Capcom vs SNK 2/Hibiki

From SuperCombo Wiki

Introduction

Stance.gif

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.

-May be punishable by: ...........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.

Super Combos

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) however. 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

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

Matchups

Discussion

http://www.shoryuken.com/forums/forumdisplay.php?f=47