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.|
|Hibiki Kohaku is a mobile rushdown character that uses frame traps and tricky movement to open up his opponent.|
Pressure starter, very good because it's low enough to the ground that it hits crouchers as well. Frame advantage isn't too great, but it's a good way to set up tick throws and TRM's.
- 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.
Decent poke given its okay range, at least compared to most of Hibiki's other ground normals. Leads to big damage when used as a punish or when delay canceled into as a frame trap during pressure.
Same story as 5A, good for stagger pressure and tick throws. Has a notable phantom hitbox past Hibiki's hand.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Decent ground poke
- Soft knockdown on hit, hard knockdown on CH
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.
Standard jumping jab. Mostly good for hitting an opponent out of an air approach up close.
j.B can be a good air to air normal up close since it technically has the most upward reach of Hibiki's jump normals. However, the downward reach isn't much, and its horizontal reach isn't much either, so be careful.
- Great poke in neutral
- Great for safe jumps
- Ideal for crossup jump-ins
j.C is probably Hibiki's best button. It's great for poking opponents air to air as well as against grounded opponents when done from a well spaced instant air dash or falling down from a jump.
It's also useful for safe jumps from combos ending in Soaring Slash (214C).
- 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.
- 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.
Incidentally, during Overdrive 6D forces standing, though it's not very useful as using 3C leads to better OD combos.
- 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.
- 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.
- 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.D 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.D
- 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.
- 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.
Throw range is worse than you would like it to be. No kara throws, either. Regardless, Hibiki's throws are important if you want to enforce strike/throw in any sense of the word. Leads to 3K and a fair bit of corner push. You can cancel into j.D/j.6D when the last kick connects, or fall to the ground and do a basic 2C confirm.
You can cancel the second hit into j.214A to hit the ground and recover slightly faster than letting the recovery play out. Leads to slightly more reward midscreen in exchange for a side swap.
Forces sideswap. You must slightly delay your drive followup if you throw them out of the corner, or Hibiki goes right under them.
6A+B while Blocking
Uses 5C animation and hitbox, so the hitbox is decent enough.
Charged version sees occasional use in high damage combos, but the uncharged version can also be used in midscreen combos to slightly increase the damage.
236A (air OK)
- 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.
A during Soaring Kick (Grounded)
- 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.
B during Soaring Kick
- 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.
C during Soaring Kick
- 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.
D during Soaring Kick
- 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
- 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
- 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
D after Dual Wing Smash
Drive cancel for Dual Wing Smash that makes Hibiki stay in place. This is mostly a good option in neutral as a scare tactic to make the opponent cautious of getting tagged by the non-feint versions. It is also worth noting that this feint possesses some invincibility, and phase through most attacks.
- 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
- 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
623C (air OK)
- 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.
j.214A or A during Soaring Kick (Airborne)
- Air Combo Ender
Hibiki rarely has a reason to end combos with this since he has routes that allow him to end with 126A~C (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.
Shadow Dance "Hidden Phoenix"
- 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"
- 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.
A+B+C+D during Overdrive
- 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.
Divine Nightfall: Raven
- 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:
- All throws
- Anything that causes long untech time (e.g 6A, Air Hit 6B, 4B, etc.)
- 236A~B (if done early enough)
- Hibiki Guide
- Folder of Hibiki Resources
- Japanese Name: ヒビキ＝コハク
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Color Palettes on https://blazblue.wiki
|To edit frame data, edit values in BBCF/Hibiki Kohaku/Data.|
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