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*close s.HK xx qcb+HP, qcf+HP | *close s.HK xx qcb+HP, qcf+HP | ||
-Punisher BnB, scores knockdown and set's up Hibiki's Wake-UP Pressure Game. | |||
== Super Combos == | == Super Combos == |
Revision as of 23:45, 8 February 2006
Introduction
Moves List
Normal Moves
Should I add system data and AC's and throw data?
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 | |
Strong | Close | +2 | +2 | 4 | 4 | 18 | 800 |
Far | +3 | +3 | 6 | 4 | 17 | 800 | |
Crouch | +1 | +1 | 5 | 4 | 19 | 700 | |
Fierce | Close | -17 | -17 | 3 | 8 | 41 | 1000 |
Far | -15 | -15 | 7 | 4 | 41 | 1000 | |
Crouch | -6 | -6 | 5 | 4 | 32 | 1100 |
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 | |
Forward | Close | +6 | +6 | 5 | 6 | 11 | 800 |
Far | DOWN | -8 | 13 | 3 | 28 | 700 | |
Crouch | -6 | -6 | 5 | 6 | 20 | 700 | |
Roundhouse | Close | -9 | -9 | 8 | 6 | 27 | 1300 |
Far | -8 | -8 | 12 | 4 | 40 | 1100 | |
Crouch | DOWN | -8 | 8 | 4 | 34 | 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
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
-Always punishable by:
Balrog's lvl 3
Rock's lvl 3 Shine Knuckle
Blanka lvl 3 Ball Super
- close s.HK xx qcb+HP, qcf+HP
-Punisher BnB, scores knockdown and set's up Hibiki's Wake-UP Pressure Game.
Super Combos
Custom Combos
Info from Buktooth
Damage Estimates with Hibiki as R2
- 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
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
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
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
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
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 Reset:
- 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) however.
- 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.
- CC, jump HKx4, c.HP, then go into generic ground CC
Overhead Vs Commonly seen characters like Eagle, Sagat, Geese, just interrupt your CC with a quick recovery move (jab/short/dodge/whatever)and jump, hitting j.HK at the earliest convenience and hit d.HP on the ground. Mix it up with the others.
Wake-Up Pressure Game