BBCF/Hibiki Kohaku

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Hibiki Kohaku
BBCP Hibiki Portrait.png

Health: 11,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 22 / Invul: 1-4

Movement Options
Double Jump, 1 Airdash, Dash type: Run, Clone teleportation
Play-style
Footsies, Mix-Up, Misdirection
  

Overview[edit]

Servant of the Mutsuki Family and a captain of the Novus Orbis Librarium: Hibiki is Kagura's secretary and right hand, who is highly skilled in the art of silent assassination and stealth. In terms of strength; he is on par with the likes of Jin and Tager, being able to appear behind their backs undetected until he was too close; Jin even goes as far as to commend Hibiki's abilities.

Drive: Double Chase[edit]

Hibiki's drive allows him to summon clones of himself in various directions, or, place himself in the current location of a clone. The clones can be hit, but Hibiki will not receive any damage. 5D summons a clone directly in front of Hibiki towards the opponent, while 6D puts Hibiki in the location of that clone. 2D summons a clone underground that will perform a rising attack after traveling towards the opponent, and 3D will put him in that location. J.D summons a clone forward in the air (j.6D puts him in that location), while j.2D summons a clone diagonally downwards (and j.3D will put him in that location). Hibiki's clones can serve a multitude of purposes such as: in blockstrings, using them to travel the screen, in combos, and to zone out the opponent. These are just a few of the many applications of clones.

Overdrive: Schwarz Reis[edit]

Hibiki's Overdrive accelerates the speed of his clones, allowing access to new combo routes and enhanced zoning.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Great damage output in Overdrive mode
  • High mobility, as well as plentiful mobility options between clones and teleports
  • Can effectively control space using clones
  • Has many anti-zoning tools
  • Beginner-friendly character
  • Pressure can be pushed out easily with barrier
  • Most normals have short range
  • Mix-up options are limited and slightly gimmicky
  • Anti airing can be difficult due to the angle of 2C


Normal Moves[edit]

5A[edit]
5A
BBCF Hibiki 5A.png
Pressure Starter
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 6 3 11 -2 B

Pressure starter, very good because it's low enough to the ground that it hits crouchers as well. Frame advantage isn't too great, but it's a good way to set up tick throws and TRM's.


5B[edit]
5B
BBCF Hibiki 5B.png
First Hit Jump Cancellable on Block
BBCF Hibiki 5BB.png
Combo Filler
Version Damage Guard Startup Active Recovery Frame Adv Attribute
5B 600 HL 8 6 15 -4 B
5BB 500 HL 10 3 18 -4 B

Leaves something to be desired as a poke, given its short range: luckily 5B (first hit) is jump cancellable on block: so you can reset pressure that way. Has use in hitconfirming, and can be used for pressure as both 5B and 5BB are only -4 and can be late chained to 5C or 6A.

5BB is your only gatling into 4B besides 5A/2A.


5C[edit]
5C
BBCF Hibiki 5C.png
Great Punish Starter
Damage Guard Startup Active Recovery Frame Adv Attribute
900 HL 12 3 18 -5 B

Decent poke given its okay range, at least compared to most of Hibiki's other ground normals. Leads to big damage when used as a punish or when delay canceled into as a frame trap during pressure.


2A[edit]
2A
BBCF Hibiki 2A.png
A bit better than 5A
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 7 3 10 -1 F

Same story as 5A, good for stagger pressure and tick throws. Has a notable phantom hitbox past Hibiki's hand.


2B[edit]
2B
BBCF Hibiki 2B.png
2B
BBCF Hibiki 2BB.png
2BB
Version Damage Guard Startup Active Recovery Frame Adv Attribute
2B 550 L 9 3 19 -8 F
2BB 500 L 10 3 15 -4 F
  • Good for catching no techs

Mostly used as a combo piece, but in instances where you need to catch people not neutral teching right away, you can do dash 2B for your oki to pick them up for a quick blue beat combo.

2BB is mostly just used as a combo piece, but because 2B makes Hibiki assume a very low profile, there is a good oki setup where you dash 2BB as a cross under when an opponent neutral techs for a left/right mixup. Additionally 2BB has some utility in regards to low profiling, and can low profile moves like Jin's 5C and various counter assaults.


2C[edit]
2C
BBCF Hibiki 2C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
800 HL 13 3 25 -11 B
  • Good anti-air
  • Head invul frames 8-16

Hibiki's anti-air. It doesn't have much vertical reach but it does a good job of shrinking Hibiki's hurtbox down below the attack's hitbox, and has a nice chunk of head invul during the startup and active frames.


6A[edit]
6A
BBCF Hibiki 6A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
650 L 17 3 13 -1 F
  • Useful pressure tool
  • Staggers on CH

6A is mostly used as a combo piece. In particular, in combo routes where you don't want to go into an air juggle just yet from 6BB, you can cancel into 6A to knock the opponent down and then OTG.

In pressure, 6A is good for both frame trapping the opponent and staying in longer, especially vs. barrier. It moves Hibiki forwards and leaves him at only -1, with delay cancel options using special cancel and 3C. Not only that, but the long startup and good CH effect make it a good delay cancel as well.


6B[edit]
6B
BBCF Hibiki 6B.png
6B
BBCF Hibiki 6BB.png
6BB
Version Damage Guard Startup Active Recovery Frame Adv Attribute
6B 800 HL 19 3 22 -8 B
6BB 700 HL 13 3 24 -10 B
  • Low and throw invul frame 5-19.

Mostly used in Hibiki's more damaging combos. It has a decent chunk of time where Hibiki is low and throw invul, which can cause it to beat out some common mashing options during pressure, but anything with decent upward reach will counter hit you.

  • Ground bounces

Mostly just used in combos. It ground bounces opponents on regular hit, so it's great for floating the opponent so you can air combo the opponent afterwards.


6C[edit]
6C
BBCF Hibiki 6C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
620*3 HL 17 3(9)3(8)3 16 - H
  • Great Punish Combo Starter
  • Fatal Counter
  • Makes Hibiki Airborne from frame 11 onwards
  • Recovers in midair
  • Whiffs crouching opponents

Because of its ability to both force Fatal Counter on Counter Hit and launch the opponent by blowing them back, 6C is an amazing starter for punish combos both midscreen and in the corner that'll lead to big damage. Aside from this, it's mostly used in some corner combo routes to launch the opponent for j.6/3D combo routes, particularly with standing confirms.


4B[edit]
4B
BBCF Hibiki 4B.png
4B
BBCP Hibiki 4BB.png
4BB
Version Damage Guard Startup Active Recovery Frame Adv Attribute
4B 700 H 25 3 21 -7 B
4BB 500 HL 16 3 22 -8 B
  • Good Overhead

Hibiki's standing overhead. It's also used in some combos against airborne opponents.

4BB is mostly just used to hitconfirm a 4B overhead mixup. Be wary, 4B > 4BB will always leave a reversal gap if 4B is instant blocked even on fastest possible input.


3C[edit]
3C
BBCF Hibiki 3C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
900 L 12 3 24 -8 F
  • Decent ground poke
  • Soft knockdown on hit, hard knockdown on CH

3C is mostly just used as a combo tool to sweep an opponent off their feet. However, it can be a decent poke because of its ability to lead to big damage with an Overdrive or Rapid Cancel.


j.A[edit]
j.A
BBCF Hibiki jA.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 HA 7 3 9 - H

Standard jumping jab. Mostly good for hitting an opponent out of an air approach up close.


j.B[edit]
j.B
BBCF Hibiki jB.png
j.B
BBCF Hibiki jBB.png
j.BB
Version Damage Guard Startup Active Recovery Frame Adv Attribute
j.B 600 HA 9 3 16 - H
j.BB 500 HA 8 7 15 - H

j.B can be a good air to air normal up close since it technically has the most upward reach of Hibiki's jump normals. However, the downward reach isn't much, and its horizontal reach isn't much either, so be careful.


j.C[edit]
j.C
BBCF Hibiki jC.png
Damage Guard Startup Active Recovery Frame Adv Attribute
900 HA 12 6 19 - H
  • Great poke in neutral
  • Great for safe jumps

j.C is probably Hibiki's best button. It's great for poking opponents air to air as well as against grounded opponents when done from a well spaced instant air dash or falling down from a jump.

It's also useful for safe jumps from combos ending in Soaring Slash (214C).


Drive Moves[edit]

5/6D[edit]
5/6D
BBCF Hibiki 5D.png
*Click Image for Enlargement
Version Damage Guard Startup Active Recovery Frame Adv Attribute
5D 900 All 27 - 55 total -13 P*
5D (Overdrive) 900 All 17 - - -11 P*
  • Good for controlling ground space

5D sends a shadow clone forward to attack. Although not your typical fireball, the shadow clone's charge forward attack covers a lot of ground space and can be used to hinder ground approaches much like a fireball.

6D 900 All 27 3 20 -6 B
6D (Overdrive) 900 All 17 - - -4 B
  • Sometimes good for resetting pressure
  • Sometimes good for approaching in neutral

Unlike 5D which sends a shadow forward, 6D has Hibiki himself go forward for the attack. This can be great for resetting pressure if your opponent isn't expecting 6D over 5D in a blockstring. It also nicely compliments the use of 5D to control ground space in neutral as a way to sneak in closing the gap between you and your opponent.


2/3D[edit]
2/3D
BBCF Hibiki 2D.png
*Click Image for Enlargement
Version Damage Guard Startup Active Recovery Frame Adv Attribute
2D 900 All 46 - 67 total -9 P*
2D (Overdrive) 900 All 26 - - -7 P*
  • Fatal Counter
  • Projectile invul frame 4 until Hibiki reappears

The version that has the shadow clone attack. While 2D usually doesn't see much use over 3D, it can be useful in matchups against characters that are slower and have more limited movement options as a way to hinder their ability to move forward on the ground. It works especially well in these cases when combined with 5D to control space and 6D to slip in approaches.

3D 900 All 46 3 14 +2 B
3D (Overdrive) 900 All 26 - - +2 B
  • Great anti-zoning tool
  • Fatal Counter
  • Projectile invul frame 4 until Hibiki reappears

The version that sends Hibiki forward. 3D is a great tool for getting around zoning because of its ability to teleport you in front of the opponent, allowing you to both dodge projectiles and close the gap between you and your opponent. However, 3D does have its shortcomings. For starters, opponents can hit you while you're popping back out of the ground before you strike for a good punish. Also, 3D's tracking happens fairly early in the animation, meaning it's possible to make 3D whiff entirely with fast movement such as a backdash or dashing forward a bit.


j.D/6D[edit]
j.D/j.6D
BBCF Hibiki jD.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
j.D 900 All 34 - 60 total - P*
j.D (Overdrive) 900 All - - - - P*
  • OD j.D wallbounces on hit

Can be good to control space air to air but it is somewhat awkward for this purpose.

j.6D 900 HA 34 3 18 +-0 H
j.6D (Overdrive) 900 HA - - - +2 H
  • Good for escaping situations where you are at risk of being anti-aired
  • OD j.6D wallbounces on hit
  • Great follow-up for air-throw that can transition (if done at simple jump height) into a combo finishing in an Izuna reset.

j.6D sees most of its use as a combo piece in some corner combo routes. However, in situations where you find yourself directly above an opponent with no air options left and at risk of being anti-aired on the way back down, you can use j.6D to relocate yourself to a better position.


j.2/j.3D[edit]
j.2/3D
BBCF Hibiki j2D.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
j.2D 900 All 34 - 64 total - P*
j.2D (Overdrive) 900 All - - - - P*
  • Good alternate way of hindering approaches
  • Can whiff cancel the second half of the recovery into air normals

Version that sends the shadow clone out. When used at the right angle, j.2D is good in neutral to hinder approaches from both the ground and air. If you space it particularly right, you can even use j.C when you're falling back down to the ground to catch people trying to approach Hibiki after the shadow clone has disappeared.

j.3D 900 HA 34 3 14 +2 H
j.3D (Overdrive) 900 HA - - - +8 H
  • Good for escaping situations where you are at risk of getting anti-aired

Similar to j.6D, j.3D can be used to escape situations where you find yourself above the opponent with no more air options and at risk of being anti-aired. The difference is that j.3D will bring you back down to the ground closer to the opponent than had you used j.6D. This can better for you depending on the situation and matchup, or it could be worse. Judge the situation and decide which one to use accordingly.

j.3D also sees some use in specific corner combo routes from 6C being used early in the combo.


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
5/6B+C
BBCF Hibiki ForwardThrow.png
Flashy Animation
Damage Guard Startup Active Recovery Frame Adv Attribute
0*2, 200*4, 700 T 7 5 23 - T

Throw range is rather worse than you would like it to be. No kara throws, either. Leads to 3K and a fair bit of corner push if you do connect, though.


Back Throw[edit]
Back Throw
4B+C
BBCF Hibiki BackThrow.png
Decent Combo afterwards
Damage Guard Startup Active Recovery Frame Adv Attribute
0*2, 1500 T 7 5 23 - T

You can cancel the second hit into j.214A to hit the ground and recover slightly faster than letting the recovery play out. Leads to slightly more reward midscreen in exchange for a side swap.


Air Throw[edit]
Air Throw
j.B+C
BBCF Hibiki AirThrow.png
Sideswaps on hit
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 T 7 3 19 - T

Forces sideswap. You must slightly delay your drive followup if you throw them out of the corner, or Hibiki goes right under them.


Counter Assault[edit]
Counter Assault
6A+B (While Blocking)
BBCF Hibiki 5C.png
"Back off, I'm with Lord Kagura"
Damage Guard Startup Active Recovery Frame Adv Attribute
0 All 13 3 30 -13 B

Uses 5C animation and hitbox, so the hitbox is decent enough.


Crush Trigger[edit]
Crush Trigger
5A+B
BBCF Hibiki CT.png
Guard Crush/Combo Extender
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 B 20-59 2 24 +-0 B

Charged version sees occasional use in high damage combos, but the uncharged version can also be used in midscreen combos to slightly increase the damage.


Special Moves[edit]

Soaring Kick[edit]
Soaring Kick
236A (air OK)
BBCF Hibiki Zanshōkyaku.png
Command Jump
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground - - - - 27 total - -
Air - - - - Until L - -
  • Ground version can cancel into followups 15 frames into the animation. Air version 11 frames into the animation
  • Leaves you in CH state for entire duration

A command leap forward. From the command leap, Hibiki can do 4 different follow ups depending on which button you press. If you're feeling confident, you can empty (command) jump as a mixup.

New to 2.0, can be used in air allowing for a third jump and expanded air combos.


Piercing Feather[edit]
Piercing Feather
A during Soaring Kick
BBCF Hibiki Senba.png
Usually throws knives, throwing papers is VS Kagura exclusive.
Damage Guard Startup Active Recovery Frame Adv Attribute
500*3 All 16 8 until l +-0 P*
  • Fastest possible 236AA connects on frame 31
  • Can delay followup to increase frame advantage

Move is actually even on block even though it doesn't look like it. The startup is deceptively long. Does not lead to reward unless landed as a counter hit from a distance where only one knife connects.

New to 2.0, if used after an in-air Soaring Kick (236A), is changed to Piercing Muzzle-blade (j.214A).


Thrashing Claw[edit]
Thrashing Claw
B during Soaring Kick
BBCF Hibiki Ressou.png
Overhead/Alternate Side Swap
Damage Guard Startup Active Recovery Frame Adv Attribute
1100 HA 12 3 24 -12 H
  • Fastest possible 236AB is 26f startup
  • Sometimes a good Overhead mixup
  • Ground Bounces
  • Can delay followup for better (but still punishable) frame disadvantage, up to -8

Thrashing Claw mostly gets used in combos for its ability to ground bounce the opponent and extend the combo a little longer, it can also sideswap the opponent if delayed and used after 6B. However, it's also good for an overhead mixup since it can be canceled into from many places in your blockstring due to many normals being special cancelable. Depending on the spacing/how soon you use it in your blockstring, Thrashing Claw will cross up.


Pulverizing Fin[edit]
Pulverizing Fin
C during Soaring Kick
BBCF Hibiki Misago Kudaki.png
Combo Ender/Catches Jump Outs
Damage Guard Startup Active Recovery Frame Adv Attribute
0*3, 1800 UNB 6 11 Until landing+15L - T
  • Great Combo Ender for bigger combos
  • Throw invul frame 1 into active frames

Mostly used to end combos when an opponent is being air juggled by 2C. Completely air unblockable even with barrier, and leads to big damage with rapid cancel.


Catastropic Strike[edit]
Catastrophic Strike
D during Soaring Kick
BBCF Hibiki Maga Uchi.png
Guard Point Counter Attack
Damage Guard Startup Active Recovery Frame Adv Attribute
880, 445, 419 - GP1-16 18 Until landing+13L - B
  • Fatal Counter

A counter followup to Hibiki's leap forward. Unfortunately, it doesn't see much practical use in matches due to the high risk involved. Does not activate against projectiles, it will instead just guard point. If it successfully activates, the opponent will be countered even if they jump cancel or rapid cancel the attack that got caught. Requires rapid cancel to follow up unless you connect against an airborne opponent.


Dual Wing Smash: Heaven[edit]
Dual Wing Smash: Heaven
214A
BBCF Hibiki Hiyokujin Ten.png
Hits high
BBCF Hibiki Hiyokujin Ten-Heaven.png
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 HA 46 3 Until L+15 -1 H
  • Sometimes a good overhead mixup
  • Ground bounces
  • Full invul frame 12-24

Dual Wing Smash: Heaven is sometimes a good overhead mixup to go for when you've been pushed out too far in a blockstring. On hit, it'll ground bounce the opponent and allow you to convert it into a full combo by juggling with 2C. Can get better frame advantage by having opponent late stand block it or using it from farther away for a meatier connect, up to +-0 on block.


Dual Wing Smash: Earth[edit]
Dual Wing Smash: Earth
214B
BBCF Hibiki Hiyokujin Ten.png
Hits low
BBCF Hibiki Hiyokujin Ten-Earth.png
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 LA 51 5 - +-0 F
  • Sometimes a good low mixup
  • Launches the opponent
  • Full invul frame 12-25

Dual Wing Smash: Earth can sometimes be a good low mixup either when you've been pushed out too far. It launches on hit and be converted into a full combo that can do upwards of 4K damage meterless, depending on screen positioning.


Hiyokujin Utsuro[edit]
Dual Wing Smash: Void
D after Dual Wing Smash
BBCF Hibiki Hiyokujin Utsuro.png
".. Just Kidding"
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - - -

Drive cancel for Dual Wing Smash that makes Hibiki stay where he started. This is mostly a good option in neutral as a scare tactic to make the opponent cautious of getting tagged by the non-feint versions. It is also worth noting that this feint possesses some invincibility, and faze through most attacks.


Soaring Slash[edit]
Soaring Slash
214C
BBCF Hibiki Hizanshō.png
Midscreen Combo Ender
Damage Guard Startup Active Recovery Frame Adv Attribute
600, 640 All 14 - - -4 B
  • Midscreen combo ender for basic combos
  • Corner combo extender

Soaring Slash is most commonly used in more basic combos as an ender. The frame advantage from Soaring Slash combo enders also allows you to go for a safe jump with j.C. However in the corner, Soaring Slash instead serves as a combo extender since you'll remain close to the opponent and have enough frame advantage to juggle them to keep the combo going.

Though not commonly used, Soaring Slash can also be good for resetting pressure when combined with a Rapid Cancel because of its ability to close the gap with the opponent, putting you in a good position to start your pressure over.


Soaring Slash: Revolution[edit]
Soaring Slash: Revolution
214D
BBCF Hibiki Hizanshō Kai.png
Cross Up attack/Used for sideswaps in combos
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 All 33 - - -13 B
  • Sometimes good for left/right mixups
  • Good for side swap combos

Soaring Slash: Revolution looks similar to Soaring Slash at the beginning of its animation before Hibiki appears behind the opponent to attack so it can be ambiguous if you've used Soaring Slash in an earlier blockstring. Horribly unsafe on block though so dangerous to attempt this without 50 meter to rapid cancel. Having 50 meter will also make Soaring Slash: Revolution a more valid mixup. While there's no real reason for an opponent to expect you to use Soaring Slash without 50 meter, Soaring Slash > Rapid Cancel > Reset Pressure is a valid option when you do have 50 meter so the opponent, making the opponent have to look out for Soaring Slash and Soaring Slash: Revolution equally. Be sparing in its use though, as it can be easily option selected.

Soaring Slash: Revolution is also good in some combos where you need to side swap with the opponent to put them in the corner.


Double Wing Cyclone[edit]
Double Wing Cyclone
623C (air OK)
BBCF Hibiki Souyokusen.png
Meterless Reversal
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 600*4 HL 9 2*4 56 -41 B
Air 600*4 All 7 2*4 22+34L - H
  • Reversal
  • Multi Hitting

Hibiki's DP. Double Wing Cyclone is a good defensive option to go for on wakeup when used strategically. However, Double Wing Cyclone doesn't have much horizontal or vertical reach so you need to take this into account in choosing good places and situations to use this as a reversal.

When you have 50 meter to rapid cancel it, Double Wing Cyclone can also be useful in pressure to allow you to go for a quick overhead because it makes you airborne at a height similar to the jump height of an instant overhead.

Sometimes a decent alternative anti-air to 2c, but very rarely. Very unsafe if the opponent air blocks or it whiffs.


Piercing Muzzle-blade[edit]
Piercing Muzzle-blade
j.214A or j.236A>A
BBCF Hibiki Senshijin.png
Air Combo Ender
Damage Guard Startup Active Recovery Frame Adv Attribute
800 All 13 Until landing 19L -13 to -3 H
  • Air Combo Ender

Hibiki rarely has a reason to end combos with this since he has routes that allow him to end with 236AC (Izuna) or 214C to set up a safejump. But it can also be viable to use this route ender if you want to stay on top of your opponent and want to deal the most damage, since it outclasses the aforementioned routes in damage. Frame advantage depends on stand vs. crouch and where on the opponent's hurtbox your attack connects.


Distortion Drives[edit]

Shadow Dance "Hidden Phoenix"[edit]
Shadow Dance "Hidden Phoenix"
632146C
BBCF Hibiki Tsugaimai "Oboro Ōtori".png
Distortion Combo Ender
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 2361 All 9 - 117 total -27 P*
Ground (Overdrive) 2934 All 9 - 117 total -27 P*
  • Great combo ender to end a round, high minimum damage
  • Can sometimes be a good anti-zoning tool
  • Full invul frame 1 into the active frames

Hidden Phoenix sees most of its use as a combo ender when you want to end the round by adding some additional damage to the end of your combo with a distortion: the overdrive version in particular is really good for this.

Hidden Phoenix can also sometimes be a good option for beating projectiles at closer ranges because of its invul and range. Mainly in oki situations rather than neutral ones. Because Hidden Phoenix travels almost full screen, it can be used for half screen to 3/4 screen punishes as well: as upon RC you'll get a more damaging combo than if you had used Nue to punish instead.


Black Thunder "Nue"[edit]
Black Thunder "Nue"
632146D
BBCF Hibiki Kuremi Kazuchi "Nue".png
Distortion Combo Ender for when you want to stay on the same side/Fullscreen Punish
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 2000 All 9 12 63 -37 H
Overdrive 1200, 0, 1184 All 9 12 63 -37 H
  • Good Anti-Zoning distortion

Nue teleports Hibiki above an opponent before coming down on them with a downward strike. The teleport makes it great for dodging projectiles and ranged attacks while the downward strike portion is great for punishing the opponent. Very unsafe on block though so use sparingly or only if you have 50 meter to rapid cancel. Additionally, if you have an additional 50 meter, you can rapid cancel Nue on hit to convert it into a small combo to get some extra damage out of it.

This move is very fast but does not have invul, meaning it is not a true reversal and sufficiently meaty attacks will hit the startup. Furthermore, it is head attribute; that is to say, the opponent can reaction antiair you upon seeing the superflash if they so choose, or you can get hit by stray attacks during what looks like a punish. Be careful.


Exceed Accel[edit]

Mark: "Purification"
ABCD during Overdrive
BBCF Hibiki Haraebina.png
Common OD Combo Ender
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 2010 All 20 3 34 -10 B
Active Flow 4032 All 20 3 34 -10 B
  • Does not cost Heat, but immediately ends Overdrive if used
  • Becomes stronger and flashier with Active Flow
  • Puts you into Active Flow on successful hit if you aren't already
  • Full invul frame 1 into the active frames
  • Unpunishable on block, but the recovery can be tagged if the move is dodged outright

While Hibiki's EA is a good reversal, it also heavily used as a damaging ender during his Overdrive combos.


Astral Heat[edit]

Divine Nightfall: Raven
222D
BBCF Hibiki Nakikarasu.png
EDGE
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY All 1+14 3 51 -35 B
  • Full invul frame 1 into active frames

Hibiki swings both of his swords forward creating a shadow pillar in front of him, if it connects with the opponent they will be shrouded in darkness. A very practical Astral, it can easily be comboed into using 3C making it very versatile.


External References[edit]



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