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
Great damage output in Overdrive mode
High mobility, as well as plentiful mobility options between clones and teleports
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
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.
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.
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.
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.
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 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.
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.
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.
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 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.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 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).
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
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.
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
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.
Can be good to control space air to air but it is somewhat awkward for this purpose.
j.6D
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.
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
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.
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.
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.
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. It can be used in air, allowing for a third jump and expanded air combos.
Piercing Feather
Piercing Feather A during Soaring Kick (Grounded)
Usually throws knives, throwing papers is VS Kagura exclusive.
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. The recovery of this move can be canceled into aerial attacks.
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.
Hibiki’s Izuna Drop.
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. Certain air routes will cause this move to whiff, though this can be done intentionally to reset a combo out of the opponent’s air tech into big damage, given that you have 50 meter to rapid cancel.
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 and in the current version no longer guard points projectiles; however, it does activate on doll normals. 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 at a fairly high height.
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 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.
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 phase through most attacks.
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 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.
Hibiki's DP. Double Wing Cyclone is a good defensive option to go for on wakeup when used strategically. Double Wing Cyclone's hitbox completely envelops Hibiki, making it effective against crossups, however it 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. When used in the air, regardless of height, Hibiki is immediately placed back onto the ground.
Piercing Muzzle-blade
Piercing Muzzle-blade j.214A or A during Soaring Kick (Airborne)
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.
Great combo ender to end a round, high minimum damage
Full screen projectile that only triggers followup attacks if it hits.
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. Another thing of note is that if performed in a combo with a Fatal Counter starter and sufficient meter, you can link the overdrive version into the normal version for extra damage or style.
Hidden Phoenix can also sometimes be a good option for beating projectiles at closer ranges because of its invul and range, though 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
Distortion Combo Ender for when you want to stay on the same side/Fullscreen Punish
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.
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.
To edit frame data, edit values in BBCF/Hibiki Kohaku/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.