BBCF/Hibiki Kohaku: Difference between revisions

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*List what the move is used for.
* Great midscreen combo ender for basic combos
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
* Great corner combo extender
Follow the [[Help:Writing_Character_Pages]] guidelines.
 
Hizansho is most commonly used in more basic combos as an ender. The frame advantage from Hizansho combo enders allows you to go for a safe jump with j.C so its pretty good. However, in the corner, Hizansho 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, Hizansho 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.  
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======<font style="visibility:hidden" size="0">Hizanshō</font>======
======<font style="visibility:hidden" size="0">Hizanshō</font>======
{{MoveData
{{MoveData

Revision as of 04:08, 21 July 2016

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

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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

5BB
5BB
BBCF Hibiki 5BB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

5C
5C
BBCF Hibiki 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

2A
2A
BBCF Hibiki 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

2B
2B
BBCF Hibiki 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • 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
2BB
BBCF Hibiki 2BB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

Mostly 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 attacks hitbox.

6A
6A
BBCF Hibiki 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • 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's also + on block and can be used to reset pressure. Unfortunately, 6A doesn't really pull Hibiki forward or bring the opponent closer. This makes it somewhat hard to do midscreen so your best bet for using it to reset pressure is in corner blockstrings.

6B
6B
BBCF Hibiki 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • 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.

6BB
6BB
BBCF Hibiki 6BB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • 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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - H - - - - - -
  • Good Overhead

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

4BB
4BB
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -

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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - H - - - - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

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 Hizansho (214C).


Drive Moves

5/6D
5/6D *Click Image for Enlargement
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D - - - - - - - - -
5D (Overdrive) - - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

6D - - - - - - - - -
6D (Overdrive) - - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

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) - - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

3D - - - - - - - - -
3D (Overdrive) - - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

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) - - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

j.6D - - - - - - - - -
j.6D (Overdrive) - - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

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) - - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

j.3D - - - - - - - - -
j.3D (Overdrive) - - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


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 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Back Throw
Back Throw
4B+C
BBCF Hibiki BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - T - - - - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Air Throw
Air Throw
j.B+C
BBCF Hibiki AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - T - - - - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

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 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Crush Trigger
Crush Trigger
5A+B
BBCF Hibiki CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Exceed Accel

Sakuōgi "Haraebina"
ABCD during Overdrive
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.


Special Moves

Zanshōkyaku
Zanshōkyaku
236A
BBCF Hibiki Zanshōkyaku.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Placeholder - - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

Senba
Senba
A during Zanshōkyaku
BBCF Hibiki Senba.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

Ressōr
Ressō
B during Zanshōkyaku
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Sometimes a good Overhead mixup
  • Ground Bounces

Ressor 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, Ressor will cross up.

Misago Kudaki
Misago Kudaki
C during Zanshōkyaku
BBCF Hibiki Misago Kudaki.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • Great Combo Ender for bigger combos

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

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

Follow the Help:Writing_Character_Pages guidelines.

Hiyokujin Ten
Hiyokujin Ten
214A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

Hiyokujin Chi
Hiyokujin Chi
214B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

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

Hizansho is most commonly used in more basic combos as an ender. The frame advantage from Hizansho combo enders allows you to go for a safe jump with j.C so its pretty good. However, in the corner, Hizansho 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, Hizansho 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.

Hizanshō
Hizanshō Kai
214D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

Hiyokujin Utsuro
Hiyokujin Utsuro
D after Hiyokujin Ten/Chi
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

Sōyokusen
Sōyokusen
623C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

Senshijin
Senshijin
j.214A
BBCF Hibiki Senshijin.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

Distortion Drives

Tsugaimai "Oboro Ōtori"
Tsugaimai "Oboro Ōtori"
632146C
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

Ground (Overdrive) - - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

Kuremi Kazuchi "Nue"
Kuremi Kazuchi "Nue"
632146D
BBCF Hibiki Kuremi Kazuchi "Nue".png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal - - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.

Overdrive - - - - - - - - -
  • List what the move is used for.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines.


Astral Heat

???
222D
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.

Follow the Help:Writing_Character_Pages guidelines.


External References