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'''Dash Mixups''' | '''Dash Mixups''' | ||
Basic dash mixups(d.lk x 2 dash kickthrow/BnB/activate), while her throw is much shorter than the norm at only 44 pixels, her dash makes up for it. | Basic dash mixups(d.lk x 2 dash kickthrow/BnB/activate), while her throw is much shorter than the norm at only 44 pixels, her dash makes up for it. | ||
Revision as of 22:12, 12 February 2006
Introduction
Moves List
Normal Moves
Punches
Name | State | Hit | Blk | Sta | Act | Rec | Dmg |
---|---|---|---|---|---|---|---|
Jab | Close | +5 | +5 | 3 | 4 | 8 | 200 |
Far | +5 | +5 | 3 | 4 | 8 | 200 | |
Crouch | +3 | +3 | 4 | 5 | 12 | 400 | |
Jump | n/a | n/a | 3 | 16 | n/a | 500 | |
Strong | Close | +2 | +2 | 4 | 4 | 18 | 800 |
Far | +3 | +3 | 6 | 4 | 17 | 800 | |
Crouch | +1 | +1 | 5 | 4 | 19 | 700 | |
Jump | n/a | n/a | 3 | 8 | n/a | 700 | |
Fierce | Close | -17 | -17 | 3 | 8 | 41 | 1000 |
Far | -15 | -15 | 7 | 4 | 41 | 1000 | |
Crouch | -6 | -6 | 5 | 4 | 32 | 1100 | |
Jump | n/a | n/a | 5 | 4 | n/a | 1200 |
Kicks
Name | State | Hit | Blk | Sta | Act | Rec | Dmg |
---|---|---|---|---|---|---|---|
Short | Close | +2 | +2 | 5 | 8 | 7 | 300 |
Far | +2 | +2 | 5 | 8 | 7 | 300 | |
Crouch | +3 | +3 | 3 | 4 | 10 | 200 | |
Jump | n/a | n/a | 4 | 14 | n/a | 400 | |
Forward | Close | +6 | +6 | 5 | 6 | 11 | 800 |
Far | DOWN | -8 | 13 | 3 | 28 | 700 | |
Crouch | -6 | -6 | 5 | 6 | 20 | 700 | |
Jump | n/a | n/a | 5 | 8 | n/a | 700 | |
Roundhouse | Close | -9 | -9 | 8 | 6 | 27 | 1300 |
Far | -8 | -8 | 12 | 4 | 40 | 1100 | |
Crouch | DOWN | -8 | 8 | 4 | 34 | 1100 | |
Jump | n/a | n/a | 9 | 4 | n/a | 1100 |
Command Normal
Cancel Close Standing Fierce Frames 20-27
Can either tap or simply hold fierce down
Name | State | Hit | Blk | Sta | Act | Rec | Dmg |
---|---|---|---|---|---|---|---|
Fierce Downward Slash | Close | -8 | -8 | 8 | 2 | 35 | 1000 |
Special Moves
Forward Slash | (Distance Slash) |
QCF+P | |
Running Slash | (Beckoning Slash) |
QCB+P | |
Overhead | (Piercing Moon Pounce) |
DP+K | |
Counter | (Melding Being Blade) |
HCF+K | |
Dodge | (Narrow Escape) |
KKK | |
dodge run/hop | (Essential Crunch) |
During Narrow Escape Towards + K or Away + K |
Supers
Dash Super | (Heavenly Spirit of Victory) |
QCB, HCF+P | |
Blackout | (No Fear Feint) |
F, HCF+P | |
Rave Super | (Going My Way) |
HCB, F + Lk (Begin Roots 1, 2, or 3 upon 1st hit of super) | |
Root 1 Lp, Mp, Hp, Lp pause Mp, Hp, Lp, Mp qcf+HP | |
Root 2 Lp, Mp, Hp, Lp pause Mp, Hp, Lk, Mk qcf+HK | |
Root 3 Lp, Mp, Hp, Lk, Mk, Lk, Hk |
The Basics
Bread and Butter Combos
d.lk x 3, d.lp xx qcf+mp
You want to use qcf+mp instead of LP because it recovers faster (slightly)
Try to do the d.lk's as slow as possible so it still combos to prevent being punished by moves such as Bison's short Scissor kicks.
Be wary of any fast reversal timing lvl 3's such as Balrog's lvl 3 Gigaton Blow, Rock's lvl 3 Shine Knuckle, Blanka's lvl 3 Ball Super, Bison's lvl 3 Psycho Crusher...
close s.HK xx qcb+HP, qcf+HP
Punisher BnB, scores knockdown and set's up Hibiki's Wake-Up Pressure Game.
counter, qcb+LP
Best non-meter use followup to a counter with good setups after.
Openings
Hibiki's fairly descent at zoning, with some strong defensive moves based around her Fierce. However some of her strongest attacks for the most part leave her fairly open.
d.HP Perhaps Hibiki's strongest whiff punisher outside of her standing/crouching MP, if she misjudges the distance she is in for a hurting as the recovery is somewhat long.
qcf+HP A good move she could throw out to catch whiffs, or to use in response to Fireballs. The lag on this move is horrible however. You can roll it on reaction and kill her if she's too predictable.
qcb+LP
The biggest reason Hibiki uses this move is to bait your stronger moves with greater startup and recovery so that she can block and punish in turn. She is quite vulnerable to fast long range moves during this moves recovery.
Jump attacks Hibiki likes to jump on people with her j.HK. It's ambiguous, even for the player at times if not used right. If used too early she can even be punished on recovery. Not to mention if she mistimes or doesn't set-up her jump, the somewhat slow speed of her jumps make her vulnerable.
Rolls I don't think I need to describe in too much detail why she will die doing this randomly. I do think it may have some use for a crossup roll following a knockdown though.
Just Defense/Parry While not really an opening for Hibiki, her usual single hit anti-airs are very risky vs P/K grooves and she shouldn't rely on them too much.
Super Combos
Info from Buktooth
-close roundhouse xx qcb+fierce xx qcf+fierce:
3400 dmg, 34 stun
Your big mistake punisher. The trip slash can be swapped with a level 1 super (not recommended, only 1200 more damage) or higher. However, if you have a level 3 available you wouldn't want to do this combo anyway. The non-super combo is great as it does good damage and a whopping 34 stun; halfway to dizzying any character. Great set ups after also.
close roundhouse xx deadly rave, close roundhouse xx qcb+fierce xx qcf+fierce:
7878 dmg, 47 stun
Your big mistake punisher into level 3. Very good damage, HUGE stun damage and great set ups after. If you hit this, chances are you're going to win.
(S/N-Grooves only) deadly rave, close roundhouse xx qcb+fierce xx level 1:
7979 dmg, 0 stun
After a deadly rave super, the combo hit count is high enough that damage scaling becomes fairly severe on the running slash xx trip slash combo. The level 1 super becomes more worth it in this case, doing roughly 1600 more dmg. By comboing into the deadly rave super you can do roughly 10000 dmg in one combo.
-counter, level 1/3 super/blackout super:
2900/5500/6100 dmg, 0 stun
Doing the level 1 generally isn't worth it, but the level 3 is good for a nice chunk of free damage. N-Groove can also activate after the counter and still land the level 3. The blackout super is quite a bit harder to time (at least for me, anyway) so I wouldn't recommend going for it.
-dp+kick, level 1/3 super:
3100/5700 dmg, 8 stun
Self explanatory.
Custom Combos
Info from Buktooth
For R1 Damage I referenced Buk's System's Guide (-18%)
Since the damage output on most of her CC's as an R1 do pitiful damage, it's practically mandatory that you master usage of her Resets to reach/break 10000 and make her worth it as a user
CC, (close RHx2, c.HP xx qcb+LP)x2, (c.LPx4, c.HP xx qcb+LP)x2, c.LPx4, c.HK xx super:
7892 damage (R2)
6471.44 damage (R1)
Very respectable damage. This generic ground CC is your "big punisher CC" and also the CC to use when you activate randomly. First hits hitting low is nice too, but I find that it's a little too slow to use as trip guard anti-air.
CC, qcf+MP, qcb+LP, qcb+MPx3, qcf+MP, c.LK (whiff), (jump HPx5)x2, super:
6864 damage (R2)
5268.48 damage (R1)
This is your anti-air CC. The beauty of this CC is that you can anti-air somebody from REALLY far away on reaction and get a whole CC out of it. Is Blanka jumping up and down? Kill it. Blanka low jumping up and down? Kill it. Did you just block a Bison psycho crusher (or Blanka ball)? Kill it. Sak whiffing dive kicks? Kill it. You get the point.
kick throw, CC, qcf+MP, qcb+MPx4, qcf+MP, c.LK (whiff), (jump HPx5)x2, super:
6812 damage (R2)
5585.84 damage (R1)
This is lovely. Guaranteed CC after a midscreen throw. You can also activate, THEN throw and combo off of that for a bit less damage. Still worth it, though, and pretty much guaranteed to work several times on everybody before they start catching on. And then when they start trying to jump out you do a low move and go into the ground CC...
CC, jump HKx4, c.HP, then go into generic ground CC:
7760 damage (R2)
6363.2 damage (R1)
Overhead CC on big characters. Works on characters Eagle-sized and taller. Also handy as an easy reset mid-CC, or if you went for a low hitting CC and they blocked.
Eagle sized logically would mean while crouching
Referenced from Buk's system's guide->Eagle, Zangief, Sagat, Geese, Chang & Raiden
CC, qcb+LP, c.HP, (qcb+LP, c.HPx2)x2, (c.LPx4, c.HP, qcb+LP)x2, c.LPx4, c.HK, super:
7672 damage (R2)
6291.04 damage (R1)
Whiff punisher CC. Also works as one of the best anti-projectile CCs in the game. Hibiki can be really far away from the fireball thrower and still get a CC off of it.
Advanced Strategy
CC Resets
qcb+mp, just as you pass through and past the opponent KKK ~ b+K, you will hop back over the opponent. j.HK, j.MP, c.LK into ground CC.
While normally used when the opponent blocks your CC, it can also be used mid-CC to reset the combo meter.
--Can be avoided standing
s.HK xx dp+k continue CC
Getto old-school reset. s.HK has enough hit-stun so that the similar looking dp+k will counter-hit jabs/shorts. It will catch people trying to jump out as a nice bonus.
--This is roll-able (hence RC, lvl 3, dp reversable). The timing fortunately IS strict. It is of course blockable standing if they see it coming.
Dodge KKK, kick throw
With the 1st reset if they saw it coming (kinda hard) you can dodge again or just go for a kickthrow and continue with the kickthrow CC. If you're in the corner you can practically do whatever you wish but its best to go into [j.HP x 5] x n as soon as possible.
---This is mashable, though I think you can set it up so that they'll just try to block standing following a s.HK xx qcb+HP xx Dodge
d.HK, qcb+P, continue CC
Sweep then cross them up with the qcb+P Beckoning Slash and continue with the generic Ground CC.
---It's a crossup.
Wake-Up Pressure Game/Knockdown Mixups
d.lkx2 xx dp+k xx qcf+HP
d.lk tick kickthrow
s.HK xx qcb+HP xx qcf+HP
dp+k xx qcf+HP/qcb,hcf+P
RC the dp+K at your pleasure.
super j.HK
Much, Much faster hitting overhead attack than dp+K. Only worth doing if you'll win with that one hit though or you're sure it'll stun.
qcb+HP xx qcf+HP
Crossup qcb+HP xx qcf+HP
Dash Mixups
Basic dash mixups(d.lk x 2 dash kickthrow/BnB/activate), while her throw is much shorter than the norm at only 44 pixels, her dash makes up for it.
Matchups
VEGA(CLAW)
Provided A-Hibiki is put in the user position, and starts this matchup with either a full bar or close to it activation helps her dearly; if she lands her CC at all he's done.
-His pokes pretty much own hers
-His anti-airs (s.HK, airthrow, jump back mashing)are solid.
-Vega's fast enough to take advantage of all her openings
Seems like the only way Hibiki can kill Vega is to knockdown, get up close and mixup 'till Vega dies. The problem is landing that initial knockdown. Her only moves that give her that are qcf+HP, s.MK, d.HK, and her kickthrow. Vega's not too likely to give her the opportunity to land the latter 3, so she's dependant almost entirely on qcf+HP, which he can easily take advantage of.
She could try to play it defensive, but typically the match will result in Vega whittling away at Hibiki's life.
Activation at least gives her something to use against his anti-airs, his straight-up jumping bullshit, and some of his lag-heavy pokes if he whiffs.