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| <br clear=all/> | | <br clear=all/> |
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| ==Exceed Accel==
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| {{MoveData
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| |image=BBCF_Hibiki_ExceedAccel.jpg
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| |input=ABCD during Overdrive
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| |caption=
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| |name=Sakuōgi "Haraebina"
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| |data=
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| {{AttackData-BBCPE
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| |version=Normal
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| |damage= 2040
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| |cancel=
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| |p1=
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| |p2=
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| |smp=
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| |starter=
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| |guard=
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| |startup=
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| |active=
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| |recovery=
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| |frameAdv=
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| |attribute=
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| |invul=
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| |hitbox=hibiki/ABCD
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| |description=
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| }}
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| {{AttackData-BBCPE
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| |header=no
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| |version=Active Flow
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| |damage=4020
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| |cancel=
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| |p1=
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| |p2=
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| |smp=
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| |starter=
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| |guard=
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| |startup=
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| |active=
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| |recovery=
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| |frameAdv=
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| |attribute=
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| |hitbox=
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| |description=
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| *Does not cost Heat, but inmediately ends Overdrive if used.
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| *Becomes stronger and flashier with Active Flow.
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| }}
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| }}
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| <br clear=all/>
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| ==Special Moves== | | ==Special Moves== |
| ======<font style="visibility:hidden" size="0">Zanshōkyaku</font>====== | | ======<font style="visibility:hidden" size="0">Zanshōkyaku</font>====== |
Hibiki Kohaku
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|
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
5B
5C
2A
2B
2B
2B 2BB
|
Version
|
Damage
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Cancel
|
Guard
|
Startup
|
Active
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Recovery
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Frame Adv
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Attribute
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Invul
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2B
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-
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-
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-
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-
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-
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-
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-
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-
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-
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2BB
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- Good for catching no techs
Mostly used as a combo piece but in instances where you need to catch people not neutral teching right away, you can do dash 2B for your oki to pick them up for a quick blue beat combo.
2BB is jostly just used as a combo piece but there is a good mixup setup where you dash 2BB as a cross under when an opponent neutral techs for a left/right mixup.
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2C
6A
6A
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- 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.
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6B
6B
6B 6BB
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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6B
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-
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-
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-
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-
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-
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-
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-
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-
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-
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6BB
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- 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.
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
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6C
6C
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- 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.
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4B
4B
4B 4BB
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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4B
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-
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-
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H
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-
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-
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-
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-
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-
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-
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4BB
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-
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-
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-
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-
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-
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-
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-
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Hibiki's main overhead mixup. It's also used in some midscreen combos against airborne opponents
4BB is mostly just used to hitconfirm a 4B overhead mixup.
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3C
3C
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- 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.
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j.A
j.B
j.B
j.B j.BB
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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j.B
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-
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-
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H
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-
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-
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-
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-
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H
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-
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j.BB
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-
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-
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H
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-
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-
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-
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-
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H
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-
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j.B can be a good air to ground normal up close since it technically has the most vertical reach of Hibiki's jump normals. However, the vertical reach isn't much and its horizontal reach isn't much either so be careful.
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j.C
j.C
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- Great poke in neutral
- Great for safe jumps
j.C is Hibiki's best button that's great for poking opponents air to air and against grounded opponents when done from a well spaced instant air dash or falling down from a jump.
It's also useful for safe jumps from combos ending in Hizanshō (214C).
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Drive Moves
5/6D
5/6D
*Click Image for Enlargement
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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5D
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-
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-
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-
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-
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-
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-
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-
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-
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-
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5D (Overdrive)
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-
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-
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-
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-
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-
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-
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-
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- 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.
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6D
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-
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6D (Overdrive)
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-
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-
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-
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-
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-
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- Sometimes good for resetting pressure
- Sometimes good for approaching in neutral
Unlike 5D that sends a shadow forward, 6D has Hibiki himself go forward for the attack. This can be great for resetting pressure if your opponent isn't expecting 6D over 5D in a blockstring. It also nicely compliments using 5D to control ground space in neutral as a way to sneak in closing the gap between you and tour opponent.
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2/3D
2/3D
*Click Image for Enlargement
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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2D
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-
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-
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-
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-
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-
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-
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-
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2D (Overdrive)
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-
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-
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-
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-
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-
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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.
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3D
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-
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3D (Overdrive)
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-
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The version that sends Hibiki forward. 3D is a great tool for getting around zoning because of its ability to teleport you in front of the opponent, allowing you to both dodge projectiles and close the gap between you and your opponent. However, 3D does have its shortcomings. For starters, opponents can hit you while you're popping back out of the ground before you strike for a good punish. Also, 3D's tracking happens fairly early in the animation and it's possible to make 3D whiff entirely with fast movement such as a backdash or dashing forward a bit.
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j.D/6D
j.D/j.6D
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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j.D
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-
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-
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-
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-
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-
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-
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-
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-
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j.D (Overdrive)
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-
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-
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-
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-
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-
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-
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Can be good to control space air to air but typically, it isn't used much for this.
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j.6D
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-
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-
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-
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-
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-
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j.6D (Overdrive)
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-
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-
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-
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-
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-
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-
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-
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-
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- Good for escaping situations where you are at risk of being anti-air
j.6D sees most of its use as a combo piece in some corner combo routes. However, in situations where you find yourself directly above an opponent with no air options left and at risk of being anti-aired on the way back down, you can use j.6D to relocate yourself to a better position.
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j.2/j.3D
j.2/3D
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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j.2D
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-
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-
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-
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-
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-
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-
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-
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-
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j.2D (Overdrive)
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-
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-
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-
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-
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-
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-
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-
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- Good alternate way of hindering approaches
Version that sends the shadow clone out. When used at the right angle, j.2D is good in neutral to hinder approaches from both the ground and air. If you space it particularly right, you can even use j.C when you're falling back down to the ground to catch people trying to approach Hibiki after the shadow clone has disappeared.
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j.3D
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-
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-
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-
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-
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-
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-
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-
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-
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j.3D (Overdrive)
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- 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
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Universal Mechanics
Forward Throw
Back Throw
Air Throw
Counter Assault
Counter Assault 6A+B (While Blocking)
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Crush Trigger
Special Moves
Zanshōkyaku
Senba
Senba A during Zanshōkyaku
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Ressō
Ressō B during Zanshōkyaku
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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- Sometimes a good Overhead mixup
- Ground Bounces
Ressō 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.
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Misago Kudaki
Misago Kudaki C during Zanshōkyaku
Izuna Drop!
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Maga Uchi
Maga Uchi D during Zanshōkyaku
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Hiyokujin Ten
Hiyokujin Ten 214A
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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-
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-
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-
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-
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-
|
-
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-
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-
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-
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- Sometimes a good overhead mixup
- Ground bounces
Hiyokujin Ten 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
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Hiyokujin Chi
Hiyokujin Chi 214B
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- Sometimes a good low mixup
- Launches the opponent
Hiyokujun Chi 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.
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Hiyokujin Utsuro
Hiyokujin Utsuro D after Hiyokujin Ten/Chi
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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-
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-
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-
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-
|
-
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-
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-
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-
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-
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Drive cancel for Hiyokujin Ten/Chi 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 Hiyokujin Ten and Chi.
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Hizanshō
Hizanshō 214C
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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-
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-
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-
|
-
|
-
|
-
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-
|
-
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-
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- Great midscreen combo ender for basic combos
- Great corner combo extender
Hizanshō is most commonly used in more basic combos as an ender. The frame advantage from Hizanshō combo enders allows you to go for a safe jump with j.C so its pretty good. However, in the corner, Hizanshō instead serves as a combo extender since you'll remain close to the opponent and have enough frame advantage to juggle them to keep the combo going.
Though not commonly used, Hizanshō 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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Hizanshō Kai
Hizanshō Kai 214D
|
Damage
|
Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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-
|
-
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-
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-
|
-
|
-
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-
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-
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-
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- Sometimes good for left/right mixups
- Good for side swap combos
Hizansho Kai looks similar to Hizansho at the beginning of its animation before Hibiki appears behind the opponent to attack so it can be ambiguous if you've used Hizansho in an earlier blockstring. Horribly unsafe on block though so I wouldn't attempt this most of the time without 50 meter to rapid cancel. Having 50 meter will also make Hizansho Kai a more valid mixup. While there's no real reason for an opponent to expect you to use Hizansho without 50 meter, Hizansho > 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 Hizansho and Hizansho Kai equally.
Hizansho Kai is also good in some combos where you need to side swap with the opponent to put them in the corner.
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Sōyokusen
Sōyokusen 623C
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
|
Attribute
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Invul
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-
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-
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-
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-
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-
|
-
|
-
|
-
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-
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Hibiki's DP. Soyokusen is a good defensive option to go for on wakeup when used strategically. However, Soyokusen 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, Soyokusen 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.
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Senshijin
Senshijin j.214A
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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-
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-
|
-
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-
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-
|
-
|
-
|
-
|
-
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Hibiki typically doesn't do air combos because 2C juggles are more rewarding but in cases where you have to go for an air combo route, Senshijin is a good way to end your air combo by bringing the opponent back down to the ground.
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Distortion Drives
Tsugaimai "Oboro Ōtori"
Tsugaimai "Oboro Ōtori" 632146C
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Version
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Damage
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Cancel
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Guard
|
Startup
|
Active
|
Recovery
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Frame Adv
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Attribute
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Invul
|
Normal
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Ground (Overdrive)
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-
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-
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-
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-
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-
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-
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-
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-
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-
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- Great combo ender to end a round
- Can sometimes be a good anti-zoning tool.
Oboro Otori sees most of its use as a combo ender when you want to try and end the round by adding some additional damage to the end of your combo with a distortion. The overdrive version in particular is really good for this.
Oboro Otori can also sometimes be a good option for beating projectiles at closer ranges because of its invuln and range. Mainly in oki situations rather than neutral ones.
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|
Kuremi Kazuchi "Nue"
Kuremi Kazuchi "Nue" 632146D
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Version
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Damage
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Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Normal
|
-
|
-
|
-
|
-
|
-
|
-
|
-
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-
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-
|
Overdrive
|
-
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-
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-
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-
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-
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-
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-
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-
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-
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- Good Anti-Zoning distortion
Nue teleports Hibiki above an opponent before coming down on them with a downward strike. The teleport makes it great for dodging projectile and ranged options while the downward strike portion is great for punishing the opponent. Very unsafe on block though so use sparingly or only if you have 50 meter to rapid cancel. Aidditionally, 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.
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|
Astral Heat
External References
Click [★] for character's full frame data