<=============Capcom Vs. SNK 2: Mark of the Millenium 2001==============>
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Platform: Arcade, Dreamcast, Playstation 2, Gamecube & XBox
Copyright 2001 Capcom, LTD and SNK
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Hibiki Character Guide: Version 1.0
by xeroph34r (
[email protected])
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---------------------------------
Version History
---------------------------------
1.0 - Created guide, TOC, Combos section.
1.1 - Added character specific matchup section for Benimaru, Sakura, Cammy,
Ryu/Ken/Akuma, Yamazaki, Terry, Sagat, & Blanka.
=============================
--Table of Contents----------
=============================
01. Copyright Information
02. Background Info
03. Legend
04. Grooves
05. Normal Moves
06. Special Moves
07. Super/Desperation Moves
08. Combos
09. Character-Specific Matchups
10. Credits
=============================
--01--Copyright Information--
=============================
All of the strategies and information in this guide are (c) 2003 (yes, im
writing this guide two years after it came out) xeroph34r (
[email protected]).
The characters and other information are copyright their respective creators
and owners (Capcom and SNK)
==============================
--02--Background Info---------
==============================
All background information is from Last Blade 2, the game Hibiki appeared in
before the CvS series
Name: Takane Hibiki (written last name first)
Style: Iai (or Iaijutsu)
Birthdate: 5/16/1438 (yes I know, it amkes no sense timeline wise. Blame it
on Capcom, thats what I always do)
Age: 17
Nationality: Japanese
Likes: Soba noodles, dango-ichi, turtles
Dislikes: Rude people, violence (!)
Special thanks to Robert M. for the Last Blade information.
=============================
--03--Legend-----------------
=============================
F - Forward
B - Backwards
U - Up
D - Down
UF - Diagonal Up/Foward
UB - Diagonal Up/Downward
DF - Diagonal Down/Forward
DB - Diagonal Down/Back
N - Neutral
------
LP - Light Punch
MP - Medium Punch
HP - Hard Punch
LK - Light Kick
MK - Medium Kick
HK - Hard Kick
------
PPP - All Punch Buttons
KKK - All Kick Buttons
------
DPM - Dragon Punch Motion ( forward, down, down-forward)
HCF - Half-Circle Forward
HCB - Half-Circle Backwards
QCF - Quarter-Circle Forward
QCB - Quarter Circle Backwards
360 - come on now, thats self-explanatory
-------
Dash - Tap forward twice or backwards twice
Tactical Recovery - When your character is down, press PPP to delay your
character's getting up
Rolling - Press LP + LK simultaneously. You can roll through your opponents by
performing this near the opponent.
Counter Attack - Press Forward + MP + MK (while blocking). This counterattack
drains one level of your super meter, and can
never be used to knock out an opponent.
Run - Press and hold down forward twice or backwards twice
Dodge - Press LP + LK Simultaneously to quickly dodge an opopnents attack
Small Jump - Tap any up directional and quickly return to neutral to do a
smaller-than-usual jump
Parry - The moment you get hit by an opponent, press the directional button
towards the opponent if it is an upper attack, or down if it is a lower attack.
Can be done in the air.
Just Defend - Wait to block your opponents attack until just before the attack
touches your fighter. Can be done in the air.
=============================
--04--Grooves----------------
=============================
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C - Groove :: ( Air Guard, Tactical Recovery, Dash, Counter Attack, Rolling)
- 3-Level Super Combo System
C groove is nearly identical to the Capcom Groove from CvS1, and plays like
the A-ism mode from the Street Fighter Alpha Series. This is a good groove for
beginners and experts alike, as its options play towards the strengths of many
characters. Hibiki is good in C Groove, and becomes more dangerous with a full
meter. Opponents must play you more cautiously if they know that they will be
eating 5000 damage because of a small mistake. Her dash is servicable, and her
roll isnt too horrible either.
Rating: 4 out of 5
-----------------------------------------
A - Groove :: ( Dash, Counter Attack, Rolling, Safe Fall)
- Custom Combo System
A Groove is similar to the V-ism mode from the Street FIghter Alpha series of
games. The only, and I must repeat, ONLY reason to pick this groove is if you
are comfortable pulling off custom combos, and can do so with most of your
team. Hibiki has two good custom combos, that are both available at the
Namonaki Custom Combo Guide at
http://www.namonaki.com .
Rating: 3 out of 5
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P - Groove :: ( Dash, Small Jump, Tactical Recovery)
- Super Combo Gauge System
- Parry
P groove is similar to the parry system used in the Street Fighter III series.
In order to play this groove well, you MUST be able to parry. Hibiki plays
very well in P-groove, with the parry allowing her to follow a successful parry
with a powerful attack like her Distance Slash. I can only recommend P-Groove
for seasoned CvS players.
Rating: 4 out of 5
-------------------------------------------
S - Groove :: ( Run, Small Jump, Counter Attack, Tactical Recovery, Dodge )
- Groove Gauge System
In S-Groove, you can charge the super gauge by holding down the HP and HK
buttons. When the gauge is full, your character goes into Power MAX status and
their attack becomes more powerful; additionally, it allows for the use of a
Level 1 super move. When your characters vitality gauge is blinking, you can
use unlimited Level 1 Super moves. Hibiki is not well suited for S-Groove.
The main feature of S-Groove (other than the cheap unlimited level 1's) is the
dodge, and Hibiki has an almost identical move (albeit with a smaller window of
invincibility) thats available to her in any groove. The lack of the ability
to do a Level 3 without having low vitality hurts her game. Only recommended
if you have two other teammates who excel in S-Groove.
Rating: 2 out of 5
------------------------------------------
N - Groove :: ( Run, Small Jump, Counter Movement, COunter Attack, Rolling,
Safe Fall)
- Advanced Power Gauge System
Ah, now thats what i'm talkin about. N-Groove allows you to store up to three
'charges' of Level 1 special moves, as well as triggering Power MAX status by
pressing HP+HK. Triggering costs you one stock, and if you have at least one
more stock, you can perform a level 3/MAX super while in Power MAX. N-Groove
is possibly Hibiki's most dangerous option; the N-Groove meter charges very
quickly, and allows her lots of level 1 supers, as well as triggering for
increased damage on combos and unleashing her deadly Level 3 super moves. A
careful Hibiki player with N-Groove can use the counter + Heavenly Spirit of
Victory combo to do major damage. Hibiki keeps the roll to maintain mobility,
as well as having the addition of the Run command, which can disguise her
Beckoning Slash. Highly recommended.
Rating: 5 out of 5
-----------------------------------------
K - Groove :: ( Run, Small Jump, Safe Fall)
- Rage Gauge System & Just Defense
Thought by many to be a mainly defensive groove, K-groove is loved and
worshipped by rushdown players. If you can Just Defend, Hibiki's already tough
to penetrate defense becomes totally stalwart, allowing her to punish opposing
attacks with impunity. The Rage Gauge system works both to Hibiki's advantage
and disadvantage; it allows her to dish out major damage with a simple combo,
but Hibiki isn't outstanding at breaking down other characters' defenses to
utilize it enough. If you are playing with a team that is strong in K-Groove,
Hibiki wont hinder you. But don't expect her to hold the team up either.
Rating: 3 out of 5
------------------------------------------
So, in my sole, all-important op
is better to use Hibiki as a ratio 1 character. A ratio 4 hibiki won't go
nearly as far as a ratio 4 Geese or Sagat; she just doesnt defeat opponents
quickly enough. She is a very good Ratio 1 however, and I personally use her
to take out annoying ratio 2s all the time. Ratio isn't nearly as big of a
factor as individual character matchups, which will be discussed later.
------------------------------------------
===========================================
--05--Normal Attacks-----------------------
===========================================
Note: All attacks were recorded by ME in training mode with a Ratio 2 Hibiki
in C-Groove with L0 Super Meter against another Ratio 2 Hibiki in C Groove.
Actual damage values may vary, depending on Groove usage and ratio.
------------------------------------------
Standing LP
------------------------------------------
Hibiki does a short-range elbow that hits the midsection. 200 damage. Links
into her LP distance slash as well as her LP Becknoning Slash. Useful as a
normal jab, can interrupt.
Rating: 3 out of 5
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Standing MP
------------------------------------------
Hibiki does a far-reaching horizontal slash. Her number one poke, its hitbox
is actually a little further than the length of the blade. 800 damage. Up
close, it turns into a short slash to the midsection and can link into her MP
Distance Slash and MP Beckoning slash, but you have to be fast. Incorporate
this poke into your gameplay.
Rating: 5 out of 5
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Standing HP
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Hibiki's main anti-air option, a 45-degree angled slash into the air. Changes
into a high-hitting upwards slash up on high jump ins, and up close that slash
can deliver two hits if HP is held. 1000 damage.
Rating: 5 out of 5
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Standing LK
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Hibiki steps on her opponents foot. 300 damage. Believe it or not, this move
is insanely comboable. You can easily link the foot stomp to her LP, MP, and
HP Beckoning Slashes, as well has her LP and MP Distance Slash. Its a little
more risky of a combo starter than the crouching LK due to the fact that she
still may be swept out of it.
Rating: 4 out of 5
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Standing MK
------------------------------------------
Hibiki thrusts her sword sheath towards the midsection of her opponent, hits
for 700 damage. Up close it becomes faster, and hits for 800 damage. Still
not nearly as useful as her MP poke, with less damage and a bigger delay.
However, the far version does knock down automatically if it connects.
Rating: 3 out of 5
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Standing HK
------------------------------------------
Hibiki does a largely-horizontal slash for 1100 damage. Good range, slightly
further than her standing MP, but has a longer startup delay. Use this
sparingly as a power poke; the LP distance slash does the job better at the
same distance with less start up and equal damage. Up close, it turns into a
low hitting slash to the ankles for 1300 damage.
Rating: 3 out of 5
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Crouching LP
------------------------------------------
Hibiki does a fast, poking slash to the knees for 400 damage. Linkable into
her LP and MP Distance Slash as well as her LP and MP Beckoning Slash (sensing
a trend, gamers?). Very useful in combos or as a general safe poke.
Rating: 5 out of 5
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Crouching MP
------------------------------------------
Hibiki does a crouching variant of her standing MP poke. Very good and safe,
although not as fast as the LP version and less damaging than her standing MP
poke. Goes for 700 damage, but isnt linkable.
Rating: 4 out of 5
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Crouching HP
------------------------------------------
Hibiki crouches and does an upwards slash, extending far in front of her and
hitting a wide angle for 1100 damage. This move is highly abusable, as it
comes out extremely fast and can trade or beat a number of attacks. It can
even serve as a very late anti-air move. Best of all, it pushes Hibiki slightly
away from her opponent. Learn how to use it well.
Rating: 4.5 out of 5
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Crouching LK
------------------------------------------
Let me introduce you to my friend, Mr. Combo. Hibiki does a small, short kick
with decent range for a measly 200 damage, but this move is linkable into
almost any of Hibiki's special attacks. Essential to any good character.
Rating: 5 out of 5
------------------------------------------
Crouching MK
------------------------------------------
Okay, she had to have a sucky move in there somewhere...Hibiki does a
crouching, downward thrust with her sword sheath for 700 damage. Not linkable
into anything, with bad range. Dont use this move, for the love of all that is
sacred and right in this world.
Rating: 1 out of 5
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Crouching HK
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Hibiki's sweep move; Hibiki does a slash that trips opponents. has decent
range for a sweep, nothing spectacular. Use as you normally would any other.
Rating: 3 out of 5
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Jumping LP
------------------------------------------
Hibiki sticks her blade out at a downwards angle. This move has good range
,but worse priority. It makes a good jump in move because it stays out so
long. 500 damage, use sparingly.
Rating: 2 out of 5
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Jumping MP
------------------------------------------
Hibiki does a quicker, stronger variant of her jumping LP attack. This move
is a little more reliable priority wise, but still shouldnt be used often. She
just has better options than this... 700 damage.
Rating: 3 out of 5
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Jumping HP
------------------------------------------
Almost a jumping variety of her fabulous crouching HP, this move is good for
air-to-air as well as far jump ins. Should not be used if youre jumping in
deep, but is highly comboable as a jump-in attack. 1200 damage.
Rating: 4 out of 5
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Jumping LK
------------------------------------------
Hibiki does a long-reaching foot-poke. Useless for air-to-air battles, but a
good jump in attack. Does 400 damage.
Rating: 3.5 out of 5
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Jumping MK
------------------------------------------
Hibiki does a horizontal thrust with her sword-sheath for 700 damage...good
move for air-to-air battles, but not as good as her jumping HP. Worthless as a
jump-in as well.
Rating: 2.5 out of 5
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Jumping HK
------------------------------------------
Hibiki does a nearly vertical circular slash that hits both above and below
her sprite. Great move for air battles, and for crossing up opponents. Can be
used deep, or far. A very good all around jump in move, but beware as it takes
timing to beat out most anti-air attacks.
Rating: 4.5 out of 5
------------------------------------------
==========================================
--06--Special Moves-----------------------
==========================================
Note: All special moves are done with Hibiki facing the right, from the
starting perspective of 1P.
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Distance Slash
------------------------------------------
QCF+P
Hibiki does a quick, arcing slash towards her opponent. A large part of her
offense is zoning, and the distance slash is used for everything from poking,
to pressure and capitalizing on small mistakes. A great all around move, but
should not be thrown out indiscriminately. The LP and MP variety are both
horizontal, while the HP version hits low and knocks down. The MP version can
also be used after Hibiki's counter to tack on extra damage.
LP Version: 1100 damage
MP Version: 1200 damage
HP Version: 1100 damage
Rating: 4.5 out of 5
------------------------------------------
Beckoning Slash
------------------------------------------
QCB+P (Chargeable)
Hibiki runs towards her opponent, and if it connects, slashes them and keeps
running past. If blocked, this can be majorly punished, so its best to only
use as a counter to a missed attack. You can combo into her Distance Slash
(any version) from this move. The Beckoning Slash is chargable, and Hibiki
will run forward without slashing as long as you hold the punch button.
All versions: 1000 damage
Rating: 4 out of 5
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Piercing Moon Pounce
------------------------------------------
DPM+K
Hibiki does a slow, deliberate thrust of her sword sheath for 800 damage.
Used mainly for surprise purposes, but it doesnt have much value. You can get
in a free hit quickly after this connects, when and if it does. I hardly ever
use it, and I suggest you follow suit.
All versions: 800 damage.
Rating: 1 out of 5
------------------------------------------
Wielding Being Blade
------------------------------------------
QCF+K
Hibiki places her hand in front of her, countering any mid or high-hitting
normal or special attacks. The counter does not work on fireballs, or attacks
that lead with energy (Bison's Psycho Crusher). The counter does nothing on
super moves. This move is a great addition to Hibiki's defensive arsenal; a
baited jump in can land you the counter, and a free follow up of either a MP
Distance Slash or a Heavenly Spirit of Victory Super move. It takes practice
to accurately catch the opponent with the Heavenly Spirit of Victory, but it is
possible. It is even possible to connect her Level 3/MAX No-Fear Feint after a
successful counter, although this takes nearly perfect timing. A great move
overall.
All versions: 600 damage (not including follow-ups)
Rating: 5 out of 5
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Narrow Escape
------------------------------------------
KKK
Hibiki does her S-groove dodge, allowing attacks to pass through her for a
split second of invulnerability. Can be followed up by the Essential Crunch.
Useful for surprising opponents, and makes S-Groove completely worthless for
Hibiki. Go figure.
No damage
Rating: 3 out of 5
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Essential Crunch
------------------------------------------
During Narrow Escape, --> + K
Hibiki dashes forwards, and can pass through an opponent. However, and I must
stress this, THIS IS NOT A ROLL. It has none of the properties of a roll, and
Hibiki can be attacked out of it and thrown out of it. Not highly recommended;
if you need to follow up to the Narrow Escape, unless youre in the corner, use
the second version of this move.
No Damage
Rating: 1 out of 5
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Essential Crunch (2)
------------------------------------------
During Narrow Escape, <-- + K
Hibiki does a small jump backwards after the Narrow Escape. This move can be
cancelled mid-air into any air normal attack, most notably her jumping HK.
This is the only follow-up you should be using for the Narrow Escape, unless
you are trapped in the corner and need to escape with the first Essential
Crunch. Oh, and kudos to Capcom for another set of bad translations :P
No Damage
Rating: 2 out of 5
------------------------------------------
==========================================
--07--Super Moves / Desperation Attacks---
==========================================
------------------------------------------
Heavenly Spirit of Victory
------------------------------------------
QCB, HCF+P
Hibiki dashes forward and slashes through the opponent, stands at the other
side and resheaths her blade as the attack finally hits for big damage. Her
sole Level 1 super, the Heavenly Spirit of Victory, henceforth referred to as
the HSoV, is a very useful super move. After connecting on her Wielding Being
Blade counter, you can land any level of the HSoV, making your supers
invincible. This super can also be comboed into from a Beckoning Slash of any
strength, although the motion for the super must be completed before Hibiki
connects with the first slash. Each increase in level travels farther and
slightly faster as well as doing more damage.
Level 1: 2300 damage
Level 2: 3675 damage
Level 3: 4998 damage
Rating: 5 out of 5
------------------------------------------
No Fear Feint (Lv3 & MAX only)
------------------------------------------
F, HCF+P
Hibiki does a slightly upwards slash that, if it connects properly, slashes
the opponent once. The screen turns white as Hibiki speaks in japanese (sorry,
I don't know enough to translate it properly), followed by an explosion of
damage. Only two hits, but does massive damage. This move can be connected
after Hibiki's Wielding Blade counter if timed carefully, and is a great super
for countering some whiffed attacks.
Level 3/MAX only: 5500 damage
Rating: 4 out of 5
------------------------------------------
Going My Way (Lv3 & MAX only)
------------------------------------------
Root 1: HCB, F+LK, LP, MP, HP, LP, MP, HP, LP, MP, QCF+HP
Root 2: HCB, F+LK, LP, MP, HP, LP, MP, HP, LK, MK, QCF+HK
Root 3: HCB, F+LK, LP, MP, HP, LK, MK, LK, HK
Hibiki's very own Deadly Rave-style combo. This move isn't nearly as
difficult as it seems, and with practice the timing becomes easier. On roots 1
and 2, there is a slight pause after the second LP command in order to land the
full combo. This move does decent chip damage, and I believe that it can pass
through fireballs, at least in the first few frames of her running animation.
Extremely flashy, use this to finish off your friends and make them hate you
forever.
Root-1 is the most damaging version of this combo, and theres no reason not to
use it. If you are unable to get the timing down in pressure situations, you
can resort to using the easier, and more loosely timed Root-3. However, you
sacrifice a lot of damage, and you can do more with her other level 3 supers
than you can with the Root 3. The root-2 is slightly less damaging than the
root 1, but if you can do the second root you can easily do the first.
Root-1 Damage: 5628
Root-2 Damage: 5421
Root-3 Damage: 4241
Rating: 4 out of 5
==========================================
--08--Combos------------------------------
==========================================
All of these combos were tested with the same specifications as the moves
listed above. Due to the size and height of some characters, some
specifications of the combo may change or be unuseable.
1. LP/LK (or crouching LP/LK) , LP Distance Slash = 1500 damage (LP) / 1400
damage (LK)
2. LP/LK (or crouching LP/LK) , MP Distance Slash = 1600 damage (LP) / 1500
damage (LK)
3. C. LK, C. LK, LP Distance Slash = 1500 damage
4. C. LK, C. LK, MP Distance Slash = 1600 damage
5. C. LK, C. LK, C. LP, LP Distance Slash = 1900 damage
6. C. LP (or standing LK), LP Beckoning Slash, LP Distance Slash = 2300 damage
7. C. LP,(or standing LK)LP Beckoning Slash, MP Distance Slash = 2400 damage
8. C. LP,(or standing LK) LP Beckoning Slash, HP Distance Slash = 2300 damage
(knocks down)
9. LK, HP Beckoning Slash, Level 1 Heavenly Spirit of Victory = 3613 damage
10. Wielding Being Blade Counter, Level 1 Heavenly Spirit of Victory = 2906
damage
11. Jumping HK, C. LP, MP Distance Slash = 2600 damage
12. Wielding Being Blade Counter, Level 3 No Fear Feint (only works in corner)
= 6130 damage
If you have more Hibiki combos, feel free to email them to me and I will
include them, along with due credit, in the FAQ.
===========================================
--09--Character-Specific Matchups----------
===========================================
While most of these tips are for general mid-level play, the entire game
changes if you are playing a high level opponent who knows how to effectively
roll cancel (find out more info on roll cancelling at Shoryuken.com, I wont
list it all here). Characters with dangerous RC attacks will be listed, but
hopefully the average player doesn't have to worry about it too much..
---------------------------------
vs. Shotokans (Ryu, Akuma, Ken)
---------------------------------
Since people will always pick up one of these three when they feel they need
an easy win, the shotokans will never really go away. Luckily, Hibiki has
answers for most of the problems they present. At the proper range, her HP
Distance Slash actually goes under their fireball, giving Hibiki that
all-important knockdown. Your standing HP anti-air attack can knock them out
of their hurricane kicks, so use it as a counter against Ryu and Akuma players
who use the LK Hurricane Kick to cover ground. Stay away from their
fireball-dragon punch traps by using your HP distance slash to cut their feet
from under them, and force them to come to you.
---------------------------------
vs. Blanka
---------------------------------
The big green machine is top tier for a reason; his attacks outrange and
outpower most of yours, but Hibiki can deal with Blanka well. Always, always,
always retaliate against a blocked Blanka ball with her MP Distance Slash.
Every time you block one, it's a free 1200 damage. Don't try and get fancy and
counter the Blanka ball; almost all blanka players use the HP version, and it
is nearly impossible to counter it on reaction. Stay away from your HP
distance slash, as its too laggy and allows for an easy counterattack from a
good Blanka player. Use your Crouching MP poke to snuf out his attacks, and
watch out for his instant crossup attack (i forget the name, although I think
its done with PPP or KKK).
If your opponent can roll cancel, then youre really in trouble, as he can RC
Blanka-ball through your attacks. If this is the case, you have to play a
really defensive game, and work on capitalizing on blocked attacks and big
mistakes.
---------------------------------
vs. Sagat
---------------------------------
The emperor of Muay Thai is another frequent encounter; his long range pokes
and high damage make him a very dangerous character. This is a david-goliath
style matchup, but Hibiki doesn't fare too badly. Watch out for his crouching
HP poke and low tiger shot set ups; since Hibiki's roll is basically trash, you
only have a few options for getting through his attacks without eating Tiger
Uppercuts; to counter high Tiger Shots, use your HP Distance slash to take the
rug out from under him. For low tiger shots, if you are close enough in range
and playing in a low jump groove, Throw out a quick low jump with her HK
overhead jumping attack. Try to land it deep so that you can flow into her
bread and butter (LK x 2/3, MP Distance Slash), or immediately block. Don't
fall for trying to retaliate against his blocked Tiger Knees, as there are only
around 2 or 3 frames in which he's vulnerable. Most Sagat players will
immediately follow up with a Tiger Uppercut, and if you block both you can hit
for a quick HP Beckoning Slash xx HP Distance Slash combo. Landing this makes
your opponent a lot more cautious about whiffing big attacks. Its a tough
battle, but Hibiki can win with patience and caution.
---------------------------------
vs. Terry Bogard
---------------------------------
Are you OK? Terry has a scary offensive variety, with a ton of big hard
hitting attacks for every situation. Unfortunately, you don't have this
plethora of options, but your defensive options with Hibiki are better than
your opponent's with Terry. Most Terry players fall into patterns; its almost
inevitable. Even if they have a fluid rushdown, if you can look for the
patterns, you can easily punish them and throw them off their game. If you are
good enough to counter a burn knuckle from slightly further than mid-screen, it
equals a free super for you. Make sure that you block low, because all it
takes is a landed LK for Terry to combo into a Buster Wolf xx LP Burn Knuckle
combo that does tons of damage. Make him pay for mistakes with your bread and
butter combo, and dont take the bait of jumping over power waves. Watch out
for Terry's roll, as it is one of the fastest in the game (up there with Iori
and Kim). If you blindly throw out Distance Slashes from the wrong distance,
he will roll in and make you pay the piper. Make sure to keep your zoning
tight and don't let him get into the flow of his rushdown attacks.
---------------------------------
vs. Cammy
---------------------------------
Man she's annoying. Most people who fight against a good Cammy cant stand
her. That said, Cammy is my personal best fighter, so I know how annoying she
can be to the opposition ;). Cammy users can often confuse their opponent by
throwing out her Hooligan Combination, where she rolls into a ball and flies in
the air towards the opponent. Since she has 3 offensive options from this odd
little move, it usually totally paralyzes opponents. Make sure to knock any
Hooligan roll out of the sky with a Standing HP. Backdash doesnt work.
Jumping is unreliable, rolling is no good. Just hit it, its your best option.
Make sure that you are blocking low in this match again, as surprise spiral
arrows make for free knockdowns for Cammy. Be VERY wary of using your
Beckoning Slash special attack, as Cammy's L3 Spin Drive Smasher can counter
hit you even if it connects. The same holds true for all insanely-fast level 3
supers (Rock's awesome L3/MAX Shine Knuckle, Balrog's Gigaton Punch, possibly
Blanka's Rolling Electricity super, and Kim's Houou Kyaku), so in these matches
don't pull it off if the opponent has a full meter. Rely on your poke game in
this match; your Standing MP and Crouching MP can go toe to toe with her
excellent Standing HP and HK pokes. Watch out for blocked LK cannon spikes;
Cammy is practically safe after this move hits, blocked or not, so don't try to
retaliate unless you can hit her out of the air. Most good Cammy players will
follow up a blocked cannon spike with another cannon spike, blowing counter
attacks out of the sky.
---------------------------------
vs. Yamazaki Ryuji
---------------------------------
Ol' snake arms himself. My friend Bill plays a mean Yamazaki, and Hibiki
isn't going to be a great counter against him at all. His snake arm attacks
can keep you at bay. Don't roll on him too often, as his roll is superior to
yours and he can retaliate easily with either of his insanely useful supers.
Punish his whiffed attacks, and watch out for his jump-ins; Yamazaki has a
downward-angled kick that, if you don't time it properly, will trade with your
standing HP anti-air everytime. If you don't think you can knock him out of
the sky at the right time, just roll away to reset the situation. Adversely,
you could try countering it, but anytime you get predictable on anti-air
counters, people punish you with empty jumps. (Empty jumping is the act of
jumping in without attacking). Make sure you learn how to recognize Yamazaki's
counter stance; when you see it, rush in for a quick throw. Beware, the move
can be canceled, but its often tempting for the other player to leave it out
there longer than it should be. When Yama has meter, simply don't jump in.
Stay out of close range, and keep him a midscreen distance away from you;
remember, his goal in the match is to keep you away and force you to attack, so
counter this with distance pokes and capitalizing on his mistakes.
---------------------------------
vs. Sakura
---------------------------------
This is mainly for A-Groove Sakura players, and the worst part about it is
that if you see an A-Sakura, chances are they can pull off her stunningly
beautiful ground CC. If thats the case, I sincerely hope you are playing
Hibiki in N Groove. If the Sakura player can roll cancel, her RC Hadoushou's
and RC Shunpu Renkyaku (hurricane kick style) attacks snuff out anything you
can put out there. You can only hope to capitalize off of mistakes and whiffed
attacks. When Sakura throws out her fabled, awe-inspiring ground custom combo,
If you're blocking, counter roll out or alpha counter and trade hits. Its much
better than the alternative, which is a sure-fire guard crush when done
correctly. If you are hit while not blocking, your best bet is to just mash
the buttons like there is no tomorrow and hope your opponent doesnt have nerves
of steel.
---------------------------------
vs. Nikado Benimaru
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The king of the jump. Benimaru makes his living up close and personal, so
your job in this battle is to (big surprise) keep him away. If you keep your
zoning options open and control his flying with your standing HP's, his attacks
will be forced to be less predictable (and therefore less thought out) in order
to get close. Keep him out of close range, as his electric grab super is
murder (as well as its normal special move version). Take out his
airborne-drill attack with the Wielding Being Blade counter, and punish him
with either a HSoV or a MP Distance Slash if you are conserving meter.
Shouldn't be too tough of a battle.
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more matchups to come...
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--10--Credits------------------------------
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A special thanks goes out to the CvS2 players at Pinball Pete's Arcade in Ann
Arbor, Michigan. All the regulars - Mike, Vashgar, Evil Ryan, Jason, and
everyone else who kicked my ass on a regular basis until I stepped my game up.
I also need to thank Bill/Will & Armitage for countless hours of Capcom and
late night specials. Good Show!
Thanks to Capcom, for its wonderfully craptacular voiceovers and
translations...without you, the phrases "I will stain my hand with your broad"
and "You cannot escape wrong death" would have no meaning to me. Thank you for
enriching our lives, one engrish phrase at a time.
Last but not least, thanks goes out to all the veteran faq writers like Dingo
Jellybean and ProTect who have made it easier for young guns like myself to get
started..hope you all enjoyed my first faq. Props to CJayC for keeping
GameFAQs free to the end-user, i know its a tough job on ads alone.
And remember, Hibiki players....
"kore ga...iai desu."
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Questions? Comments? Additions? send them all to
[email protected].
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