========================================================================
Capcom vs SNK 2 Hibiki Guide
Version 20.0, by Brian Lui.
========================================================================
v20.0 1/02/02 Changes.
v10.5 3/10/01 Character profile added.
v10.0 2/10/01 Big update! "Cheapness" section added. Background
information added. Also, I made a veritable mountain of
not-so-subtly hidden jibes at character FAQ writers who
think a good FAQ consists of 100 pages of background
information, color scheme information, win quotes,
endings, "legal notices" that have absolutely no
purpose, and similar irrelevant information. These FAQs
also have ABSOLUTELY NO STRATEGY information. What are
they supposed to teach you? Are they supposed to teach
you to never, ever, ever read a FAQ from the same writer
again? Don't even get me started on the FAQ writers who
can't even be bothered to use proper spelling, grammar
and punctuation in their guides. In fact I think that
one of the CvS2 Akuma guides, the author of which shall
remain nameless, is a good example of this.
v6.0 28/9/01 General improvements to FAQ.
v5.1 27/9/01 Minor changes to normal move ratings.
v5.0 27/9/01 Improvements to special move section, description of
defense/offense strategies.
v4.0 23/9/01 Large improvements to gameplay section; super cancel
QCB+P noted.
v3.3 20/9/01 Eliminated useless special moves from guide, noted only
as footnote.
v3.1 16/9/01 SOWLOR riskiness against Blanka/Rock type characters
noted.
v3.0 16/9/01 Lag times of special moves added to guide.
v2.5 5/9/01 Groove information added to guide.
v2.0 31/8/01 Gameplay section started; preliminary summary of Hibiki's
play style.
v1.6 27/8/01 All special moves and supers noted; cancellable moves
indicated.
v1.1 26/8/01 Corrected several errors in move descriptions.
v1.0 25/8/01 First released version. Basic description of moves.
The latest version of this guide can be found at:
http://www.gamefaqs.com/
Please feel free to email me at
[email protected]_ any suggestions
or other comments you may have.
Contents
--------
1. Introduction
1.1 Purpose of this document
1.2 Who is Hibiki?
2. Moves
2.1 Normals
2.2 Specials
2.4 Supers
3. Gameplay
3.1 Groove choice
3.2 Ratio choice
3.3 Strategy
3.4 "Cheapness"
4. Credits
------------------------------------------------------------------------
1. Introduction
------------------------------------------------------------------------
1.1 Purpose of this document
-----------------------------
To provide a guide for Hibiki in Capcom vs SNK 2 so that you can win
your matches.
1.2 Who is Hibiki?
-------------------
Some girl from Last Blade 2. I mean, who really cares?
Actually, I care. Why? Because the more useless background story I can
dream up and put into this space, the larger the FAQ looks! And a
larger FAQ means that more people will read it. Why? Because there is
an overabundance of crappy FAQs written by people who took two minutes
total, and these FAQs are like "qcf+K he kick u ok thank you for reading
bye bye" 5k pieces of rubbish. Whereas larger FAQs generally mean a
better quality FAQ. (This relationship does not always hold true; it is
possible to write FAQs that are absolute rubbish but weigh in heftily -
just look at a certain un-named SF3: 3rd Strike FAQ writer.)
Anyway, enough about that! Hibiki's full name is Takane Hibiki, which
means "Peak of the Majestic Wind". Or it may not. I didn't actaully
bother to check. So anyway, her fighting style is iaijutsu, which is
the same as Uyko Tachibana's (a character in the Samurai Shodown series
of games). The concept of iaijutsu is that you space and position
yourself until you can kill your opponent with one deadly stroke.
Showboating or superfluous moves are highly discouraged in this style,
which is quick, efficient, and deadly.
Hibiki is 17 years old as of the first game she was in, Last Blade 2. In
Last Blade 2, she is a friend of Amano Hyo. She was a very technical
character in that game, as her QCF+P move would recover quickly if
blocked or hit, but took seconds if you missed with it. She always
seems very distressed by the inevitable bloodshed that she wreaks, with
great violence, upon her hapless victims.
A nice person sent me an e-mail about Hibiki's background information.
But I lost the e-mail so I hope this will suffice. Thanks, whoever you
were!
Oh yeah, before I forget, here's Hibiki's character profile. Enjoy!
Fighting Style: Iaijutsu
Birthdate: May 16, 1438
Age: 17
Country: Japan
Blood Type: O-
Height: 174cm
Weight: 65kg
Hobbies: Collecting teapots, playing with turtles and
tortoises, playing marbles
Favorite Food: Soba noodles, 'dango-ichi'
Prized Things: The ribbon she got from her great-grandfather
Dislikes: Rude people, laziness, violence
------------------------------------------------------------------------
2. Moves
------------------------------------------------------------------------
When describing Hibiki's moves I'll rate each one's usefulness on a
scale of one to five "stars," a technique pioneered by Andrew Park and
Greg Kasavin in their excellent KOF '97 Kim and Yashiro guides
respectively (both are available at
http://www.gamefaqs.com).
2.1 Normals
------------
Standing LP
-----------
This is your normal, run-of-the-mill, interruptable standing LP. You
have better. But anyway, I'd like to give you a demonstration of how
any FAQ can be padded with useless information, thus rendering size a
totally irrelevant indicator of FAQ quality. Look ma! I can pad a FAQ
with useless info! Weeeeee!
In this move, Hibiki stands and uses her free hand to do a mid level
palm strike at the opponent. The range, is short, and she says 'ia!' or
a similar sound effect while doing the move. It is safe if blocked, and
you can combo it into a QCF+P if you hit with it. The palm strike is
not a good air defense, so don't use it as such. Also because of the
short time it stays out, it is only mediocre against rolls. Luckily,
though it is safe to stick out at random since the time period from
execution to finishing is so short.
Nevertheless, you have more potent weapons in your arsenal, as the MP
is a better poke, and the HP is a better anti-air, and the cr. LK is a
better anti-roll. Therefore, you will not want to utilise this move too
often in your game plan, although it is mostly harmless to occasionally
stick out a few standing jabs for variety.
Usefulness: [*----]
Close MP
--------
This is the most damaging comboable normal move you have. However, if
you are playing Hibiki, you will probably not use this move that much.
Usefulness: [**----]
Far MP
------
Abusable! Hibiki's Far MP of Doom (tm) lets her control space
effortlessly. Feeling bored? Stick out 50 of these things. Opponent want
to get in close? Stick out 50 of these things. Want to zone your
opponent to optimum range? Stick out 50 of these.
Usefulness: [*****]
Close HP
--------
This is a two hit slash which is great cross-up defence. Combined with
far HP, this makes jumping not a viable option for the opponent. If you
release the button after the first slash, she will not follow up with
the second slash. Also, the first slash can be supercanceled or cancels
into *only* specials or super moves that use the fierce punch. Don't
ask why.
Usefulness: [*****]
Far HP
------
Even more abusable! Using this move all but shuts down jumping, unless
you are playing against one of the few people with delayed air moves
like Kim's qcf+K or Akuma's air fireball super. It's an easy one button
flawless air defense, what more could you want?
Usefulness: [*****]
Standing LK
-----------
A kick. You have better.
Usefulness: [*----]
Far MK
------
A very long ranged poke with a bit of startup but no end lag. Use this
liberally with far MP. Bored after doing 50 far MPs? Do a few far MKs!
Watch your opponent scream in frustration as his every move is shut down.
Usefulness: [****-]
Far HK
------
A sword slice. It hits marginally further than the standing MP and
does more damage, although it does take slightly longer to come out. A
pretty good move.
Usefulness: [***--]
Low LP
------
A quite long ranged, cancellable jab. Won't combo into itself but will
combo from a crouching LK. Part of your bread and butter combo.
Usefulness: [***--]
Low LK
------
Hibiki sticks her foot out. Three of these will chain into each other
if close enough. Your standard light kick attack.
Usefulness: [****-]
Low MP
------
This move is extremely good, and almost as good as her standing MP. In
any situation where you would use the standing MP, you can use this too.
Plus, it has the benefit of looking the same as her low LP.
Usefulness: [****-]
Low MK
------
Useless.
Usefulness: [-----]
Low HP/HK
---------
These moves have pretty good damage and priority, although they are
laggy at the end. They would be great moves on any other character, but
Hibiki has better pokes so I tend not to use these too much.
Usefulness: [**---]
Jump LP
-------
Hibiki sticks her sword out in front of her. Has pretty good stuffing
priority and horizontal range, although don't expect to combo with it
much. Also stays out quite a bit.
Usefulness: [***--]
Jump LK
-------
A stuffing type move, it is angled downwards, but is hard to combo off
of.
Usefulness: [***--]
Jump MP
-------
Your main jump attack. Attacks quite far horizontally and is slightly
angled downwards.
Usefulness: [****-]
Jump MK
-------
Useless.
Usefulness: [*----]
Jump HP
-------
This is Hibiki's best air to air move.
Usefulness: [***--]
Jump HK
-------
A circular type sword slash thingy, use this in the rare situations
where you get to crossup. Also, it is good in a short jump as it then
becomes an extremely quick overhead attack.
Usefulness: [****-]
2.2 Special Moves
------------------
Despite what the move list may say, Hibiki only has three special moves.
They are listed below with a brief footnote on the other moves.
Slash Out With Lots Of Range (QCF+P)
------------------------------------
This is the most fundamental Hibiki move. With rare exceptions, this
move is safe when blocked or hit at maximum range. If it hits someone in
the air, they will be knocked down. If it hits them on the ground, they
will not be knocked down.
This move is *fast*. Very, very fast. It forms your bread and butter
combo of cr LK x 3, cr LP, SOWLOR. Quite damaging too. It also makes a
long ranged and fast if risky poke.
The main danger when using this move is that, if it whiffs entirely, you
are very much open to punishment. Your enemy, therefore, will jump
(easily shut down with 500,00 far HP), or roll.
The HP version hits low and knocks down, but has more recovery at the
end of it. It can pass under mid-fireballs like a hadoken.
Unfortunately, against certain people such as Blanka or Rock, this move
is never safe to use when the opponent is on the ground. People with
very fast DMs.. um, I mean, supers. Yeah. People with very fast supers
can retaliate against you whether or not you hit them with the SOWLOR.
So don't use this too much against them.
Usefulness: [*****]
Run And Slash At Your Back (QCB+P)
----------------------------------
This move you will use rarely. However, it is a good move to use in
situations where the opponent is very defensive, as, spaced rightly, it
can crossup and be cancelled into a super. It will also combo from a
close MP if you get the chance.
Usefulness: [**---]
Counter (HCF+K)
---------------
Yummy. Hibiki will stick out her hand and any mid-high hitting moves
will be caught by it. This can be followed up by a SOWLOR or a super
(!). Because of the damaging follow-ups, this will make your opponent
even more scared of attacking you if used judiciously.
Usefulness: [****-]
Note: Hibiki also has moves with commands DP+K, 3K. Use them as you
would use a taunt.
.. no, seriously! I've never even seen anyone use the 3K move, and the
only times the DP+K move connects is when the other guy has suffered a
total mental breakdown and is unable to hit any buttons.
2.3 Supers
-----------
Hibiki has three supers. However, you will only need two of them.
Running Slash Super (QCB, HCF+P)
--------------------------------
Mediocre at levels 1 or 2. However, at level 3, this move turns into a
monster. A L3 RSS is totally invincible, will through fireballs, is
perfect air-defense if timed well, combos from a HCF+K, combos from a
cr LP/LK, and has no start-up at all. Once you have a full super. you
can randomly do the qcb, hcf motion, and press P if you see your
opponent do anything at all. It's sort of like a half screen air hyper
viper beam.
Usefulness: [*****]
Screen Turns Black Super (F, HCF+P) (Level 3 only)
--------------------------------------------------
Pretty good range, and looks cool. Could substitute for the RSS as air
defense. But all-around, not as good as RSS, and it's not unblockable
anymore.
Usefulness: [*----]
Speed Mode Combo (HCB, F+LK) (Level 3 only)
-------------------------------------------
This super is good, because it is safe. You won't get punished if it
gets blocked. Here's the follow up you should learn: LP, MP, HP, LP,
MP, HP, LK, MK -> standing HK, QCB+HP, QCF+HP.
It combos easily from a standing or low LK, and you can do shortcuts to
combo it like that. It also has good invincibility periods so you can
use that to anticipate a poke and attack (safer than the RSS). The
disadvantage of this move is that it won't hit airborne people for all
the hits.
Usefulness: [*****]
------------------------------------------------------------------------
3. Gameplay
------------------------------------------------------------------------
Ah, the juicy part.
3.1 Groove Choice
------------------
It goes without saying that you should choose a groove based on your
team, not just on one character.
However, some notes for Hibiki.
Hibiki is, in general, a very defensive, turtle type character. You
won't get much mileage out of C or A groove for her. S groove suits
her style, but choosing S groove seems so.. wrong, somehow.
I prefer to use her in P groove, since she will not need to attack or
jump much. She is also powerful in K (which is an abbreviation for
'scrub'. Fear the Ratio 4 K groove scrub!) groove.
Many people use Hibiki in N groove, because she then has the scary
options of run (repeated run-in low LP) and hop (instant overhead hop
HK). I agree with them. N-groove Hibiki is good.
3.2 Ratio Choice
-----------------
Because she is a turtle, Hibiki works well as a ratio 1 or 2. I like
her as ratio 1 because, if you play her well, you will slowly inflict
damage and receive almost none in return.
3.3 Strategy
-------------
If they jump, far HP.
If they roll, cr LK x 3, cr LP, qcf+P.
If they poke, far MP.
If they fireball, qcf+HP.
Just do those four things all day.
[end of document]
ehehehehehehehehe!! That FAQ joke never gets old. Sorry. :)
Seriously, though, that's all you have to do. Lets start by examining
the first one.
If they jump
------------
The vast majority of characters can do nothing against Hibiki's far HP.
Those that can fall into two groups.
a) A very fast jump, combined with a jump attack with lots of vertical
range (e.g. Blanka jump HK, Vega (claw) jump HK).
b) An air move that changes their trajectory (e.g. Akuma's air super,
Morrigan's air fireball, Rugal's dark barrier, Kim's kicky kicks).
For situation a, you will trade with them but not hit them cleanly out
of the air. In this situation, you must weigh the consequences of
repeatedly trading. Is it in your favor? If not, block, or use your
groove's method of dealing with repeated jump attacks (e.g. parry,
roll.)
For situation b, you can often anticipate their air move if your st HP
has scared them enough. Thereafter, change your timing to take
advantage, or use another standard way of dealing with anticipated
attacks.
If they roll
------------
Rolls have been slowed down very much in CvS2 and are more vulnerable at
the end. If they roll will end up in front of you, use the bread and
butter combo. If they roll from close (what? you didn't zone them?) and
will end up behind you, just throw them.
If they poke
------------
Very, very few characters have the priority and variety of pokes that
Hibiki has. Even Vega or Yamazaki cannot out-poke you if you use your
full poke arsenal well.
If they fireball
----------------
This depends on what kind of fireball it is. Mid fireballs are easy to
deal with by getting in range and using qcf+HP. Low fireballs take a
different approach. Either use your groove ability (parrying), or else
save up to a level 3 super and punish them next time they fireball you.
Gameplan
--------
That should be enough to shut down any offense. What can Hibiki do now?
Pokes
-----
First of all, whenever you are in range, poke with st MP, st MK, or
qcf+P. With practice, you will intuitively know which one to use at
any given moment. It is hard to teach, but can be picked up with more
play time.
Hopefully, with some poking, you will have your opponent at Hibiki's
optimum range, which is 'just inside maximum QCF+MP range'. Then, you
can whittle slowly away at your opponent, while waiting for them to make
and error out of desperation (it is very frustrating playing against a
good Hibiki turtler).
Retaliation
-----------
What do you do when they do something stupid, like try to psychic DP a
poke? Use your standard retaliation.
A mistake up close: Bread and butter combo
A small mistake at medium range: L3 super, or qcf+P
A large mistake at medium range: L3 super, or qcb+P into super.
Jumps
-----
Do not jump much at all when using Hibiki. Her jump is slow, and she
loses much of her zoning ability while in the air. Her jump attacks are
also average at best.
Rushdown
--------
Hibiki's most effective pressure options come from the run and hop. If
you are in a groove without either of these, you won't be able to
pressure. If you have just one of these two, you'll be able to put up a
half-assed offence which should worry the other guy enough to fall into
your turtling ways.
Anyway. If your groove has run: mix up qcb+LP with run-in low LP,
run-in stand MP. If your groove has hop: get close to them, and do lots
of hop MP, and hop HK, vary these with low LK combos. If you have both,
then your added mobility should give you the additional option of
running in and going for a crossup HK.
Combos
------
Finally, the combos you will need to punish.
Bread and butter: cr LK x 1-3, cr LP, qcf+P.
Damage: close MP, qcb+P, qcb, hcf+P.
3.4 "Cheapness"
----------------
You might be thinking, "Wow, this guy's FAQ makes Hibiki seem like a
really cheap scrubby character that takes no skill to play at all."
Well, not exactly. Scrub Hibikis can be easily beaten by rolling past
inappropriately timed SOWLORs. Also, most of the time, when a scrub
playing Hibiki has a full super bar, he will do a F, HCF+P super when
trying to go for a QCF+P. Laugh at the scrub's stupidity!
Anyway, what to do when someone says you are "cheap?" Here is an easy
7 step plan.
1) Assess the person. Is he big/strong/violent? Or could a bucolic
seven year old hermaphrodite frog beat him to within an inch of his life
using a tenderized trout and a wireless telephone?
2) After you win the match, laugh heartily. If you are with friends,
make jokes to them about how this loser scrub is so stupid he can't
figure out a way to beat your Hibiki.
3) Say to them, "I don't see you using Hibiki and winning, champ." Then
point at them and say "Ha ha ha! Loser! You couldn't fight your way out
of a paper bag!"
4) Make a retarded, moronic face and say "But you threw me!! Throwing
is CHEAP don't throw me why are you being so cheap I will tell the
arcade to ban you from here!!! No throwing ok???" Say this even if he
didn't throw you during the match.
5) If he challenges you again, yawn loudly and don't bother looking at
the screen until the match starts. Make it a contest to see how many
times you can taunt (safely) during the match. Every time you taunt
safely, break out into raucous laughter.
6) Say to him, "Want to know a tip for beating Hibiki? I'll tell you
how... you need to GET SOME SKILLS, SCRUB! BWAHAHAHAHA!!!"
7) Then say to him, "Awww, poor widdle you can't beat big mean ol'
Hibiki! Boo hoo hoo! Go cry to your mommy!" Then show him the finger
and laugh heartily.
These seven steps should be enough to convince your challenger not to
call you cheap. Or else, if he's bigger than you, it should be enough
for you to know in intimate detail what the inside of an intensive care
ward looks like.
------------------------------------------------------------------------
4. Credits
------------------------------------------------------------------------
Thanks to:
Capcom for the game.
SNK for the SNK characters.
Arcades in Hong Kong for challengers.
Chinatown Fair in New York for different style challengers.
Whoever handled SNK's distribution and marketing efforts in North
America. No, seriously, what were those guys thinking? "Hi, we're SNK's
marketing guys and we think stupid english which would cost five dollars
to fix won't hinder our marketing efforts here!"
GameFAQs, for so generously hosting my FAQs, and other FAQs. It is
much, much harder than it looks to build a viable and profitable website
relying on advertising income alone. It is amazing how GameFAQs can
survive even while the advertising market is severely depressed
following the 2001 technology bubble burst.
NEW! This update has benefited from the generous contribution of readers! Thanks to:
Kao Megura, who provided much information on Hibiki's normal moves, and
her custom combo super.
Michael H., and Roninwind, who likewise provided information on
Hibiki's normal moves.
The 'Buk teaches Hibiki' thread in the shoryuken.com forums. Lots of
fun stuff there interspersed with flames.
About the author:
Brian Lui plays arcade games. He likes CvS2 and KOF 98, but will play
KOF 2000, CvS, or MvC2 if compelled to. He occasionally plays at
Chinatown Fair in New York, and regularly gets his ass handed to him by
Sagat and Blanka players. He is ashamed.
He has also written several other FAQs. All of them, except the KOF
2000 Chang guide, are high quality pieces of work. The KOF 2000 Chang
guide was crappy, in order to suit the game. :) His work can be found
at the following URL:
http://www.gamefaqs.com/features/recognition/1654.html
Legal notice:
All your copyright (2001) are belong to me.