BBCF/Hibiki Kohaku

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Hibiki Kohaku

Health: 10,000
Combo Rate: ?%
Prejump:
Backdash Time ? / Invul: ?-?


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

Overview

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

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 multititude 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

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

Pros/Strengths

  • Great damage output in Overdrive mode
  • Plentiful mobility options between clones and teleports
  • Can control space with clones effectively
  • Has many anti-zoner tools
  • Not to hard to play

Cons/Weaknesses

  • Pressure can be pushed out easily with barrier
  • Short ranged normals
  • Mix-up options are limited and slightly gimmicky
  • Anti airing can be difficult due to the angle of 2C


Normal Moves

5A
5A
BBCF Hibiki 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - All - - - - - -

Mostly just used in pressure. It doesn't have much reach so it isn't very good for getting out of an opponent's pressure.

5B
5B
BBCF Hibiki 5B.png
5B
BBCF Hibiki 5BB.png
5BB
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5B - - - - - - - - -
5BB - - All - - - - - -
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5C
5C
BBCF Hibiki 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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2A
2A
BBCF Hibiki 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

Mostly only good for pressure and tick throws.

2B
2B
BBCF Hibiki 2B.png
2B
BBCF Hibiki 2BB.png
2BB
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2B - - - - - - - - -
2BB - - - - - - - - -
  • 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 jostly just used as a combo piece but there is a good mixup setup where you dash 2BB as a cross under when an opponent neutral techs for a left/right mixup.

2C
2C
BBCF Hibiki 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Good anti-air

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.

6A
6A
BBCF Hibiki 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - Low - - - - - -
  • Sometimes good for resetting pressure
  • 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 him.

It is a standing low which can be useful in certain situations and it is also special cancelable which it needs to be canceled if block because 6A is minus.

6B
6B
BBCF Hibiki 6B.png
6B
BBCF Hibiki 6BB.png
6BB
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6B - - - - - - - - -
6BB - - - - - - - - -
  • Has a small window of throw invuln

Mostly just used in combos. It has a window of time where it's throw invuln when he goes airborne but there hasn't been any practical use of yet.

  • 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 juggle with 2C to keep the combo going

6C
6C
BBCF Hibiki 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Great Punish Combo Starter
  • Forces Fatal Counter on Counter Hit
  • Blows back on hit
  • Makes Hibiki Airborne

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.

4B
4B
BBCF Hibiki 4B.png
4B 4BB
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
4B - - H - - - - - -
4BB - - - - - - - - -
  • Good Overhead

Hibiki's main overhead mixup. It's also used in some midscreen combos against airborne opponents

4BB is mostly just used to hitconfirm a 4B overhead mixup.

3C
3C
BBCF Hibiki 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Decent ground poke
  • Knocksdown

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
j.A
BBCF Hibiki jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

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

j.B
j.B
BBCF Hibiki jB.png
j.B
BBCF Hibiki jBB.png
j.BB
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.B - - H - - - - H -
j.BB - - H - - - - H -

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

j.C
j.C
BBCF Hibiki jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Great poke in neutral
  • Great for safe jumps

j.C is Hibiki's best button that's great for poking opponents air to air and 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 Hizanshō (214C).


Drive Moves

5/6D
5/6D
BBCF Hibiki 5D.png
*Click Image for Enlargement
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D - - - - - - - - -
5D (Overdrive) - - - - - - - - -
  • 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 - - - - - - - - -
6D (Overdrive) - - - - - - - - -
  • Sometimes good for resetting pressure
  • Sometimes good for approaching in neutral

Unlike 5D that 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 using 5D to control ground space in neutral as a way to sneak in closing the gap between you and tour opponent.

2/3D
2/3D
BBCF Hibiki 2D.png
*Click Image for Enlargement
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2D - - - - - - - - -
2D (Overdrive) - - - - - - - - -

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 - - - - - - - - -
3D (Overdrive) - - - - - - - - -
  • Great anti-zoning tool

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 and it's possible to make 3D whiff entirely with fast movement such as a backdash or dashing forward a bit.

j.D/6D
j.D/j.6D
BBCF Hibiki jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.D - - - - - - - - -
j.D (Overdrive) - - - - - - - - -

Can be good to control space air to air but typically, it isn't used much for this.

j.6D - - - - - - - - -
j.6D (Overdrive) - - - - - - - - -
  • Good for escaping situations where you are at risk of being anti-air

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
j.2/3D
BBCF Hibiki j2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.2D - - - - - - - - -
j.2D (Overdrive) - - - - - - - - -
  • Good alternate way of hindering approaches

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 - - - - - - - - -
j.3D (Overdrive) - - - - - - - - -
  • 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

Forward Throw
Forward Throw
5/6B+C
BBCF Hibiki ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - T - - - - T -
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Back Throw
Back Throw
4B+C
BBCF Hibiki BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - T - - - - T -
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Air Throw
Air Throw
j.B+C
BBCF Hibiki AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - T - - - - T -
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Counter Assault
Counter Assault
6A+B (While Blocking)
BBCF Hibiki 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- R All - - - - B -
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Crush Trigger
Crush Trigger
5A+B
BBCF Hibiki CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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Special Moves

Soaring Kick
Soaring Kick
236A
BBCF Hibiki Zanshōkyaku.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

A command leap forward. From the command leap, Hibiki can do 4 different follow ups depending on which button you press.

Piercing Feather
Piercing Feather
A during Soaring Kick
BBCF Hibiki Senba.png
Usually throws knives, throwing papers is VS Kagura exclusive.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - ALL - - - - - -

Move is actually fairly plus on block even though it doesn't look like it, However it is extremely easy to get out.

Thrashing Claw
Thrashing Claw
B during Soaring Kick
BBCF Hibiki Ressou.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Sometimes a good Overhead mixup
  • Ground Bounces

Thrashing Claw mostly gets used in combos for its ability to ground bounce the opponent and extend the combo a little longer. 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
Pulverizing Fin
C during Soaring Kick
BBCF Hibiki Misago Kudaki.png
Izuna Drop!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Great Combo Ender for bigger combos

Mostly used to end combos when an opponent is being air juggled by 2C.

Catastropic Strike
Catastropic Strike
D during Soaring Kick
BBCF Hibiki Maga Uchi.png
Captain Levi?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

A counter followup to Hibiki's leap forward. Unfortunately, it doesn't see much practical use in matches.

Dual Wing Smash: Heaven
Dual Wing Smash: Heaven
214A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Sometimes a good overhead mixup
  • Ground bounces

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

Dual Wing Smash: Void
Dual Wing Smash: Void
214B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Sometimes a good low mixup
  • Launches the opponent

Dual Wing Smash: Void 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.

Hiyokujin Utsuro
Dual Wing Smash: Void
D after Dual Wing Smash
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

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.

Soaring Slash
Soaring Slash
214C
BBCF Hibiki Hizanshō.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Great midscreen combo ender for basic combos
  • Great corner combo extender

Soaring Slash is most commonly used in more basic combos as an ender. The frame advantage from Hizanshō combo enders allows you to go for a safe jump with j.C so its pretty good. However, in the corner, Hizanshō 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
Soaring Slash: Revolution
214D
BBCF Hibiki Hizanshō Kai.png
SIKE!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • 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 I wouldn't attempt this most of the time 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.

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
Double Wing Cyclone
623C
BBCF Hibiki Souyokusen.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Good reversal option

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. And also very unsafe if the opponent air blocks or it whiffs.

Piercing Muzzle-blade
Piercing Muzzle-blade
j.214A
BBCF Hibiki Senshijin.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Good Air Combo Ender

Hibiki typically doesn't do air combos because 2C juggles are more rewarding but in cases where you have to go for an air combo route, Piercing Muzzle-blade is a good way to end your air combo by bringing the opponent back down to the ground.


Distortion Drives

Shadow Dance "Hidden Phoenix"
Shadow Dance "Hidden Phoenix"
632146C
BBCF Hibiki Tsugaimai "Oboro Ōtori".png
Swag Distortion
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - - - - - - - - -
Ground (Overdrive) - - - - - - - - -
  • Great combo ender to end a round
  • Can sometimes be a good anti-zoning tool.

Hidden Phoenix sees most of its use as a combo ender when you want to try and 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 invuln and range. Mainly in oki situations rather than neutral ones.

Black Thunder "Nue"
Black Thunder "Nue"
632146D
BBCF Hibiki Kuremi Kazuchi "Nue".png
An Izuna drop is stuck onto the end during OD.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - - - - - - - - -
Overdrive - - - - - - - - -
  • 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 projectile and ranged options 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.


Exceed Accel

Mark: "Purification"
ABCD during Overdrive
BBCF Hibiki Haraebina.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2040 - - - - - - - -
Active Flow 4020 - - - - - - - -
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.


Astral Heat

Amatsugomori "Nakikarasu"
222D
BBCF Hibiki Nakikarasu.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References