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RurouniLoneWolf

[CF] Hibiki Mixup, Pressure and Oki Guide

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Evernote link for easy passing around
 
Overview

 
Hibiki is a character that combines standard mixup and pressure options with a few tricky character specific options. These two set of options tend to naturally compliment one another when you vary your pressure in just the right way. When you've conditioned your opponent to expect more standard mixups and pressure resets, Hibiki's more tricky tools might catch them off guard. When your opponent is on the lookout for his more tricky tools, standard mixups and pressure resets can have an easier time opening up opponents.

 
Tools

 
 
4B
Main overhead mixup.
 
j.C
Mostly used for safejumps but when combined with DP > RC, it becomes a pretty good quick overhead. 
 
Resso (236A~B) 
An overhead from Hibiki's command leap forward. It'll cross up when used at closer spacings. Because it's a special, it can be canceled into from a lot of things but if it's blocked, his pressure comes to an end immediately 
 
3C
Low mixup. Mostly good for when you've been pushed out far enough that the opponent might start considering jumping out of pressure. 
 
Throw
Standard throw
 
6A
Good for resetting pressure because it's + on block but the fact that it doesn't vacuum or move you forward makes it difficult to capitalize on the + frames anywhere but in the corner
 
5D
Good to catch people trying to jump out.
 
6D
Good for resetting pressure against opponents expecting 5D. 
 
Hikoyokujin Ten (214A)
Sometimes good for an Overhead mixup when you've been pushed out of a blockstring too far. Not typically used much though.
 
Hikoyokujin Chi (214B)
Sometimes good for a Low mixup when you've been pushed out of a blockstring too far to continue pressure. Not typically used much though. 
 
Hizansho Kai (214D)
A good for left/right mixups that you can throw into your blockstrings. It is punishable on block though so it's best to use this when you have 50 meter to Rapid Cancel it in the event that you don't open the opponent up with it. 
 
 
j.C Safe Jump


Hibiki has a safe jump from his Hizansho (214C) combo enders. It's pretty much as simple as doing a well timed jump forward j.C.
 
Midscreen j.C safe jump from 214C
Corner j.C safe jump from 214C
 
The safe jump can also catch roll techs because of the extreme horizontal reach on j.C so in general, Hibiki's j.C safejump option is a good way of beating most wakeup options. 
 
However, the safe jump can lose to delay teching so be careful. 
 
 
j.2/3D oki

 
 
This is an interesting use of j.2/3D that Nezu has been using in recent match videos. On your opponent's wakeup, you jump up with Hibiki and do either j.2D or j.3D. Depending on which variation you use and how low, you can fast fall and do a low/throw or recover from j.2D and do a falling j.B/C Overhead
 
j.2D > j.C > Overhead - https://youtu.be/kjpPmF3mdRw?t=200
j.3D fast fall > 2B low - https://youtu.be/in724dpt65w?t=1202
j.3D fast fall > Throw -  https://youtu.be/1g55m4PS5Hk?t=2164
 
However, it seems like this oki loses to rolling on wakeup though and possibly other options. It probably works best in the corner where there are less places to run.
j.3D oki losing to rolling - https://youtu.be/CpGAFcgZ0fg?t=1055
 
 
 
Alternatives to the safe jump

 
 
An alternative to doing safe jump j.C is doing dash 2B to catch no techs. This can be especially good against opponents who start trying to delay tech after your Hizansho (214C) enders so they can dodge the safe jump and still be able to do a reversal on wakeup.
 
A slight variation on 2B to catch no techs is cross under 2BB oki mixup where you dash 2BB under the opponent as they neutral tech. You need to be close and have a a good read on when the opponent will neutral tech to get the timing right though
 
Another interesting alternative is using 5D or 6D to chase techs. This can be good midscreen if you're suspecting an opponent to try and back roll out but it does leave you with less options on block compared to dash 2B and the safe jump
 
 
 
Pre-Canned Blockstrings

 
Blockstrings I saw Fenrich, Nezu and Kubo use while I was writing this guide for you to practice. I wrote additional notes for blockstrings that I felt could use some extra info but some I felt were straightforward so I didn't write anything. 
 
Wakeup 4B
Go straight for an overhead. It can catch people off guard but it's also very vulnerable to getting punished by delay teching. 
 
5A > 2A > 4B Overhead
 
5A> 5A > 4B Overhead
 
5A > 4B
Video Example - https://youtu.be/5IRZ_oTRH-g?t=1134
 
2A > 236AB Cross up Overhead
Best to use when you have 50 meter to RC to keep yourself safe.
 
j.C > 236AB Cross up Overhead
Take advantage of the opponent expecting you to go into your ground pressure after having your safe jump blocked by going for another overhead right away.
 
DP > RC j.C Overhead
Requires 50 meter but this mixup is a pretty good one. It takes advantage of the fact that DP makes you airborne to go for a very quick overhead by Rapid Canceling it's first hit. 
 
2A > 2BB > 3C > 214B Low
A good low mixup to go for from time to time after being pushed out too far to continue pressure. 
 
X > 6D > Reset Pressure
After being pushed out a safe distance, use Hibiki's drive to catch the opponent off guard and reset your pressure. Works best if you used 5D to try and catch the opponent jumping out of pressure before. 
5D Example to catch jump outs - https://youtu.be/PatkpWA40Wk?t=199
6D Example to reset pressure - https://youtu.be/in724dpt65w?t=1032
 
5A > 5BB > 214D
Slip in Hiyokujin Utsuro (214D) during your blockstring for a left/right mixup. As said before, this is pretty unsafe on block so make sure you have 50 meter ready to RC in case your opponent blocks it. In this video example, this was a particularly good time to do it because Nezu had just previously used 214C in his blockstring.
 
Corner
2BB > 6A > Reset Pressure microdash 5B
Take advantage of 6A being + to reset pressure. Mostly good only in the corner when the pushback from the blockstring leading up to it is minimal. This blockstring involved microdash 5B to catch a jump out but if you don't think your opponent is going to jump out, you can dash a bit closer and reset pressure with 5A or 2A to give yourself more options for your blockstring.
 
 
Overdrive Raid and Exceed Accel

 
 
As you all may already know, Exceed Accel can be a troublesome reversal to deal with because of its inability to punished on block. However, there are still options for dealing with it. Hibiki's way of dealing with it is a variation of the general option of jumping over it. If you suspect that an opponent is going to try and use Exceed Accel, you can use 236AB to dodge and punish it
236AB beating Exceed Accel - https://youtu.be/1g55m4PS5Hk?t=1591

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To be honest, I mostly plan to just use Rachel, Nine and Es. Mostly just Rachel and Nine though but depends on how much I end up liking Es and Nine after playing them for an extended period of time. Some Bullet here and there but I'm not particularly happy with her in CF so I'm going to be playing her pretty much just for fun when I don't feel like playing one of the first three chraracters. Some Hibiki for fun as well because I like the concept of his drive. But I've made/am going to make guides for a lot of CF characters so we can all start CF off on the right note so if you were looking for a specific character, stay tuned or feel free to DM or tweet me about what character you would like to see guides for and I'll see what I can do. 

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