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Capcom vs SNK 2: Hibiki Guide
by Grolin
This unpublished work (c) Grolin.
Capcom vs. SNK 2 is (c) Capcom.
The Street Fighter series, the Justice Schools series, and the Darkstalkers
series, along with all characters from those games, are (c) Capcom.
The King of Fighters series, the Last Blade series, the Fatal Fury
(Garou Densetsu) series, and the Art of Fighting series, along with all the
characters from those games, are (c) SNK.
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You should find this Guide only at the following site(s):
www.GameFAQs.com
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If you want to use something from this guide in your own work, ask my
permission first. My email address is:
[email protected].
Feel free to download this onto your own computer. Anything that happens as a
result of that action is no fault of mine.
Do not think about distributing this Guide for monetary gain. It's illegal.
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Disclaimer- I assume you know standard SF notation. If you don't... read
another guide? It saves space if I can just ditch the notation section.
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Updates:
9/11/03-
Added another, more reliable reset
Added some juggle CCs
3/16/04-
Added some character matchup notes
Added some info on close s.forward
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Table of Contents:
1) Why Use Hibiki?
2) Normals
3) Specials & Supers
4) Grooves
5) Strategy
-- Matchup guide
6) Combos
7) Misc.
8) Closing
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1) Why Use Hibiki?
That's actually a very good question to ask yourself. She has several poor
matchups in the top tier (especially Bison) and more than a few poor matches
in the middle tier. Hibiki is VERY punishable if played the way she was back
when the game came out. To be brutally honest, the way she's still being
played by the majority of Hibiki players in the US anyhow... no wonder she's
losing popularity.
However... that is the "old" Hibiki. The "new" Hibiki doesn't get rid of her
biggest weaknesses, but it does allow her to capitalize on her strengths just
as well as before... and now she has a killer mixup game that makes her look
like Magneto or Millia. If you don't know what that means... it means
"oh crap which way do I block?" style mixups and resets.
Strengths-
1) Good pokes- namely c.jab, s.strong, c.strong. Quick, long reach, good
priority.
2) Damage- unlike several other characters who rely on footsies as their main
game, Hibiki is able to dish out damage quickly. It may not be much compared
to heavy hitters like Sagat... but it's substantial.
3) Okizeme, aka "wakeup pressure." In other words, Hibiki is really good at
mixing it up on knocked down opponents. The Millia of CvS2.
4) CC resets. She can reset her Custom Combo in several ways, which leads to
big damage. The Magneto of CvS2.
5) Great normals. Hibiki's normals simply overwhelm a good majority of the
cast.
Weaknesses-
1) Lag. The big killer. Her most important moves for establishing an offense
or generating damage (jab running slash and jab/strong Distance Slash) are
laggy enough to be punished by several characters... in some cases even when
Hibiki hits them.
2) Stamina. Hibiki has less than average life. She dies fast when she gets
pressured.
3) Unreliable wakeups. Hibiki's standard wakeup options are to c.short or to
wakeup with a RC running slash. Both of which are risky. Other than burning
a super, she has little to threaten her opponent from going for meaty attacks
or to stop effective okizeme.
4) Reliance on specific moves. Characters that shut down Hibiki's primary
options leave Hibiki with almost nothing to fight with. She can only hope for
risky tactics and a knockdown in those situations... not likely to work, sadly.
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2) Normals
What makes or breaks a Hibiki player is the usage of her normal moves. Learn
them well, or Hibiki's gonna suck for you.
Jabs-
=s.jab: rapid fire elbow attack. Fairly useless- no range, so little that it
can't even combo into itself reliably. It's primary use would be to avoid
tick throws and such, though the damage potential isn't the greatest. At
least you're relatively safe on a whiff. Same up close or far away.
=c.jab: quick sword strike. One of Hibiki's best pokes. Quick, bufferable.
Also part of her B&B combo. Fairly good at just inside it's max range to it's
tip. Can be a low-risk whiff punisher when you have no meter or you're not
sure you can score the counter hit s.strong XX Speed Mode super.
=j.jab: downwards angled sword strike. Good priority, good reach... but it's
a weaker j.strong. Not useless, but overshadowed.
Strongs-
=close s.strong: short ranged sword slice. Bufferable. Part of Hibiki's
easiest combo to super. Other than that, it's not spectacular. Useful when
you have small openings, I guess.
=far s.strong: standing sword strike. Hibiki's primary poke. Super
cancellable. Great priority, relatively quick, and can combo to her
Speed Mode super from a good distance, especially on counter hit. Better poke
than c.jab, except c.jab leads to more damage without meter, and is faster.
=c.strong- a crouching s.strong. Good for the same reasons, except it hits
lower to the ground; possibly more useful for hitting lower moves like
Chun-li's c.strong or Blanka's slide. Super cancellable.
=j.strong- j.jab, with more damage and hitstun. Probably Hibiki's jump-in of
choice from further than Shoto sweep range.
Fierces-
=close s.fierce: a quick upwards sword slice. Hold fierce or hit fierce again,
and Hibiki will follow up with a downwards sword strike. Super cancellable on
the first hit. Hibiki's anti-air for people right above her. Conveniently,
her AA for people coming in at an angle is far s.fierce. A weird thing about
this move: If you hold down fierce so that the 2nd hit comes out, you can
kara-cancel the 2nd hit for interesting results.
=far s.fierce: sword slice at a 45 degree upwards angle. One of the best
normal AAs in the game. A bit slower than Rock's s.RH, but it's decently fast.
It'll trade if you do it too late, though.
=c.fierce: a weird looking crouching upwards chop. Good range, probably
Hibiki's best distance poke. Priority and speed are pretty good. Can't combo
to anything, though. Pretty safe on block, which is important for Hibiki, who
lacks other safe, high guard damage moves. Also a good whiff punisher on
occasion, though you might want to stick to s.strong for that.
=j.fierce: jumping c.fierce. Air to air dominance. It's her wannabe Blanka
jump fierce.
Shorts-
=s.short: little step, as if aiming for the toes? Not very useful, the range
and speed are bad. Maybe it hits low? Will test it... still, not the greatest
move ever. I'm almost certain it's bufferable, but I could be wrong.
=c.short: extremely fast low kick. It's fast, hits low, leads to Hibiki's B&B,
recovers quickly... overall a great move. When your opponent is close, this is
a good choice to deal with them. A good way to interrupt stuff at close range.
=j.short: downwards angled kick. Great priority, great angle... poor damage
and hit/blockstun. Well, Hibiki's not one to go for jump-in combos anyhow.
Useful from just inside the range where you'd want to use j.strong to a bit
closer. If you jumped on top of them, this is probably the best move to use.
Forwards-
=close s.forward: hilt strike, bufferable. Frame advantage, so it can be
useful if you manage to get close enough. Link a c.short off it. Still, don't
go crazy with this move.
=far s.forward: spin, hilt strike. Good range, knocks down... and about as
punishable as Distance Slash when blocked. It's a decent move to keep in mind,
since it's got some priority and range, but it can be an unnecessary risk.
=c.forward: downwards angled hilt strike. Hits low, I'm almost certain it's
super cancellable... and that's about the extent of it's good points.
The move has no range, and that's what hurts it. Almost everything it does,
c.short does better with more range. It's not even that quick. Don't know
about priority, the range is too bad to try against any decent poke...
=j.forward: horizontal hilt strike. Good for air to air on occasion. The
range, again, is lacking compared to Hibiki's other moves, but the priority is
pretty good. It's like a poor man's Rolento j.jab. Except not as fast.
Roundhouses-
=close s.RH: downwards sword stab. Hits low, bufferable. Great move. Leads
to some damaging knockdown combos. Range isn't spectacular, but it works. A
little sluggish, though.
=far s.RH: big sword slice. Hibiki's longest reaching normal. That's its main
selling point. Priority isn't bad, though nothing great. It recovers slowly-
if your opponent jumps or has a decent Roll, you're gonna get punished.
Otherwise, at the range where Hibiki COULD whiff a s.RH against someone walking
back, there isn't much that's gonna reach her. Kinda slow.
=c.RH: chop at the legs. A sweep. A little slow... hits low, knocks down. It
sets up her okizeme... but the range is pretty bad for Hibiki. It feels
shorter ranged than a Shoto sweep. Weird, but oh well. Useful when you have
the opening.
=j.RH: flipping slice. Crazy priority and angle- beats out Chun-li's c.RH
cleanly if you do it high enough, otherwise it'll trade. Crosses up... and
it's one of the few moves that are not only ambiguous as to whether they'll
crossup or not... but also as to which side you'll land on. It's crazy. Very
good jump for when you're inside, or just a little outside, the range where
it'll crossup. Obviously a good meaty move. Also, sj.RH is an instant
overhead.
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Command moves and throws
=Punch throw- Hibiki tosses her opponent over her shoulder. Her throw from
LB2. It's okay for gaining space, and setting up the P2 glitch, though Hibiki
doesn't have too much use for that. Not recommended only because it resets
the stun meter.
=Kick throw- Hibiki grabs her opponent and close s.fierces them. Better throw
because you can combo her CC off of it. Also, stun meter stays where it is.
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3) Specials and supers
QCF+jab/strong: horizontal Distance Slash
Hibiki does a long reaching iai-jutsu style slash. Very fast, priority is
good, too. Standard combo ender. The lag is HORRIBLE, though. You can HIT
certain opponents and still be punished. If you whiff, you're dead. Keep it
for combo enders, or RC'd against Low Jumps. Dangerous move, but very
important.
It can also be used as a poke of sorts, just be really careful... not a good
choice against jumpy opponents.
QCF+fierce: Distance Slash sweep
Hibiki ducks down and does a long reaching swing at the legs. Slower than the
regular Distance Slash, but hits low and knocks down. Combos from close
s.strong and anything that does as much or more hitstun, too slow to combo off
a c.jab, though. Sets up Hibiki's okizeme game beautifully, also a critical
part of her okizeme once it gets started. However, you really never want to
use this move except when it's combo'd into... or when you're REALLY confident
fighting someone who's dancing back and forth.
QCB+P: Beckoning Slash, aka running slash.
Hibiki, well, runs and slashes. If you get close enough to your opponent, the
slashing part also gets a REALLY fast dash behind her opponent. If Hibiki does
the crossup dash part, you can cancel the running slash into Distance Slash or
her DSoV super.
Jab version is Hibiki's standard way of getting in. If blocked at it's max
range, it's relatively safe. Crucial distance to learn. There are a few fast
moves that can punish you, though.
Really, the primary purpose of this move is Hibiki's okizeme game. It's a
killer crossup... more on that in the appropriate section. Chain into fierce
Distance Slash whenever you connect it. You want the knockdown.
Also a critical part of her CC resets... more on that later.
Use this after a kick throw to punish Safe Falls.
DP+K: Piercing Moon Pounce, aka overhead
Hibiki's old overhead- she winds up and smacks her opponent with her scabbard.
Doesn't really look like an overhead, but it is. Chains into Distance Slash or
DSoV, fierce Distance Slash is recommended. Great for her okizeme game, though
it's a bit slow. Not a move to be abused, but very good, and important.
Part of Hibiki's CC resets, too.
HCF+K: Melding Being Blade, aka counter
Hibiki holds up her hand- if attacked by a mid or high hitting move (not super
or projectile) she'll grab her opponent and lob them into the air. SNK Juggle
State setup. Best followup is probably a DSoV for the knockdown and damage.
Useful... also counters things that don't look like they should get countered
sometimes... I think I've countered Terry's sweep with it. Weird.
-moves that don't look they should be countered but are:
Blanka Electricity
1st hit of Mai's flame twirl
Terry's sweep? If so, I'm guessing Iori's sweep may be fair game, too... I'll
have to test, but I don't think it works.
KKK: Narrow Escape, aka dodge
-fwd+K: Essential Crunch, aka dodge run
-bk+K: Essential Crunch(again?), aka command low jump, dodge hop, etc.
Hibiki does her S Groove Dodge, just you can't chain them together, it's not as
invincible.. and you can RC it. RC dodges are good stuff. The followups...
the run one is kinda iffy, maybe if you RC dodge and immediately dodge run you
can get some tricky stuff going... something to try out if nothing else is
working. RC dodge into immediate low jump is good for AA. In fact, regular
dodge > immediate low jump fierce is a good AA. You can also repeat dodge >
immediate lj.fierce/RH for meter when your opponent is really passive.
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Supers
QCB HCF+P: Divine Spirit of Victory
Hibiki's only multi level super... in other words, her only L1. Hibiki dashes
forward, if she connects there's a dramatic "slicing as you run by," Hibiki
sheathes her sword, and then her opponent takes damage. Great move- hits
REALLY fast, decent invincibility even at L1. Seriously, I've gone through
meaty Cammy close s.fierce, meaty Ken s.RH with just the L1 version... decent
AA.
L3 is more or less the same, except faster, longer range, more invincibility,
more damage. Great move overall, great way to cash in on a connected running
slash or overhead.
In general, if you only have L1 or L2, followup running slashes and overheads
with fierce Distance Slash and save meter for CC or L3, unless you need that
fast damage.
(L3 only) fwd HCF+P: No Fear Feint, aka "blackout," "screen goes black,"
whatever. Hibiki does a quick iai-jutsu slash... if it connects up close,
the screen goes black with silhouettes of Hibiki, and her opponent in hitstun.
Hibiki says some stuff, puts her sword away, again with the delayed taking
damage. If you finish an opponent off with this, Hibiki has a special winpose
with her hair down. She also goes into the winpose if the super WOULD have
finished off her K Groove opponent but they Raged and the defense bonus saved
them... then she's screwed.
The super has longer range than the close up good part... it'll just thwack
people away at its tip. Utter crap at that range. Which is like the only
useful range for it anyhow... and the move isn't unblockable anymore.
Best used after a counter- you can Dash after a successful counter and land
this move. Other than that... a point-blank counter move, I guess.
(L3 only) HCB fwd+K: Going My Way, aka Speed Mode super (for this section I'm
gonna use "LP" style notation since it's easier to read)
- LP > MP > HP > LP > MP > HP > LP > MP > QCF+HP: Root 1
- LP > MP > HP > LP > MP > HP > LK > MK > QCF+HK: Root 2
- LP > MP > HP > LK > MK > LK > HK: Root 3
Hibiki runs up and does a close s.fierce. If that connects, she goes into the
combo that you input. Root 1 does the most damage on its own, but it's the
hardest to stop and follow up on.
Root 2 is recommended. Stopping at forward(MK), you can easily combo after it
for more damage and a closer knockdown.
Roots 1 and 2 have a little timing, since some of the hits are delayed. Root 3
is braindead speed, just tap it out fast. Root 3 is weak, but it's an SNK
Juggle State setup, so it leads to easy combos to a L1 DSoV... though you could
do a slightly harder combo off a Root 2 and get more damage and stun anyhow.
Combos off c.short, which is good, but most important move to be able to combo
it off of is s.strong. Turns Hibiki into a ghetto Chun-li.
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4) Grooves
A/K/P, N, C, S
C- Hibiki is good in C primarily because she's a solid character already.
The thing is, not much about C benefits Hibiki greatly. The fast meter you can
sit on does make Hibiki's footsie game stronger. RC is a plus. Tactical
Recovery is okay, but Hibiki's best advantage after getting knocked down is
that she gets up faster than most other characters... overall, a good choice,
but not one that specifically benefits Hibiki much. I suppose Air Block has
its uses, but Hibiki isn't jumpy and has means of punishing stuff that other
characters need to Air Block to punish anyhow.
I'll say this here, since it's important- Hibiki's Roll sucks. Oh, her Dash is
good.
Best point is sitting on a fast charging L3 so you can punish with s.strong XX
speed mode.
A- Hibiki's mixup Groove. In CC mode, Hibiki becomes Magneto; resets abound.
And her non-reset CCs do respectable damage, or at least can be landed off her
counter and RH throw. Definitely takes practice, though. She becomes a solid
battery in A, and can put the meter to good use. RC again. Her Roll sucks.
Her Dash is good.
P- With Parry, Hibiki deals with one issue that she has some trouble handling-
ground fireballs. Yes, ground fireballs aren't the greatest thing ever, but
Hibiki wants to be on the ground, and she has no grounded means of dealing with
them... similar situation to Cammy vs ground fireballs, except Cammy can
occasionally Dash over them. Otherwise, it's like C Hibiki with Parry and only
L3. She excels as a battery in P Groove, since she rarely uses meter anyhow.
Again, Hibiki can put the meter to use if need be, and make it count. No RC...
but she gains Low Jump. Useful at the max range of lj.strong, which can be
used as a poke of sorts.
S- Hibiki's worst Groove, IMHO. Not because she "doesn't need Dodge because
she has one already," though. Mostly because her Dodge attacks are pretty sad.
And she can't build meter for her team or herself without disrupting her game-
dangerous for someone who's so risky to begin with. Though with infinite
supers, she gets decent damage every time she lands a overhead, running slash,
or counter... not a bad Groove, but she's so much better in other Grooves.
Low Jump and Run, though. Running isn't as good as Dash for Hibiki, IMHO, but
Run does allow her to quickly move in after a knockdown, and it disguises your
intentions for your grounded opponent.
N- The reason why you wouldn't use S Hibiki... everything S Hibiki has,
N Hibiki has better. Run and Low Jump, plus RC. Builds meter, which is good
for Hibiki's teammates. Eh.. take everything positive said about Run, Low
Jump, and RC, and everything negative said about her Roll... and you have
N Hibiki.
Random note: off a counter, Hibiki can break stock, DSoV, and it'll connect.
K- Like P, Hibiki gets a way to handle ground fireballs. More importantly,
JD is just plain easy sometimes- fast meter. Rage means more damage... the GC
bonus isn't the greatest, since Hibiki guard crushes so slowly anyhow. Best
thing is Run, Low Jump, and JD. Since meter isn't an issue (you get it so
fast unless you're dominating or blocking Sakura CCs), Hibiki can just play
her game and burn meter on supers whenever she has an opening, and not worry
about her teammates as much.
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5) Strategy
Hibiki in a nutshell:
Far pokes- c.jab, s.strong, c.strong
Close pokes- c.short, c.jab
Whiff punishers- s.strong, c.fierce
AA- s.fierce
B&B- c.short x3, c.jab XX QCF+strong
Traditional Hibiki:
Traditional Hibiki play is very much a distance oriented game. More than
anything, you want to put yourself at s.strong range and stick to it. At this
range, you have the added advantage of being able to AA pretty much any jump
with s.fierce for free.
QCB+jab at it's max range allows you to offensively maintain that range,
should your opponent attempt to back out of range, or for whatever reason
you're pushed out of range. Risky, though; if you mis-distance it, you'll end
up too close and get punished hard. Some characters can punish regardless,
actually. Keep that in mind.
People get the impression that Hibiki is primarily a turtle- that isn't the
whole truth. Yes, played traditionally, Hibiki isn't aggressive; that isn't
to say she's passive. She relies more on her superior range and priority to
maintain her range, and draws out stuff to punish- in other words, she's a
footsie character.
Hibiki doesn't really require meter; good thing, since she doesn't build it
quickly playing the footsie game anyhow. If she does have meter, it gives her
a good defensive tool in her DSoV super. It also gives her much better whiff
punishing power with s.strong XX Speed Mode super.
Close mistakes get punished with her B&B. Not too much to say there, actually.
Just beware people who can punish the Distance Slash.
Hibiki's ability to score the initial knockdown is pretty crappy...
fortunately, her game doesn't revolve around getting close, so it's a moot
point... that is, unless...
"New" Hibiki:
Hibiki still needs to know her distances. The footsie game is crucial to
Hibiki. However, there is an increased emphasis on landing the knockdown.
Hibiki rewards you for that first knockdown with perhaps the best okizeme mixup
out of the whole cast. Thus, mixing it up on your opponent to score the first
knockdown is something to work at... that or getting that random RC running
slash XX fierce Distance Slash. Either way...
Hibiki's knockdown options:
1) fierce Distance Slash- best combo'd off a s.RH, DP+K overhead, or a QCB+P
running slash.
2) c.RH- her sweep isn't too bad... but it's not great, either. Fortunately,
it's good enough; decent if you're not confident punishing something REALLY
obvious like a whiffed DP or something.
3) far s.forward- RISKY. About as bad as a Distance Slash in terms of risk...
maybe not that bad, but you get the point. However, it's a respectably long
reaching knockdown.
So now your opponent is floored. Hibiki's options are:
1) c.short x3, c.jab XX QCF+strong. Simple, her B&B. I only list this because
it's a high stun combo for Hibiki (22 stun) and it's easy. Plus it starts low.
Sure, everybody blocks low on wakeup normally. Condition them to do otherwise
is all I can say. I wouldn't recommend this option anyhow- it doesn't
knockdown, can be punished... only real reason to do it is if you're sure it'll
stun them and they haven't been blocking low.
2) DP+K XX QCF+fierce. Overhead into knockdown. 19 stun. Hits high (duh),
which is good since people like to block low on wakeup if they're not gonna try
to reversal out. Since it knocks down, this option resets the okizeme game.
Good stuff.
3) s.RH XX (QCB+fierce XX) QCF+fierce. Standing low hit into knockdown.
34 stun with running slash, 24 stun without. Hits low, but sorta looks like
the overhead. Resets okizeme game.
4) QCB+fierce XX QCF+fierce. Kinda duh, regular move, doesn't even hit weird
or anything. Why is this even listed? Because of the next, almost identical
option. 21 stun.
5) crossup QCB+fierce XX QCF+fierce. Timed correctly, the running slash hits
from behind. In every other way, same thing as option 4.
6) sj.RH. Instant overhead. 11 stun. If you're REALLY dedicated, keep track
of how much stun you've done, and bust this out when you KNOW it'll dizzy.
Otherwise, try to avoid it... punishable is an understatement.
7) RH throw. Beats RC wakeups.
8) tick into RH throw.
The "new" Hibiki style is seen at its naturally completion in A Hibiki's CC
resets. While you can theoretically do the resets off her standard ground CC,
they work best (if at all) when done during her crossup running slash CC.
In any case, standard resets are:
1) DP+K. Overhead again. The original. Can be mashed out of, ie people can
jab/short you out of the overhead... that's if they know they can.
2) Delayed QCB+fierce. Just a bit too slow to combo, but it's a crossup.
I'm pretty sure it can be mashed out of, too.
3) Delayed QCF+strong. For when they try to mash out; counter hit back into
CC.
4) QCB+fierce XX KKK > bk+KKK, j.RH. The "unblockable" reset. You cancel the
crossup dash part of the running slash into a dodge into an immediate dodge
hop into a dodge hop RH. The side you appear on is "random," it's an overhead,
and you can continue the CC. Can be avoided by standing.
5) c.short, kick throw. Ends all hope of resetting again, and eats a lot of
time, too.. can be mashed, can be teched... but unexpected, too.
6) s.RH XX DP+K. s.RH into overhead. Normally, this wouldn't hit (pushed back
too far) but in the middle of a CC, the s.RH can be cancelled much earlier,
making this possible. This can't be jabbed, due to the hitstun, and is a
quick low hit, then high hit.
A not so standard reset to be used on people who like to stand up too much;
c.fierce XX QCB+jab, s.RH. Hits low.
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Matchup Guide
Starting with top tiers for now... and this is gonna be very incomplete for a
while. Though really, most of what's said is "Crap, Hibiki needs a random
knockdown to stand a chance!" Except against Chun...
:A Bison:
Horrible match... he can punish the Distance Slash easily, hit or not. Worse
yet, Hibiki's B&B gives him time to charge regardless of what he was doing
before. He can trade often enough to make poking a viable strat against
Hibiki, especially if she doesn't have L3 to punish whiffs.
So what does Hibiki do? The big thing is hoping for knockdowns. If you can
ever score a knockdown, let Bison have it with the okizeme game... Other than
that, you'll have to drop the Distance Slash from your B&B, but RC Distance
Slashes make good AAs...
Horrible match... all you can do is hope for that lucky knockdown, or take
the match REALLY slowly and wear him down, and hope that he doesn't just kill
you...
More on this matchup when I get to play against some more A Bisons with
Hibiki.
(Edit 3/16/04)
Well, the match isn't as bad as I thought. Bison can't really deal with j.RHs
that drop on top of him. Patience is a big key to the fight, you can't let
Bison draw you into his game. Just because you can punish him with c.shorts
into B&B doesn't mean you should.
Footsies are risky, but necessary. Hibiki's not fast enough to draw out whiffs
by just walking, so you're gonna have to get creative...
:A Blanka:
The assumption is that he can RC. That said... Hibiki isn't the only one who
has trouble. If he wants to be Pikachu, that gives you a shot at a knockdown-
worth the chance, IMHO. If he starts jumping around, Hibiki's s.fierce should
deal with his jump-ins. Blocked Blanka balls are punished with Distance Slash.
other than that, it all comes down to whether he can RC or not. If he can,
CCs off throws are a good thing to learn... if he can't RC, he's still a pain,
but the match is a lot lot more winnable. For one thing, the slide is
punishable with Distance Slash.
:A Sakura:
Random quick notes- RC strong Distance Slash to stop dive kicks, counter to CC
to punish RC hurricane kicks and dive kicks.
:C Chun-li:
Freaking easy fight, actually. Chun-li can't really cross-up Hibiki up or
rush her down, or turtle up against Hibiki. Ouch. Hibiki can win if you play
it safe and don't stick out too much- just zone Chun-li out and she doesn't
really have weapons to fight Hibiki. Well, except s.strong XX death.
C Guile
:C Sagat:
Random quick notes- punish blocked sweeps with Distance Slash. Don't use
c.fierce for AA unless Sagat jumps from far away, j.RH goes over it and kicks
Hibiki in the head. If you corner Sagat, j.RH on top of him, he can't do that
much about it. In fact, most of the time, Sagat can't deal with Hibiki's j.RH
if you plant it right on top of him... just don't jump from too far out or you
get DP'd.
K Cammy
NK Blanka
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6) Combos
Most combos can be started off a jump-in j.strong or a crossup j.RH.
Not every possible combo is listed, just noteworthy ones.
No meter:
c.short x3, c.jab XX QCF+strong
Hibiki's B&B. Punishable by some... it's a decently strong combo, though.
Take out a few c.shorts if you're too far away.
c.short x4, c.jab XX QCF+strong
If you start at point blank, you can actually hit 4 shorts on normal sized
characters and larger.
s.RH XX QCB+fierce XX QCF+fierce
Knockdown combo. Crazy stun, too.
DP+K XX QCF+fierce
Overhead to knockdown.
(fullscreen) jump-in sj.strong, c.jab XX QCF+strong
Eh... kinda unlikely, just good to know.
__________
With meter:
-At least L1-
close s.strong XX QCB+fierce XX QCB HCF+P
Classic combo to super. You can replace the close s.strong with s.RH if you
want.
c.short x2, c.jab XX QCB HCF+P
Take out a c.short if you're too far.
HCF+K, counter, QCB HCF+P
DSoV off a counter.
-With L3- for all Speed Mode super combos, I'll use "LP" style notation for
the super inputs.
far s.strong XX HCB+K LP > MP > HP > LP > MP > HP > LK > MK, s.RH XX QCB+fierce
XX QCF+fierce
The only super combo you need to know. Great damage, great stun, knockdown and
okizeme setup. Easy enough, too.
far s.strong XX QCB HCF+P
At almost s.strong's max range, only L3 DSoV will combo. Good if you're too
lazy to do the Speed Mode super.
HCF+K, counter, break stock, QCB HCF+P
After a successful counter, you have enough time to break stock in N Groove
and still hit the DSoV.
HCF+K, counter, Dash, HCB fwd+P
Counter, dash, blackout.
-With 3 stocks, or in red life and full meter-
far s.strong XX HCB+K LP > MP > HP > LP > MP >HP > LK > MK, s.RH XX QCB+fierce
XX QCB HCF+P
Same deal as standard L3 super combo, but with a super ending. Less stun,
more damage.
far s.strong XX HCB+K LP > MP > HP > LK > MK > LK > HK, QCB HCF+P
Root 3 into DSoV. For the lazy.
-With full A Groove meter-
activate, [c.fierce x3 XX QCB+jab]x2, [c.jab x4, c.fierce XX QCB+jab]x2, c.RH
XX QCB HCF+P
Standard ground CC. Alternatively, you can use [s.RH x2, c.fierce XX QCB+jab]
for the 1st 2 sets, then go into the jab sets.
activate, [s.RH XX QCB+fierce] xN, QCB HCF+P
The crossup running slash CC. Practice it... it's not as hard as it seems.
activate, s.RH XX QCB+fierce XX QCB+strong xN, QCB HCF+P
The more confusing running slash CC. Less damage than the standard one, a LOT
harder... but much harder to keep track of, making it better for resets, if
you can pull it off.
kick throw, activate, QCF+jab XX QCB+strong x corner, c.fierce XX whiff
c.short, [j.fierce x5]xN, QCB HCF+P
activate, kick throw, QCF+strong XX QCB+strong x corner, c.fierce XX whiff
c.short, [j.fierce x5]xN, QCB HCF+P
Combos off of RH throw. You can do the same kind of CC off the counter.
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7) Misc.
Stuff to be added, but I want to post this ASAP with useful info.
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8) Closing & Thanks
Capcom and SNK for the games.
Stargate for competition, Lollicup, and a place to experiment.
Sugar Land Crew for free comp, rides to SG, and a reason to play Hibiki again.
GameFAQs for posting this.