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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Notes
- Any time j.236A~dl.B, 66B is listed, doing 6B instead will soften the delay timing of j.236A~dl.B while sacrificing slight corner carry
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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.. > 5B > 5BB > 5C > 3C > 214C
A simple but effective combo for routing into a strong knockdown on most grounded hits.
Can be done from 5A, 2A, 2B, and various jump ins. For consistency at further ranges omit 5C and go straight into 3C.
Get accustomed to seeing 214C as a combo ender, as this gives Hibiki his strongest midscreen oki.
2C > delay > sj.B > j.BB > j.C > jc > j.B > j.C > j.236A~C
Hit confirm route into for decent damage and a knockdown anywhere on screen.
Works on counter-hit and normal hit, but only as a hit confirm. This means you need to delay the superjump > j.B in order to see if the opponent was hit or not. If you immediately superjump after 2C connects the first j.C will not connect.
4/6B+C, 2C > 236A~B, 2C > 236A~C
Having learned the previous two combos after this you can now combo off strike, throw, and anti-air which is really all you need to get started. Works anywhere on screen.
Core Combos
Core combos balance potency with consistency. They:
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- Midscreen BnB
- Midscreen Crouch Confirm
- Corner BnB
- Corner Crouch Confirm
- Forward Throw
- Back Throw
- Thrashing Claw Starter
5B~B > 5C > 6C(1) > j.236A~dl.B, 66B > 6D > dl.5C > 6C(1) > j.236A~dl.B, 66B > 6D > 4B > 6A > 3C > 214C (2980 dmg)
The go-to combo for standing foes midscreen. A common dropping point is at the 66B, if you didn't delay the B follow up to j.236A enough. Delay the B follow up until slightly after the apex of j.236A's jump arc to time it properly.
j.236A~C ender: ... > 6D > 4B > 5C > 2C > 6C(1) > j.236A~C (3044 dmg)
5B~B > 6B~B > dl.2C > 6D > 4B > 5C > 6C(1) > j.236A~dl.B, 66B > 6D > 4B > 6A > 3C > 214C (3387 dmg)
Learning a crouch confirm route is highly necessary for Hibiki, because 6C(1) whiffs against crouching opponents.
What makes this route a bit trickier is properly delaying 2C, otherwise 6D will have you going right underneath your opponent.
5B~B > 5C > 6C > j.6D > djc > j.3D > 3C > 214C > 5B > 5C > 2C > 236A~C (3761 dmg)
A lot harder hitting than the earlier combos despite being quite simple, using all 3 hits of 6C, unlike the midscreen routing.
If the combo drops before the j.3D hits, it is likely you are not jump cancelling j.6D early enough.
5B~B > 6B~B > 2C > 5D > 6D > 4B > 6A > 3C > 214C, 5B > 5C > 2C > 236A~C (3627 dmg)
Doesn't net quite as much damage as the standard corner route, but due to the length of the combo you can still get close with the corner 214C, 5B link ender.
5/6B+C > j.6D > jc > j.3D > 5C > 6C(1) > j.236A~dl.B, 66B > 6D > 4B > 6A > 3C > 214C (3055 dmg)
Very standard j.236A~dl.B routing from throw, throw scaling makes the j.236A~dl.B and 66B about as tight as the second loop in the BnB.
4B+C, 2C > 6D > 6B~B > dl.5C > 6C(1) > j.236A~dl.B, 6B > 6D > 4B > 6A > 3C > 214C (3141 dmg)
Very different routing from forward throw, and slightly more rewarding, at the cost of a tighter pickup and a sideswap.
236A~B, 2C > 6D > 6B > 214D, 5C > 2C > sjc > j.B > j.C > dj > j.B > j.C > j.214A (3544 dmg)
High damage off of a decent overhead, and the first showcase of j.214A ender. Due to the use of 214D, this combo will swap sides. If you want to keep the same side in exchange for some damage, you can instead route 6D > 6B~B > 6A - 5C > 2C > sjc and continue from there (3409 dmg).
Combo List
For a look at more Hibiki combos, take a look at the combo doc here. These are some BnBs that work anywhere on the screen. The more difficult routes introduce the 6C > j.236Ad.B loop:
BnBs For Anywhere On The Screen
Combo | Damage | Heat Gain | Works on: | Difficulty | Notes |
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5A > 5BB > 3C > 214C | 1674 | 12 | Starter combo | ||
5A > 5B > 5C > 6C(1) > j.236AB > 2C > 236AC | 2154 | 15 | Needs to be close to opponent. Requires opponent Standing | ||
5A > 5A > 5B.B > 6B.B > 6A - 665C > 6C(1) > j236A.dB - 66B > 6D > 4B > 6A > 3C > 214C | 2297 | 16 | Requires opponent crouching | ||
5A > 5A > 5BB > 6C(1) > j236A.dB > 66B > 6D > 4B > 6A > 3C > 214C | 1981 | Requires opponent Standing |
Combo | Damage | Heat Gain | Works on: | Difficulty | Notes |
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5B > 5C > 6C(1) > j236A.dB > 66B > 6D > d.5C > 6C(1) > j236A.dB > 66B > 6D > 4B > 5C > 2C > 6C(1) > j236A.C | 3122 | 22 | |||
5BB > 6BB > 2C > jc > j.B > j.C > djc > j.B > j.C > 236AC | 3087 | 22 | Requires opponent crouching | ||
5BB > 6BB > 6A > 5C > 2C > 236AB > 2C > 236AC | 3075 | 27 | Requires opponent crouching |
Other BnBs
- 236A~B, 2C > 6D > 6BB > 6A, 5C > 2C > 6C(1) 236A~C
- Damage: 3315
- Notes: Midscreem, Damage ender.
- 236A~B, 2C > 6D > 6BB > 6A > 3C > 214C
- Damage: 3035
- Notes: Midscreen, Oki Ender
Forward Throw > j.6D > jc > j.3D > 2C > 236AB > 2C > 236AC
- Damage: 2890
- Notes:
Back Throw > 2C > 6D > 6BB > 2C > 236AB > 2C > 236AC
- Damage: 3014
- Notes
Air Throw > d.j.3D > 6B > 5D > 6D > 4B > 6A > 3C > 214C
- Damage: 2985
- Notes
2C > 236AB > 2C > 236AC
- Damage: 2375
- Notes:
- Basic antiair combo
2C > 236AB > 66B > 5D > 6D > 4B > 6A > 3C > 214C
- Damage: 2905
- Notes:
- Antiair combo with great corner carry. You may need to delay the B followup to 236A depending on the height of your opponent.
5BB > 3C > 214C > RC > 6B > 214D > 5C > 2C > 236AC
- Damage: 3420
- Notes
- A sideswap combo, costs 50 meter.
3D > (Dash) > 6B > 5D > 6D > 4B > 6A > 3C > 214C
- Damage: 2774
- Notes:
- A neat confirm from 3D. Useful when you call out a projectile with 3D.
5BB > 3C > ODC > 5D > 6D > 6B > d.3C > 5D > 6D > 6B > EA
- Damage: 3953 (Without Active Flow)
- Notes:
- Requires: 70% Health, Overdrive
- A basic Overdrive loop. The delay on 3C is important so that you can 5D > 6D again. With more OD time, you can loop 3C > 5D > 6D > 6B
Corner
5BB > 3C > 214C > 5B > 5C > 2C > 214AC
- Damage: 3068
- Notes:
- 214C can extend combos in the corner. This is a basic application of that
5BB > 5C > 6C > j.6D > djc > j.3D > 3C > 214C > 5B > 5C > 2C > 236AC
- Damage: 3761
- Notes
- Requires opponent standing. The jump cancel into j.3D is very fast. Sometimes it helps to jump backwards.
5BB > 6BB > 2C > 5D > 6D > 6BB > 6A > 3C > 214C > 5B > 5C > 2C > 236AC
- Damage: 3627
- Notes
- Requires opponent crouching.
6C CH > 6C > j.6D > djc > j.3D > 2C > 6D > 6B > 6A > 3C > 214C > 5B > 2C > 236AC
- Damage: 4604
- Notes
- A big punish after baiting a reversal or slow move
Combo Theory
For hits on grounded opponents, Hibiki relies on being able to confirm whether the opponent is crouching or standing. On standing opponents. 5BB > 6C will combo for high damage routes. On crouching opponents, 5BB > 6BB combos, and leads to slightly lower but still solid damage. Neither confirm route will work on the other, so practicing recognizing the standing state of the opponent is important.
Sideswaps
Most of Hibiki's combos open up for a sideswap. 214D is the goto move to switch sides. You can set it up in most combos by landing air hit 6B or 4B. Both grant amazing untech time on air hit and special cancel into 214D.
6C > j.236AB Loops
In CF2 Hibiki gained access to new loops using 6C > j.236AB (Thrashing Claw). These loops are difficult and can vary from character to character, but they're an amazing tool used in most of Hibiki's optimized combos. The most difficult part of these loops is often landing the second j.236AB, or linking 6B after the second j.236AB. Usually you need to delay both j.236ABs in order to land on the ground and continue the combo. Done too early, and Hibiki will whiff a followup attack. Done late, and j.236AB will whiff entirely and your opponent will air tech.
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Video Examples
CF2 Combos
CF1 Combos (Still Works In CF2)