP that’s the same range as her d.LP isn’t it? All of these moves are beaten by Vega’s d.MP, and it’s you can’t buffer specials out of it (Although supers you could, a plus for K/N/P/C…S)

Anyway in A-groove I generally feel safer when there’s meter backing her up to allow her to take more risks. Actually that seems to go for just about any character in A with good customs.

Hey good points though you’re making my scub-tacular brain think:rofl: (should I put this stuff in the Wiki?)

About game experience, while what you say is true there’s no sub for experience, in my situation until I can get some new matches down with some people nearby all I’ve got really is knowledge and execution combined with practical situations to familiarize myself with.

Those are some good points, fortunately for me I play alot of vega here in norcal. in a 16 man tournament around here, there are at least 5 vega players(I’ve yet to play you know who though). The best way to beat him is to just keep him away. Sometimes I’ll even trade with his jumping attack and run just to push him away from me. I do alot of random jump/ dodge jump attacks mp/hp to control vegas jumping. These generally keep hibiki safe unless vega does jumping lunge claw attack to counter, and if I land before it’s best to punish with an RC. The only time I’ll be the agressor against vega is if we are about 2-3 characters away from each other. I’ll usually do a random super jump partially cross up round house to semi-unblockable lows(is this unblockable? anyone).

Btw, I’m pretty sure her custom set-up(running slash cross up, dodge jump back, RH, custom) is unblockable. any time i’ve done it, no ones ever blocked it. I can get it in casual, but my tournament nerves are so bad i can never pull it off in a tournament.

AHHH… You’re talking about a setup.
That’s an interesting way to land one, 'n new to me as I’ve been through all the threads here. Well, new to me that the technique is also a setup, now I think of it it makes sense. However I thought that you can only cancel the run slash to the dodge during a CC, not as a setup. Well, whatever I’ll find out in a minute with practice later. Doesn’t hurt to double check.

Unfortunately though it’s not unblockable. That technique is applicable as either a reset, a sort of anti-crossup response, or in this “new” case a CC setup.

All can be avoided if the other guy knows to block standing (you “hop” towards him, he’s standing so you land in front. The j.HK trick fails to crossup, and thus hit. Not high enough I suppose) If the other guy knows this you typically go low following the dodge with d.MK if he stands in response to the dodge and continue the CC from there.

I like the info on norcal Vega’s. Controlling space (however you can) is always good. Whereat do you play maybe I should drop by, though folks 'n family live closer to SVGL may as well go there and get stomped proper when I visit in June.

I couldn’t tell you since I don’t understand what you mean… Unless you mean an semi-early j.HK so he’s forced to block standing and eats low shorts as a result. The roundhouse is always ambiguous, but only really when you’re above them. Depending on how deep you may/may not land shorts.

Yeah I meant custom. It works well if the first couple hits of the custom are blocked.

Not sure when your going to get here, but i’ll be in Japan May 30-june 9(If i find another job soon). I mostly play in fairfield(North bay) which is about an hour and 45 minutes from svgl. I go to the south bay for the occasional tournament though.

Oh, well in that case it’s just her basic reset then. Yeah it’s good for that too. Blocked or what not. She’s got plenty of ways to land her CC, even blocked. Crazy.

Well, I’m hoping to visit in June. I never know when these days.

Anyway I guess I really wanted to say that the ground between Vega 'n Hibiki is probably the best way to go since they can both anti-air fairly well. Vega sorta owns the ground if he’s dancing out of range of her d.LP forcing her to use random slashes 'n all.

I’ve been working on the Akuma section a bit. Still haven’t gotten up the patience to type in all his Frame Info from the CvS2 scanned guide, but at least it feels nice to put down on “paper” what I’ve had inside my head about Akuma for awhile.

I filled on the sections for Geese and M Bison (PTF). Feel free to correct any mistakes. Also did some basic strategy.