Capcom vs SNK 2/Hibiki

From SuperCombo Wiki

Introduction

Stance.gif

Moves List

Normal Moves

Editing-Need to add command normal

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
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


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:

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.