BBCF/Hibiki Kohaku

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Overview[edit]
Overview

Hibiki is a new addition to Blazblue's roster as of Central Fiction. He is a rushdown character boasting a great run speed, one of the best low profiles in the game, and solid anti-zoning tools. He also has good damage (especially in Overdrive), solid oki, and great air normals. Hibiki is also a very beginner friendly player. He has a low execution barrier, a simple gameplan, and his tools are relatively straightforward.

To compensate for these benefits, Hibiki has some notable weaknesses. He has limited midscreen pokes, has some difficulty continuing pressure, and many of his mixups are relatively gimimcky. This means that Hibiki tends to stick to safe pressure and opt to frame trap his opponent on offense. Thankfully, Hibiki's speed and strong air normals mean he can make his way to engage evasive opponents. Good fundamentals and solid movement will take any Hibiki player far.


Lore:Servant of the Mutsuki Family and a captain of the Novus Orbis Librarium: Hibiki is Kagura's secretary, right hand man, and 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.
Playstyle
BBCF Hibiki Kohaku Icon.png Hibiki Kohaku is a mobile rushdown character that uses frame traps and tricky movement to open up his opponent.
Pros Cons
  • Great damage output in Overdrive mode
  • High mobility with plentiful options between clones and teleports
  • Has many anti-zoning tools
  • Amazing DP
  • Good Low Profiles
  • Beginner-friendly
  • Pressure loses to Barrier and Instant Barrier more than most
  • Mix-up options are limited and slightly gimmicky
  • Anti-air doesn't cover a great angle
Drive: Double Chase
Hibiki's drive allows him to use a shadow clone in a tandem attack. Pressing the D button will send out a clone to attack the opponent. Each of Hibiki's Drive attacks have a "fakeout" version where Hibiki sends out a clone, and a "real" version where the real Hibiki shoots forward to perform the attack. Both versions have similar properties on hit and block. To assist in the misdirection effect, the game's camera will not readjust for Hibiki's change in position until the clone has disappeared. Hibiki's Drive serves a multitude of purposes e.g combo filler, pressure resets, zoning, and antizoning. While somewhat gimmicky, he can also use his Drive to misdirect his opponents with clones. Hibiki can only use each Drive once during his Gatling sequence. This prevents "infinite" blockstrings such as (5C > 6D)x. Hibiki is also limited in how many normals he can repeat after using his Drives in a gatling sequence. This limit is different for every normal and notated accordingly. Generally speaking, this only comes to play when using 6D as a pressure reset and when using Drive during OD. In combos, this is circumvented by using specials or "linking" normals instead of cancelling them into each other.
Overdrive: Schwarz Reis
Hibiki's Overdrive significantly accelerates the speed of his Drive attacks, enhances their properties, and also gives them new properties on hit and block. These changes open up new combo routes and enable better zoning. Like every other Overdrive, his Distortion Drives are also buffed (more details on their sections).

Normal Moves[edit]

5A[edit]

5B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
5B 600 Mid 8 3 18 -4 B -
5BB 500 Mid 10 3 18 -4 B -

[edit]

  • Limited to 2 uses of 5BB per gatling sequence
  • 5B is jump cancellable on block, 5BB is only jump cancellable on hit

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.

5BB moves Hibiki forward slightly. It is also your only gatling into 4B besides 5A/2A.

5C[edit]

2A[edit]

2B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2B 550 Low 9 3 15 -4 F -
2BB 500 Low 10 3 15 -4 F -

[edit]

  • Good for catching no techs
  • Great low profile
  • Limited to one use per gatling sequence

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 advances Hibiki slightly forward. It is mostly just used as a combo piece, but because 2B moves Hibiki's hurtbox very low to the ground, there is a good oki setup where you dash 2BB as a cross under when an opponent neutral techs for a left/right mixup. Additionally 2BB has some utility in regards to low profiling, and can low profile moves like Jin's 5C and various counter assaults.

2C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 Mid 13 3 25 -9 B 8~(End of Active) H

[edit]

  • Good anti-air
  • Head invul frames 8-16
  • CH leaves opponent in untech until landing.

Hibiki's anti-air. It doesn't have much vertical reach but it does a good job of shrinking Hibiki's hurtbox down below the attack's hitbox, and has a nice chunk of head invul during the startup and active frames.

On counter hit and regular hit, you'll usually combo into 236A~B, but the extra untech time on counter hit makes it work at more ranges.

6A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
650 Low 17 3 15 -1 B -

[edit]

  • Useful pressure tool
  • Staggers on CH
  • Hard knockdown on air hit
  • Limited to 1 usage per gatling sequence

6A is mostly used as a combo piece. In particular, in combo routes where you don't want to go into an air juggle just yet from 6BB, you can cancel into 6A to knock the opponent down and then OTG.

In pressure, 6A is good for both frame trapping the opponent and staying in longer, especially vs. barrier. It moves Hibiki forwards and leaves him at only -1, with delay cancel options using special cancel and 3C. Not only that, but the long startup and good CH effect make it a good delay cancel as well.

6B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
6B 800 Mid 18 3 22 -8 F 5~(End of Active) F
6BB 700 Mid 13 3 24 -10 F -

[edit]

  • Low and throw invul frame 5-19.
  • Looks like an overhead, but isn't.
  • Limited to 1 6B per gatling

5BB > 6B is a natural frame trap and catches mashers. It also has good low and throw invuln. Outside of blockstrings, 6B features in Hibiki's more damaging combos. It causes untech time on the ground. Unfortunately the horizontal hitbox is lacking, so landing 6B can be finicky depending on the character.

6BB

  • Ground bounces
  • Gatlings into 5B, and everything else 6B gatlings into.

A staple of Hibiki's crouch confirms. Mostly combo filler. It pops the opponent up for either an air combo, 6C, or 2C > d6.D.

6C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
620*3 Mid 17 3 (9) 3 (8) 3 11+5L - H -

[edit]

  • Fatal Counter
  • Great Combo Starter for Punishes
  • Makes Hibiki Airborne from frame 11 onwards
  • Recovers in midair
  • Whiffs crouching opponents
  • All Hits are special cancellable

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 punishing high recovery moves. It leads to big damage from both midscreen and the corner. Aside from this, it's used for Hibiki's advanced BnBs at midscreen and some corner combos. At midscreen, 6C(1) > 236A~B is a common combo piece, and in the corner 6C combos into j.6D > djc > j.3D.

4B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
4B 700 High 25 3 21 -5 B -
4BB 500 Mid 16 3 20 -6 B -

[edit]

  • Good Overhead
  • One use per Gatling Sequence
  • Causes grounded untech for 33F

Hibiki's standing overhead. It's also used in some combos against airborne opponents because of its ground untech.

4BB is mostly just used to hitconfirm a 4B overhead mixup. Be wary, 4B > 4BB will always leave a reversal gap if 4B is instant blocked even on fastest possible input.

3C[edit]

j.A[edit]

j.B[edit]

j.C[edit]


Drive Moves[edit]

5/6D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
5D 900 All 27~35 3 Total: 56
[Total: 46]
-13 [-3] P1* -
6D 900 All 27~35
[14~25]
3 20 -6 [-4] B -

[edit]

5D
  • 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. Can confirm stray clone pokes into Nue (632146D) to get knockdown.


6D
  • Sometimes good for resetting pressure
  • Sometimes good for approaching in neutral

Unlike 5D which sends a shadow forward, 6D has Hibiki himself go forward for the attack. This can be great for resetting pressure if your opponent isn't expecting 6D over 5D in a blockstring. It also nicely compliments the use of 5D to control ground space in neutral as a way to sneak in closing the gap between you and your opponent.

2/3D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2D 900 All 45 [25] 3 Total: 71
[Total: 51]
-9 [-7] P1* 4~39 P
[4~21 P]
3D 900 All 45 [25] 3 Until L+9 +2 [+4] B 4~39 P
[4~21 P]

[edit]

2D
  • Fatal Counter
  • 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.


3D
  • Great anti-zoning tool
  • Fatal Counter
  • Projectile invul frame 4 until Hibiki reappears

The version that sends Hibiki forward. 3D is a great tool for getting around zoning because of its ability to teleport you in front of the opponent, allowing you to both dodge projectiles and close the gap between you and your opponent. However, 3D does have its shortcomings. For starters, opponents can hit you while you're popping back out of the ground before you strike for a good punish. Also, 3D's tracking happens fairly early in the animation, meaning it's possible to make 3D whiff entirely with fast movement such as a backdash or dashing forward a bit.

j.D/j.6D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
j.D 900 All 34 [17] 3 Total: 60+4L
[Total: 52+4L]
- P1* -
j.6D 900 High/Air 34 [17] 3 18+4L - H -

[edit]

  • CH causes untech until opponent lands on the ground
    • CH ver causes wallbounce if opponent collides with wall, though opponent can tech quickly after
  • OD version j.5D wallbounces on hit

Can be good to control space air to air but it is somewhat awkward for this purpose.


  • CH ver causes untech until opponent lands on the ground
    • Does not cause wall bounce like CH j.5D
  • Good for escaping situations where you are at risk of being anti-aired
  • OD j.6D wallbounces on hit
  • Great follow-up for air-throw that can transition (if done at simple jump height) into a combo finishing in an Izuna reset.

j.6D sees most of its use as a combo piece in some corner combo routes. However, in situations where you find yourself directly above an opponent with no air options left and at risk of being anti-aired on the way back down, you can use j.6D to relocate yourself to a better position.

j.2/3D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
j.2D 900 All 34 [24] 3 Total: 64+4L [Total: 54+4L] - P1* -
j.3D 900 High/Air 34 [25] 3 14+9L - H -

[edit]

  • Good alternate way of hindering approaches
  • Can whiff cancel the second half of the recovery into air normals

Version that sends the shadow clone out. When used at the right angle, j.2D is good in neutral to hinder approaches from both the ground and air. If you space it particularly right, you can even use j.C when you're falling back down to the ground to catch people trying to approach Hibiki after the shadow clone has disappeared.


  • 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.


Universal Mechanics[edit]

Forward Throw[edit]

5/6B+C

Back Throw[edit]

4B+C

Air Throw[edit]

j.B+C

Counter Assault[edit]

When blocking 6A+B

Crush Trigger[edit]

5A+B (Chargeable)


Special Moves[edit]

Soaring Kick[edit]

236A (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground - - - - 45+7L - - -
Air - - - - Until L+7 - - -

[edit]

  • Ground version can cancel into followups 15 frames into the animation. Air version 11 frames into the animation
  • Leaves you in CH state for entire duration

A command leap forward. From the command leap, Hibiki can do 4 different follow ups depending on which button you press. Has forced landing recovery, so an empty command jump can be punished rather easily. It can be used in air, allowing for a third jump and expanded air combos.

Piercing Feather[edit]

A during Soaring Kick (Grounded)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
500 per shot All 16 8 Until L - P1* -

[edit]

  • Fastest possible 236AA connects on frame 31
  • 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. The recovery of this move can be canceled into aerial attacks.

Thrashing Claw[edit]

B during Soaring Kick

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1100 High/Air 12 3 24+9L - H -

[edit]

  • Fastest possible 236AB is 26f startup
  • Sometimes a good Overhead mixup
  • Ground Bounces
  • Can delay followup for better (but still punishable) frame disadvantage, up to -8

Thrashing Claw mostly gets used in combos for its ability to ground bounce the opponent and extend the combo a little longer, it can also sideswap the opponent if delayed and used after 6B. However, it's also good for an overhead mixup since it can be canceled into from many places in your blockstring due to many normals being special cancelable. Depending on the spacing/how soon you use it in your blockstring, Thrashing Claw will cross up.

Pulverizing Fin[edit]

C during Soaring Kick

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0*3, 2500 Throw(180) 5 Until L 15 - T 1~6 T

[edit]

  • Great Combo Ender for bigger combos
  • 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. It'll whiff on weaker launchers and especially long combos. However, you can use 236A and delay this followup to catch air techs and get great unscaled damage.

Catastrophic Strike[edit]

D during Soaring Kick

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Catch - - - - Until L+16 - - 1~(Until L) Guard HBF
Ground Attack 800*3 - 14 2*9 30 - B -
Air Attack 800*3 - 13 2*9 Until L+23 - H -

[edit]

  • Catches HBF attacks until landing
  • 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 and in the current version no longer guard points projectiles; however, it does activate on doll normals. If it successfully activates, the opponent will be countered even if they jump cancel or rapid cancel the attack that got caught. Requires rapid cancel to follow up unless you connect against an airborne opponent at a fairly high height.

Dual Wing Smash: Heaven[edit]

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 High/Air 46 3 Until L+15 0 H 12~24 All

[edit]

  • Sometimes a good overhead mixup
  • Ground bounces
  • Full invul frame 12-24

Dual Wing Smash: Heaven is sometimes a good overhead mixup to go for when you've been pushed out too far in a blockstring. On hit, it'll ground bounce the opponent and allow you to convert it into a full combo by juggling with 2C. Can get better frame advantage by having opponent late stand block it or using it from farther away for a meatier connect, up to +-0 on block.

It's somewhat gimmicky, however, because an opponent can jump out or reversal both versions on reaction. This move will also whiff at closer ranges on shorter characters outright.

Dual Wing Smash: Earth[edit]

214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 Low/Air 55 5 15 -1 F 12~24 All

[edit]

  • Sometimes a good low mixup
  • Launches the opponent
  • Full invul frame 12-25

Dual Wing Smash: Earth can sometimes be a good low mixup either when you've been pushed out too far. It launches on hit and be converted into a full combo that can do upwards of 4K damage meterless, depending on screen positioning. The startup frames are longer than Dual Wing Smash: Heaven, though. This means that an opponent can fuzzy guard (switch blocks with specific timing) in order to block both versions. They can also jump out on reaction or reversal if they believe you won't Drive cancel. 214B leaves you at -1 so your opponent can take their turn if they block it, especially on Instant Block.

Dual Wing Smash: Void[edit]

D after Dual Wing Smash

Soaring Slash[edit]

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 1200 All 14 9 21 -5 B -

[edit]

  • Midscreen combo ender for basic combos
  • Corner combo extender

Soaring Slash is most commonly used in more basic combos as an ender. The frame advantage from Soaring Slash combo enders also allows you to go for a safe jump with j.C. However in the corner, Soaring Slash instead serves as a combo extender since you'll remain close to the opponent and have enough frame advantage to juggle them to keep the combo going.

Though not commonly used, Soaring Slash can also be good for resetting pressure when combined with a Rapid Cancel because of its ability to close the gap with the opponent, putting you in a good position to start your pressure over.

Soaring Slash: Revolution[edit]

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1200 All 4~18+17 3 29 -13 B -

[edit]

  • Sometimes good for left/right mixups
  • Good for side swap combos
  • Launches opponent

Hibiki dashes towards the opponent with the same animation as Soaring Slash. If he's close enough to his opponent, he'll appear behind them and launch them into the air. You can use this as a risky left/right mixup with Soaring slash. It's very unsafe on block so you'll generally want 50 meter to rapid cancel and stay safe. Having 50 meter will also make Soaring Slash: Revolution a more valid mixup. While there's no real reason for an opponent to expect you to use Soaring Slash without 50 meter, Soaring Slash > Rapid Cancel > Reset Pressure is a valid option when you do have 50 meter so the opponent, making the opponent have to look out for Soaring Slash and Soaring Slash: Revolution equally. Be sparing in its use though, as it can be easily option selected.

Soaring Slash: Revolution is also good in some combos where you need to side swap with the opponent to put them in the corner. You can also use it as a launcher after certain moves that cause good ground untech like 6B or 4B.

Double Wing Cyclone[edit]

623C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground 600*4 All 9 2*4 56 -41 B 1~34 All
Air 600*4 All 7 2*4 - - H 1~10 All

[edit]

  • Reversal
  • Multi Hitting

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.

If you have 50 meter to rapid cancel it, Double Wing Cyclone can also be useful in pressure to allow you to go for a 50/50 between an instant j.C or 2BB. This special leaves you airborne very quickly so the faster you RC it, the quicker you can threaten either option.

If you're willing to risk it, this is a decent alternative anti-air to 2C. Very unsafe if the opponent air blocks or it whiffs. When used in the air, regardless of height, Hibiki is immediately placed back onto the ground.


Piercing Muzzle-blade [edit]

j.214A or A during Soaring Kick (Airborne)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 All 13 Until L 19 - H -

[edit]

  • Air Combo Ender

Hibiki rarely has a reason to end combos with this since he has routes that allow him to end with 236AC (Izuna) or 214C to set up a safejump. But it can also be viable to use this route ender if you want to stay on top of your opponent and want to deal the most damage, since it outclasses the aforementioned routes in damage. Frame advantage depends on stand vs. crouch and where on the opponent's hurtbox your attack connects.


Distortion Drives[edit]

Shadow Dance "Hidden Phoenix"[edit]

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 900*2, 2400
[600, 570*10]
All 4+(43 Flash)+5 Until Hit Total 74 -37 P2 1~23 All

[edit]

  • Great combo ender to end a round, high minimum damage
  • Nearly fullscreen projectile that only triggers followup attacks if it hits.
  • Can sometimes be a good anti-zoning tool
  • Full invul frame 1 into the active frames

Hidden Phoenix sees most of its use as a combo ender when you need the damage to close out a round. The overdrive version in particular is really good for this. In combo with a Fatal Counter starter and sufficient meter, you can link the overdrive version into the normal version for extra damage or style.

Hidden Phoenix can also sometimes be a good option for beating projectiles at closer ranges because of its invul and range, though mainly in oki situations. In neutral, you should only use this to call out very slow projectiles, or projectiles with very high recovery. 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. Keep in mind that Hidden Phoenix is slower.

Black Thunder "Nue"[edit]

632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2000
[1200, 0, 3000]
All 1+(70 Flash)+7 Until Ground 123 - H 2~7 All

[edit]

  • 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 projectiles and ranged attacks while the downward strike portion is great for punishing the opponent. Very unsafe on block though so use sparingly or only if you have 50 meter to rapid cancel. Additionally, if you have an additional 50 meter, you can rapid cancel Nue on hit to convert it into a small combo to get some extra damage out of it.

This move is very fast but does not have invul, meaning it is not a true reversal and sufficiently meaty attacks will hit the startup. Furthermore, it is head attribute; that is to say, the opponent can reaction antiair you upon seeing the superflash if they so choose, or you can get hit by stray attacks during what looks like a punish. Be careful.


Exceed Accel[edit]

Mark: "Purification"[edit]

ABCD during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 800, 1550
{600, 1000, 1370*3}
All 20 [10] 3 34 -10 B 1~(End of Active) All

[edit]

  • Operates like most Exceed Accels:
    • Does not cost Heat, but immediately ends Overdrive if used
    • Becomes stronger and flashier with Active Flow
    • Puts you into Active Flow on successful hit if you aren't already
    • Full invul frame 1 into the active frames
  • Punishable on Instant Block

While Hibiki's EA is a good reversal, it also heavily used as a damaging ender during his Overdrive combos. It launches the opponent forward, so depending on screen positioning you'll either reset to neutral or shove them into a corner. It's also very easy to combo into.


Astral Heat[edit]

Divine Nightfall: Raven[edit]

222D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
12412 All 1+(60 Flash)+14 3 51 -35 B 1~(End of Active) All

[edit]

  • Full invul frame 1 into active frames

Hibiki swings both of his swords forward creating a shadow pillar in front of him. If it connects with the opponent they will be shrouded in darkness and assailed by Hibiki and a clone. Very practical because of how easily you can combo into it. Here's some examples:

  • 3C
  • 6BB
  • All throws
  • Anything that causes long untech time (e.g 6A, Air Hit 6B, 4B, etc.)
  • 236A~B (if done early enough)


External References[edit]


Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBCF/Hibiki Kohaku/Data.