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{{ | {{#lst:BBCF/Hibiki Kohaku/Data|SystemData}} | ||
| | |||
}} | |||
;Play-style | ;Play-style | ||
:Footsies, Mix-Up, Misdirection | :Footsies, Mix-Up, Misdirection | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==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. | 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=== | ===Drive: Double Chase=== | ||
Hibiki's drive allows him to | 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=== | ===Overdrive: Schwarz Reis=== | ||
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*Great damage output in Overdrive mode | *Great damage output in Overdrive mode | ||
*High mobility, as well as plentiful mobility options between clones and teleports | *High mobility, as well as plentiful mobility options between clones and teleports | ||
*Has many anti-zoning tools | *Has many anti-zoning tools | ||
*Beginner-friendly character | *Beginner-friendly character | ||
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|- | |- | ||
|} | |} | ||
<br clear | {{#lst:BBCF/Hibiki Kohaku/Data|Links}} | ||
<br style="clear:both;"/> | |||
==Normal Moves== | ==Normal Moves== | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|5A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5B}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|5B}} | |||
{{!}}- | |||
{{AttackVersion|name=5BB}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|5BB}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | 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. | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|5C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|2A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Same story as 5A, good for stagger pressure and tick throws. Has a notable phantom hitbox past Hibiki's hand. | Same story as 5A, good for stagger pressure and tick throws. Has a notable phantom hitbox past Hibiki's hand. | ||
}} | }} | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=2B}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|2B}} | |||
}} | {{!}}- | ||
{{AttackVersion|name=2BB}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|2BB}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Good for catching no techs | *Good for catching no techs | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|2C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Good anti-air | *Good anti-air | ||
*Head invul frames 8-16 | *Head invul frames 8-16 | ||
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|name=6A | |name=6A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|6A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Useful pressure tool | *Useful pressure tool | ||
*Staggers on CH | *Staggers on CH | ||
*Hard knockdown on air hit | |||
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. | 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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=6B}} | |||
}} | {{#lst:BBCF/Hibiki Kohaku/Data|6B}} | ||
{{!}}- | |||
{{AttackVersion|name=6BB}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|6BB}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Low and throw invul frame 5-19. | *Low and throw invul frame 5-19. | ||
*Looks like an overhead, but isn't. | *Looks like an overhead, but isn't. | ||
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|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|6C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Great Punish Combo Starter | *Great Punish Combo Starter | ||
*Fatal Counter | *Fatal Counter | ||
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|name=4B | |name=4B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=4B}} | |||
}} | {{#lst:BBCF/Hibiki Kohaku/Data|4B}} | ||
{{!}}- | |||
{{AttackVersion|name=4BB}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|4BB}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Good Overhead | *Good Overhead | ||
Hibiki's standing overhead. It's also used in some combos against airborne opponents. | Hibiki's standing overhead. It's also used in some combos against airborne opponents. | ||
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====== <font style="visibility:hidden" size="0">3C</font> ====== | ====== <font style="visibility:hidden" size="0">3C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Hibiki_3C.png |caption= | |image=BBCF_Hibiki_3C.png |caption=Jin's old 3C went here I guess | ||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|3C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Decent ground poke | *Decent ground poke | ||
*Soft knockdown on hit, hard knockdown on CH | *Soft knockdown on hit, hard knockdown on CH | ||
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|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|j.A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Standard jumping jab. Mostly good for hitting an opponent out of an air approach up close. | Standard jumping jab. Mostly good for hitting an opponent out of an air approach up close. | ||
}} | }} | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=j.B}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|j.B}} | |||
{{!}}- | |||
{{AttackVersion|name=j.BB}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|j.BB}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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.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. | ||
}} | }} | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|j.C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Great poke in neutral | *Great poke in neutral | ||
*Great for safe jumps | *Great for safe jumps | ||
*Ideal for crossup jump-ins | |||
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. | 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. | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Drive Moves== | ==Drive Moves== | ||
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|name=5/6D | |name=5/6D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5D}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|5D}} | |||
}}{{ | {{!}}- | ||
{{Description|8|text= | |||
*Good for controlling ground space | *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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=6D}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|6D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
}} | |||
{{ | |||
*Sometimes good for resetting pressure | *Sometimes good for resetting pressure | ||
*Sometimes good for approaching in neutral | *Sometimes good for approaching in neutral | ||
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|name=2/3D | |name=2/3D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=2D}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|2D}} | |||
}}{{ | {{!}}- | ||
{{Description|8|text= | |||
*Fatal Counter | *Fatal Counter | ||
*Projectile invul frame 4 until Hibiki reappears | *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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=3D}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|3D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
}} | |||
{{ | |||
*Great anti-zoning tool | *Great anti-zoning tool | ||
*Fatal Counter | *Fatal Counter | ||
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|name=j.D/j.6D | |name=j.D/j.6D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=j.D}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|j.D}} | |||
}}{{ | {{!}}- | ||
{{Description|8|text= | |||
*OD j.D wallbounces on hit | *OD j.D wallbounces on hit | ||
Can be good to control space air to air but it is somewhat awkward for this purpose. | Can be good to control space air to air but it is somewhat awkward for this purpose. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=j.6D}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|j.6D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
}} | |||
{{ | |||
*Good for escaping situations where you are at risk of being anti-aired | *Good for escaping situations where you are at risk of being anti-aired | ||
*OD j.6D wallbounces on hit | *OD j.6D wallbounces on hit | ||
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|name=j.2/3D | |name=j.2/3D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=j.2D}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|j.2D}} | |||
}} | {{!}}- | ||
{{ | {{Description|8|text= | ||
*Good alternate way of hindering approaches | *Good alternate way of hindering approaches | ||
*Can whiff cancel the second half of the recovery into air normals | *Can whiff cancel the second half of the recovery into air normals | ||
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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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=j.3D}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|j.3D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
}}{{ | |||
*Good for escaping situations where you are at risk of getting anti-aired | *Good for escaping situations where you are at risk of getting anti-aired | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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|name=Forward Throw | |name=Forward Throw | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
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|name=Back Throw | |name=Back Throw | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|4BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
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|name=Air Throw | |name=Air Throw | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|j.BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Forces sideswap. You must slightly delay your drive followup if you throw them out of the corner, or Hibiki goes right under them. | Forces sideswap. You must slightly delay your drive followup if you throw them out of the corner, or Hibiki goes right under them. | ||
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|input=6A+B (While Blocking) |caption="Back off, I'm with Lord Kagura" | |input=6A+B (While Blocking) |caption="Back off, I'm with Lord Kagura" | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|6AB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Uses 5C animation and hitbox, so the hitbox is decent enough. | Uses 5C animation and hitbox, so the hitbox is decent enough. | ||
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|input=5A+B |caption=Guard Crush/Combo Extender | |input=5A+B |caption=Guard Crush/Combo Extender | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|5AB}} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lst:BBCF/Hibiki Kohaku/Data|5[AB]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Special Moves== | ==Special Moves== | ||
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|name=Soaring Kick | |name=Soaring Kick | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
|version= | {{!}}- | ||
| | {{AttackVersion|name=Ground}} | ||
}} | {{#lst:BBCF/Hibiki Kohaku/Data|236A}} | ||
{{ | {{!}}- | ||
| | {{AttackVersion|name=Air}} | ||
| | {{#lst:BBCF/Hibiki Kohaku/Data|j.236A}} | ||
| | {{!}}- | ||
| | {{Description|8|text= | ||
*Ground version can cancel into followups 15 frames into the animation. Air version 11 frames into the animation | *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 | *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. | 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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBCF_Hibiki_Senba.png | |image=BBCF_Hibiki_Senba.png | ||
|input=A during Soaring Kick |caption=Usually throws knives, throwing papers is VS Kagura exclusive. | |input=A during Soaring Kick (Grounded) |caption=Usually throws knives, throwing papers is VS Kagura exclusive. | ||
|name=Piercing Feather | |name=Piercing Feather | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
| | {{!}}- | ||
{{#lst:BBCF/Hibiki Kohaku/Data|236A A}} | |||
| | {{!}}- | ||
{{Description|7|text= | |||
*Fastest possible 236AA connects on frame 31 | *Fastest possible 236AA connects on frame 31 | ||
*Can delay followup to increase frame advantage | *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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|name=Thrashing Claw | |name=Thrashing Claw | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|236A B}} | |||
| | {{!}}- | ||
{{Description|7|text= | |||
*Fastest possible 236AB is 26f startup | *Fastest possible 236AB is 26f startup | ||
*Sometimes a good Overhead mixup | *Sometimes a good Overhead mixup | ||
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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= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
| | {{!}}- | ||
{{#lst:BBCF/Hibiki Kohaku/Data|236A C}} | |||
| | {{!}}- | ||
{{Description|7|text= | |||
*Great Combo Ender for bigger combos | *Great Combo Ender for bigger combos | ||
*Throw invul frame 1 into active frames | *Throw invul frame 1 into active frames | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|name=Catastrophic Strike | |name=Catastrophic Strike | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
| | {{!}}- | ||
| | {{AttackVersion|name=Catch}} | ||
| | {{#lst:BBCF/Hibiki Kohaku/Data|236A D}} | ||
}} | {{!}}- | ||
{{ | {{AttackVersion|name=Attack}} | ||
| | {{#lst:BBCF/Hibiki Kohaku/Data|236A D Attack}} | ||
{{!}}- | |||
| | {{Description|8|text= | ||
| | |||
*Catches HBF attacks until landing | *Catches HBF attacks until landing | ||
*Fatal Counter | *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 | 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. | ||
}} | }} | ||
}} | }} | ||
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|name=Dual Wing Smash: Heaven | |name=Dual Wing Smash: Heaven | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|214A}} | |||
{{!}}- | |||
| | {{Description|7|text= | ||
*Sometimes a good overhead mixup | *Sometimes a good overhead mixup | ||
*Ground bounces | *Ground bounces | ||
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|name=Dual Wing Smash: Earth | |name=Dual Wing Smash: Earth | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|214B}} | |||
{{!}}- | |||
| | {{Description|7|text= | ||
*Sometimes a good low mixup | *Sometimes a good low mixup | ||
*Launches the opponent | *Launches the opponent | ||
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|name=Dual Wing Smash: Void | |name=Dual Wing Smash: Void | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
| | {{!}}- | ||
| | {{AttackVersion|name=214A > D}} | ||
| | {{#lst:BBCF/Hibiki Kohaku/Data|214A D}} | ||
| | {{!}}- | ||
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 | {{AttackVersion|name=214B > D}} | ||
{{#lst:BBCF/Hibiki Kohaku/Data|214B D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | |||
}} | }} | ||
}} | }} | ||
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|name=Soaring Slash | |name=Soaring Slash | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
| | {{#lst:BBCF/Hibiki Kohaku/Data|214C}} | ||
{{!}}- | |||
| | {{Description|7|text= | ||
*Midscreen combo ender for basic combos | *Midscreen combo ender for basic combos | ||
*Corner combo extender | *Corner combo extender | ||
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|name=Soaring Slash: Revolution | |name=Soaring Slash: Revolution | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
| | {{!}}- | ||
{{#lst:BBCF/Hibiki Kohaku/Data|214D}} | |||
| | {{!}}- | ||
{{Description|7|text= | |||
*Sometimes good for left/right mixups | *Sometimes good for left/right mixups | ||
*Good for side swap combos | *Good for side swap combos | ||
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|name=Double Wing Cyclone | |name=Double Wing Cyclone | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
| | {{!}}- | ||
| | {{AttackVersion|name=Ground}} | ||
| | {{#lst:BBCF/Hibiki Kohaku/Data|623C}} | ||
}} | {{!}}- | ||
{{ | {{AttackVersion|name=Air}} | ||
| | {{#lst:BBCF/Hibiki Kohaku/Data|j.623C}} | ||
| | {{!}}- | ||
| | {{Description|8|text= | ||
| | |||
*Reversal | *Reversal | ||
*Multi Hitting | *Multi Hitting | ||
Hibiki's DP. Double Wing Cyclone is a good defensive option to go for on wakeup when used strategically. | 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. | 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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|image=BBCF_Hibiki_Senshijin.png |caption=Air Combo Ender | |image=BBCF_Hibiki_Senshijin.png |caption=Air Combo Ender | ||
|name=Piercing Muzzle-blade | |name=Piercing Muzzle-blade | ||
|input=j.214A or | |input=j.214A or A during Soaring Kick (Airborne) | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|j.214A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Air Combo Ender | *Air Combo Ender | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Drives== | ==Distortion Drives== | ||
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|name=Shadow Dance "Hidden Phoenix" | |name=Shadow Dance "Hidden Phoenix" | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|632146C}} | |||
| | {{!}}- | ||
}} | {{Description|7|text= | ||
{{ | |||
| | |||
| | |||
*Great combo ender to end a round, high minimum damage | *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 | *Can sometimes be a good anti-zoning tool | ||
*Full invul frame 1 into the active frames | *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 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 | 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. | ||
}} | }} | ||
}} | }} | ||
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|name=Black Thunder "Nue" | |name=Black Thunder "Nue" | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|632146D}} | |||
| | {{!}}- | ||
}} | {{Description|7|text= | ||
{{ | |||
| | |||
*Good Anti-Zoning distortion | *Good Anti-Zoning distortion | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Exceed Accel== | ==Exceed Accel== | ||
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|name=Mark: "Purification" | |name=Mark: "Purification" | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:BBCF/Hibiki Kohaku/Data|ABCD}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
{{ | |||
| | |||
| | |||
*Does not cost Heat, but immediately ends Overdrive if used | *Does not cost Heat, but immediately ends Overdrive if used | ||
*Becomes stronger and flashier with Active Flow | *Becomes stronger and flashier with Active Flow | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Hibiki_Nakikarasu.png | |image=BBCF_Hibiki_Nakikarasu.png | ||
|input=222D |caption= | |input=222D |caption= “I curse my stars in bitter grief and woe, | ||
That made my love so high and me so low.” | |||
|name=Divine Nightfall: Raven | |name=Divine Nightfall: Raven | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
| | {{!}}- | ||
{{#lst:BBCF/Hibiki Kohaku/Data|Astral}} | |||
| | {{!}}- | ||
{{Description|7|text= | |||
*Full invul frame 1 into active frames | *Full invul frame 1 into active frames | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==External References== | ==External References== | ||
Line 879: | Line 835: | ||
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hb&pref=0 Arcade Profile Dan Rankings] | *[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hb&pref=0 Arcade Profile Dan Rankings] | ||
*[http://www.dustloop.com/forums/index.php?/forums/topic/11306-cf-hibiki-video-thread/ Character Video Thread] | *[http://www.dustloop.com/forums/index.php?/forums/topic/11306-cf-hibiki-video-thread/ Character Video Thread] | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | |||
{{ | {{#lst:BBCF/Hibiki Kohaku/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBCF/Hibiki Kohaku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
| | |||
}} | |||
{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
[[Category:BlazBlue]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category: | [[Category:Hibiki Kohaku]] |
Revision as of 09:48, 5 March 2020
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 | Template:AttackDataHeader-BBCF |
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5B
5B | Template:AttackDataHeader-BBCF |
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5C
5C | Template:AttackDataHeader-BBCF |
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2A
2A | Template:AttackDataHeader-BBCF |
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2B
2B | Template:AttackDataHeader-BBCF |
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2C
2C | Template:AttackDataHeader-BBCF |
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6A
6A | Template:AttackDataHeader-BBCF |
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6B
6B | Template:AttackDataHeader-BBCF |
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6C
6C | Template:AttackDataHeader-BBCF |
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4B
4B | Template:AttackDataHeader-BBCF |
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3C
3C | Template:AttackDataHeader-BBCF |
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j.A
j.A | Template:AttackDataHeader-BBCF |
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j.B
j.B | Template:AttackDataHeader-BBCF |
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j.C
j.C | Template:AttackDataHeader-BBCF |
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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 |
Template:AttackDataHeader-BBCF |
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Back Throw
Back Throw 4B+C |
Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw j.B+C |
Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault 6A+B (While Blocking) |
Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger 5A+B |
Template:AttackDataHeader-BBCF |
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Special Moves
Soaring Kick
Soaring Kick 236A (air OK) |
Template:AttackDataHeader-BBCF |
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Piercing Feather
Piercing Feather A during Soaring Kick (Grounded) |
Template:AttackDataHeader-BBCF |
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Thrashing Claw
Thrashing Claw B during Soaring Kick |
Template:AttackDataHeader-BBCF |
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Pulverizing Fin
Pulverizing Fin C during Soaring Kick |
Template:AttackDataHeader-BBCF |
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Catastropic Strike
Catastrophic Strike D during Soaring Kick |
Template:AttackDataHeader-BBCF |
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Dual Wing Smash: Heaven
Dual Wing Smash: Heaven 214A |
Template:AttackDataHeader-BBCF |
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Dual Wing Smash: Earth
Dual Wing Smash: Earth 214B |
Template:AttackDataHeader-BBCF |
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Hiyokujin Utsuro
Dual Wing Smash: Void D after Dual Wing Smash |
Template:AttackDataHeader-BBCF |
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Soaring Slash
Soaring Slash 214C |
Template:AttackDataHeader-BBCF |
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Soaring Slash: Revolution
Soaring Slash: Revolution 214D |
Template:AttackDataHeader-BBCF |
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Double Wing Cyclone
Double Wing Cyclone 623C (air OK) |
Template:AttackDataHeader-BBCF |
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Piercing Muzzle-blade
Piercing Muzzle-blade j.214A or A during Soaring Kick (Airborne) |
Template:AttackDataHeader-BBCF |
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Distortion Drives
Shadow Dance "Hidden Phoenix"
Shadow Dance "Hidden Phoenix" 632146C |
Template:AttackDataHeader-BBCF |
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Black Thunder "Nue"
Black Thunder "Nue" 632146D |
Template:AttackDataHeader-BBCF |
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Exceed Accel
Mark: "Purification" ABCD during Overdrive |
Template:AttackDataHeader-BBCF |
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Astral Heat
Divine Nightfall: Raven 222D |
Template:AttackDataHeader-BBCF |
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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
move
and the move Full
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Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •