BBCF/Hibiki Kohaku/Combos

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 Hibiki Kohaku


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


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

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Beginner Grounded Combo

Beginner Grounded ComboGatlings > special > safejump
Very Easy

.. > 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.

Beginner 2C Anti-Air Combo

Beginner 2C Anti-Air ComboProtect Hibiki's Airspace
Easy

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.

Beginner Grounded Throw Combo

Beginner Grounded Throw ComboCompleteting the beginner combo trifecta
Easy

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

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character
  1. Midscreen BnB
  2. Midscreen Crouch Confirm
  3. Corner BnB
  4. Corner Crouch Confirm
  5. Forward Throw
  6. Back Throw
  7. Thrashing Claw Starter


Midscreen BnBStandard 6C(1)>j.236A~B loop
Medium

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)


Midscreen Crouch Confirm BnBTrickier, but necessary.
Hard

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.


Corner BnB6C>j.6D corner extension
Medium

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.


Crouch Confirm Corner BnBMuch simpler than the other routes here
Easy

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.


Forward Throw ComboVery important starter
Medium

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.


Back Throw ComboReliable sideswap
Medium

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.


Thrashing Claw StarterEvery new Hibiki's favorite overhead
Medium

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

A Starters
Combo Damage Heat Gain Works on: Difficulty Notes
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


B Starters
Combo Damage Heat Gain Works on: Difficulty Notes
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.

Visual Example


Video Examples

CF2 Combos

CF1 Combos (Still Works In CF2)


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