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{{MoveData | {{MoveData | ||
|image=BBCF_Hibiki_Misago_Kudaki.png | |image=BBCF_Hibiki_Misago_Kudaki.png | ||
|input=C during Soaring Kick |caption= | |input=C during Soaring Kick |caption=Reset machine. Ends combos and catches jumpouts. | ||
|name=Pulverizing Fin | |name=Pulverizing Fin | ||
|data= | |data= |
Revision as of 18:29, 6 May 2019
Hibiki Kohaku |
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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 perform various moves that perform some long distance attack with Hibiki appearing to be both attacking and also remaining in the same place as he started the attack. One of these Hibikis is a clone and the other is the real Hibiki, but it's not clear to his opponent which is which until after the clone has disappeared. While fake, the clone can still deal damage if they're the ones attacking. The clones can also themselves be hit with any attack, destroying them instantly, but Hibiki will not receive any damage. To assist in the misdirection effect, the game's camera will not readjust for Hibiki's change in position after using any of his drives until the clone has disappeared.
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
Hibiki's Overdrive accelerates the speed of his clones, allowing access to new combo routes and enhanced zoning.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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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
5B | Template:AttackDataHeader-BBCF |
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5C
5C |
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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
2A |
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Same story as 5A, good for stagger pressure and tick throws. Has a notable phantom hitbox past Hibiki's hand. |
2B
2B | Template:AttackDataHeader-BBCF |
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2C
2C |
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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
6A |
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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
6B | Template:AttackDataHeader-BBCF |
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6C
6C |
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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
4B | Template:AttackDataHeader-BBCF |
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3C
3C |
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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 |
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Standard jumping jab. Mostly good for hitting an opponent out of an air approach up close. |
j.B
j.B | Template:AttackDataHeader-BBCF |
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j.C
j.C |
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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
5/6D
5/6D | Template:AttackDataHeader-BBCF |
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2/3D
2/3D | Template:AttackDataHeader-BBCF |
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j.D/6D
j.D/j.6D | Template:AttackDataHeader-BBCF |
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j.2/j.3D
j.2/3D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B (While Blocking) |
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Crush Trigger
Crush Trigger 5A+B |
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Special Moves
Soaring Kick
Soaring Kick 236A (air OK) |
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Piercing Feather
Piercing Feather A during Soaring Kick |
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Thrashing Claw
Thrashing Claw B during Soaring Kick |
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Pulverizing Fin
Pulverizing Fin C during Soaring Kick |
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Catastropic Strike
Catastrophic Strike D during Soaring Kick |
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Dual Wing Smash: Heaven
Dual Wing Smash: Heaven 214A |
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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
Dual Wing Smash: Earth 214B |
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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
Dual Wing Smash: Void D after Dual Wing Smash |
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Soaring Slash
Soaring Slash 214C |
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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
Soaring Slash: Revolution 214D |
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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
Double Wing Cyclone 623C (air OK) |
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Piercing Muzzle-blade
Piercing Muzzle-blade j.214A or j.236A>A |
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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
Shadow Dance "Hidden Phoenix"
Shadow Dance "Hidden Phoenix" 632146C |
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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"
Black Thunder "Nue" 632146D |
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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
Mark: "Purification" ABCD during Overdrive |
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Astral Heat
Divine Nightfall: Raven 222D |
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External References
- Japanese Name: ヒビキ=コハク
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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