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DarkMagician
08-05-2002, 09:53 PM
I wanna know some good strats with hibiki in a-groove! So far ma whole game is all about turtling with her and using the d.hp and her jabs a lot. But once i fought against a top sagat play i got totally raped... (F***ken Vegita!) So far i mastered the hcb+hp crossover CC i just luv that looks so nice! Well, is hibiki a turtle or pitbull play?? And any strats?

kingjada
08-05-2002, 10:12 PM
how do you do her cc?

DarkMagician
08-05-2002, 10:25 PM
its just all hcb+hp repeat..... its diffcult becuz the move makes u crossover the opponent so u have to time ur motion of the hcb+hb... once u master it, one word WOW.

The CC is done like this:
-ur on left side and ur opponent is on right.
-u pop cc
-then to start it i do s.hp, s.hk
-then hcb+hp, u crossover to other side
-now ur on right side and opponent is on left
-hcb+hp repeat.....
-end with her hcb,hcf+p

It sounds ez but hard to pull off.... cuz if u do the motion to fast the hcf+p comes out and u done want that.

Cthulhu32
08-06-2002, 01:48 AM
Well one advantage to Hibiki against slow characters is that she's got incredible reach with some of her moves. Her pokes also do a considerable amount of damage. My main suggestion, never have a tactic revolving around turtling, turtling is like the tactic of those who don't know how to advance on their opponent, plus it's annoying to play against.
Alright, minus the turtling aspect, Hibiki is an extremely effective slash and dash I guess you could call it. She can whip out a move, get em to A:block and push the opponent back, or B:get hit and take considerable amount of damage, and then she can avoid oncoming attacks easily. My best suggestion in A-ism is only use her CC, never just use her big supers because they do just as much damage as her normal attacks.
The way I play Hibiki, I don't very often, but here's my suggestions: Always keep your opponent on guard for highs and lows, make it a guessing game. When they jump in the air, strike em down with a jumping hard slash, or roll underneath them so you have them on their blind side. When you see a GooD oppurtunity, use her hcb+p move, and rush in then combo it to a qcf+p, and do lots of damage, and if you have a full A-ism bar, then activate her CC etc with the awesome Hcb+p combo, which yes does a ridiculous amount of damage. One of her best pokes if you want to get the opponent the hell away from you and keep your guard up I believe is HK, the one where she unsheathes her blade. Very nice. When your opponent is trying to play with you and jump in the air back with HKs or something (CHEAP SAGAT PLAYERS, COUGH COUGH), then just start busting out qcf+p, they can't get near you, and your bar goes way up, which means your ready for another CC to come out.
-Good Luck
-Cthulhu32

GinnaiDoma
08-07-2002, 02:34 PM
I just had a weird idea, if u Activate CC and then try to do a juggle across the screen, I think that would look pretty cool, like CC->c.HK->s.HP->hcb + p for somehow keep it going till the other side of the screen, and the maybe if timed right catch in mid air with the hcb hcf p special....weird ass idea but have any of you seen it done before? or similar? :lol:

GalzPanic
08-07-2002, 04:19 PM
Originally posted by GinnaiDoma
I just had a weird idea, if u Activate CC and then try to do a juggle across the screen, I think that would look pretty cool, like CC->c.HK->s.HP->hcb + p for somehow keep it going till the other side of the screen, and the maybe if timed right catch in mid air with the hcb hcf p special....weird ass idea but have any of you seen it done before? or similar? :lol:

HAR, that's acutally the first A-groove combo i ever figured out by myself...it takes like 3 qcb+jabs to get to the corner from the other side. goodstuff...cornver to corner.

If you ever connect the hcf k counter, you can activate and do qcb jab till corner.

Her plain easy cc is cr.fierce x 3, qcb+jab repeat. then super.

MagicianMayLee
08-07-2002, 04:31 PM
hey magician how's it going? you live in cali? I'm the strongest YU-gi-oh player world wide i'm guessing you're great at the game. cuz i think i seen some of your matches taped on DDRFreak adn YGOdungeun.com...
anywho a grooving with hibiki sn't that hard man. If you think og it her a groove combos are traps adn magic series. Not really big though. Her level 3 is ok but very tonned down he u don't know how to mash out to a A groove chain. her simpleds consist of these series as i think that might as well put a strat and combowah...

s.h, h, c.g, df rk, db, yeah something ilike that to combo out. real easy character to own. Her moves are only counter, anti TKaaa, adn a special move much like hayato capcom has thought out hayato very well so far. But back to combos i;m not really sure what you're asking still i just start a war plane aguess...

CapMaster
08-07-2002, 09:50 PM
I just started playing around with A-groove Hibiki...She's a goddess. Her combo takes some practice and is kinda tricky to do, but it'll be worth it.

Hibiki is definetly a turtle character. The basic stuff should be common knowledge: standing fierce for anti-air, crouching jab, standing strong, crouching strong are all great pokes. Jumping strong or roundhouse are probobly her best jump ins. Roundhouse also crosses up. Bread and butter: crouching short x3, crouching jab, QCF+Jab or Strong. (Some characters can hit you even if this connects..check the knowledge base) If you're really close and you get it to hit, you can do standing close roundhouse cancel into QCF+Fierce for a knockdown. If you land the QCB+P move and you cross over, IMMEDIATELY/ALWAYS go for either the QCF+fierce move or her super if you wanna get flashy. (She only can do one super in A-groove...So it shouldn't be hard to figure out which one)

Basic CC: activate, (crouching fiercex3, QCB+Jab), repeat till meter's about out, crouching roundhouse, super.

For more damage...After doing the 3 fierces and QCB+Jab, you can then put in a lot of jabs (I can't remember exactly how much), fierce, then QCB+Jab and repeat to get more hit count.

Other CC: activate, (close standing roundhouse, QCB+Strong) repeat till meter's about out, super.

Another ground CC. Can only be done at close range and out of the corner.

Activate of counter is pretty sweet. Not only can you almost quarentee a custom off a counter, but it's long, somewhat flashy, easy, and will piss your opponent off.

Counter CC: Counter move, activate, QCB+Jab till corner, standing fiercies until meter is about out (See if you can get it to be a normal standing fierce, not a close one) then super. Easy, quarenteed damage if you can land a counter. That's what makes A-Hibiki so dangerous: She can sit on her meter the whole match, and just wait for that counter and unload the quarenteed damage.

redwiz
08-07-2002, 10:53 PM
Originally posted by CapMaster
If you're really close and you get it to hit, you can do standing close roundhouse cancel into QCF+Fierce for a knockdown. You're wasting at least 1000 points of damage that way.

If you connect a close roundhouse, you should always do a crossup QCB+P then QCF+fierce or super.

MagicianMayLee
08-08-2002, 12:54 PM
b00!
u suxors this is a serious debate moron!

nimh
08-08-2002, 03:11 PM
if you connect with her roundhouse throw anywhere on the screen, activate and go into a juggle custom combo

DarkMagician
08-08-2002, 05:41 PM
Thanx for all the tips, i new that hibiki was a turtle player, i cant seem to get very offensive with her. The s.hp is a good aa, but i figured out the c.hp is much better and hard to parry or JD cuz she goes down.

One thing i dont like about hibiki is that her rolling sucks, its slow and the recovery after that is horrible, so many times i try to activate CC and got thrown or supers up ma A@@, i use very lito of that.

The CC u guys talked about is very interesting, the air slash combo and the counter and slash, but i believe that they take too lito damage cuz u dont get as much its and the counter CC must me in counter....... so i think ma dizzling hcb+hp is much better (damage and for show)

Heres wat i know so far:
- her pokes are amazing, i usually begin the pokes with c.lp and then s.mp, then use the c.hp. I follow this cuz if the opponent decides to roll in between, the u can throw him or c.hp after roll recovery
- i hardly eva jump with her and only jump if its truly safe, basically i c.hp all day and then hcf+P do chip and stay way.

Hehe thats all i do........ and it works

DarkMagician
08-08-2002, 05:42 PM
M.M Lee:
no i dont play Yugioh i just like the name of Dark Magician, i think it sounds kewl and i like to have ppl call me that... heehee.

And i live in T.O

Geronimo
08-08-2002, 06:05 PM
Originally posted by nimh
if you connect with her roundhouse throw anywhere on the screen, activate and go into a juggle custom combo

Yeah, but the timing is really strict on this. Any tips :sweat:?

nimh
08-08-2002, 07:13 PM
use the activation of CC to start doing the run slash move. all i can say

CapMaster
08-08-2002, 08:30 PM
Originally posted by MagicianMayLee
b00!
u suxors this is a serious debate moron!

What the hell is your problem?

GinnaiDoma
08-08-2002, 09:44 PM
I think the counter is a biatch to use to go into the hcb + p cross screen juggle, I'd rather just do c.rh, s.fierce, but the counter definitely looks nicer :D

randomcelestial
08-09-2002, 06:55 AM
The reason I don't like A-Hibiki is that in this groove she's a better turtle than anything else. In K groove she's an offensive monster and can seriously rush down very aggressively. Just an interesting note on how different a character plays in different grooves.

DarkMagician
08-09-2002, 08:26 AM
I been playing around with the new CC and this is what i noticed:

-After the counter one and then on going crossover slash take incrediable time and truly is hard to do.

-The one where u throw and then pop CC and then slash doesnt seem to work, i been trying and the slash doesnt hit

So any tips?

WYLDFYRE
08-09-2002, 10:09 AM
Originally posted by DarkMagician
Thanx for all the tips, i new that hibiki was a turtle player, i cant seem to get very offensive with her. The s.hp is a good aa, but i figured out the c.hp is much better and hard to parry or JD cuz she goes down.

One thing i dont like about hibiki is that her rolling sucks, its slow and the recovery after that is horrible, so many times i try to activate CC and got thrown or supers up ma A@@, i use very lito of that.



i dont really use hibiki in a groove, i agree with randomcelestial that shes better in k groove. a rusher is definitely more harder to overcome than a turtle. anyway, her crouching fierce is not a really good aa. one example is sagats jumping roundhouse. her crouching fierce will not beat that, the standing fierce is much better and has higher priority. the crouching version should only be done against opponent who jump in from far and are about to land near your feet, but then again, the standing fierce will still be better at that i think.
also, you shouldnt be rolling much if youre going to turtle. rolling is not a very good idea all the time. just the other day i got owned by some roll crazy blanka yama and rog. yesterday, i just kicked back and swept him out of his roll and killed him with one just my nako. rolls are only good during rushes or when they need to be done, like to avoid getting hit. dont use it to move in, or dont use it much to move in cuz it gets predictable fast. the best time to start a cc is always after a whiffed move, another good time would be right as they jump in on you, since the activation gives you a couple frames of invincibility. oh, and right as you get up after being knocked down. this is kinda hard to time right, but really effective, i wish i could do it all the time. trying to activate it after a roll works sometimes, but i wouldnt reccomend it.

Nelziq
01-08-2003, 04:40 PM
Aww the old thread died. Long live the thread!

And just so it doesnt get repeated ad infinitum:

B&B == c.LKx3, c.LP, MP Slash

Does anyone know anyway to land her supers reliably, especially a way to combo into them? Right now i use the F+HCF+P super as a wakeup and the QCB+HCF+P super to catch people as the come down from a jump. Everything else though is pure luck. Is there an equivalent of ryu's c.MK into a super fireball?

ben
01-08-2003, 06:31 PM
I buffer her qcb, db, f, p super like I buffer kim's rush super:
cr short, qcb short, db, f p

shiniduo
01-09-2003, 05:01 PM
Originally posted by Nelziq
Aww the old thread died. Long live the thread!

And just so it doesnt get repeated ad infinitum:

B&B == c.LKx3, c.LP, MP Slash

Does anyone know anyway to land her supers reliably, especially a way to combo into them? Right now i use the F+HCF+P super as a wakeup and the QCB+HCF+P super to catch people as the come down from a jump. Everything else though is pure luck. Is there an equivalent of ryu's c.MK into a super fireball?

her "custom combo super"(HCB,F K) can be comboed from a standing hk...:D

CrimsonDisaster
01-09-2003, 07:06 PM
You can combo all her supers off a s.HK. The "blackout" super won't do any real damage, though... I think. I haven't actually used that super in a very long time.

iMPULSZE
01-09-2003, 10:24 PM
damaging/juggling CC: activate, s.fkx3, qcf+fp, s.fk, qcb+mpxXX (to the wall), s.fp, sj.U+jabs, super

Another trick with using her CC is in activation. Sometimes I will use her overhead dp+fk once I activate. Most people tend to block low once they see the activation animation, and the overhead catches most people off guard.

Another thing I've noticed in using her, is that her dodge tricks (any groove) work really well.

example: in any groove (A-groove for example), use her manual run(mk+fk+f), into manual dodge(mk+fk), into manual hopback(mk+fk+B)+mp or Fp...... Play around with it, because a lot can be done with it. Also, her s.Fp is a good anti-air, but will not work well against K/P groovers, so changing it with c.Fp or counter works to a degree.

other CC's....

activate, [s.fp (2hits), qcb+lp], XX, super
counter, activate, pause, [sj.mp, sj.fp], XX, sj.U+jabs, super

D-Scythe
01-10-2003, 01:07 AM
A-groove Hibiki sounds interesting especially after I've heard that she ALWAYS manages a hit in a CC.
Anyway, here's how to combo into her super:

c.lk x3, c.lp, Heavenly Spirit Of Victory (qcb,hcf+p) (lvl 3 only)
it's basically her b&b so it should be simple enough...i'm not sure if lvl 2 works....

counter (hcf+k), No Fear Feint (f, hcf+p) or HSOV (qcb,hcf+p)
now this looks cool...if u wanna catch em with NFF super then timing is kinda hard.

running slash (qcb+p) into HSOV (qcb,hcf+p)
u have to finish the super before the running slash crosses up

close s.mp, NFF (f, hcf+p)
heck i know it works so i put it up
--------------------------------
I have no idea how her custom combo super works (hcb,f+k) so feel free to give me what buttons to press after it...
BTW her No Fear Feint is her most damaging super!!! Plus it looks so slick and it's even got a special ending if you finish with it.

Honky Tonk
01-10-2003, 08:21 AM
'Crossup' qcb moves can be cancelled into her qcb, db, f+p super (this is the heavenly scent of victory super?).

It can be a bit risky going for it, though, you have to get your distance just right to minimise telegraphing. Better to make your opponent hesitate by using run alot (obviously you'll need this in your groove ;)) for poking and pressuring - this way when you initiate the run they'll think twice.

It's still tricky though since to do the crossover special into super you need to be quite close, so you'll have to do some run poking right up close to get them used to it. Still, that's a nice tactic anyway - running in to get your c.lk, c.lp, qcf+mp combos on. you can change just how close you get in before you break out your moves, and get up to 2 c.lks on first before you do the c.lp xx qcf+mp. Since Hibiki's pokes are so nice you can usually get your opponent on the back foot with a couple of fast run pressure moves like this.

If your opponent simply turtles for all of this then you can kiss goodbye any chance of landing the crossover super combo - you need to hit with the qcb+p or else you'll eat something nasty. Ideally you'd get them thinking that they should just block her long range pokes, but when she goes in closer, they should try to counterattack. This way you'll hopefully get the counter on them as your first hit.

All of this applies just as well, of course, to the qcb+p, qcf+p combos. You'll want to finish off with a qcf+Fp to get the knockdown, really - Hibiki's qcf+p specials have some nasty recover time and you can get punished. Oh, and don't forget you can tag on a c.lp before the two specials (tag anything more on to it and the qcb+p special doesn't combo - too far away).

In fact, this is pretty much the way I play Hibiki (I'm in N groove), she's really good at keeping people just inside her qcf+p range (the perfect range for Hibiki, of course), and whipping out her painfully high priority slashes. If they gain some distance from you just get yourself back to that range immediately - don't let up the pressure. run in or qcb+p in if you know the distances well.

The fact that her run animation is the same for the double tap run and the run at the start of the qcb+p special helps to confuse and generally worry your opponent. Mixing up is easy to do - mainly I'd mix up the distance that I start to do moves. And because of Hibiki's lovely c.lk*1 2 or 3, c.lp, qcf.mp combo you can always either hit them with a nice combo or at least push yourself back into a decent range.

Oh, and you really need to get you standing Fp anti-air going. sometimes you have to be very quick with the timing but it's a real beauty - especially since the close version is a nice anti-air too, both are very effective. You just have to be aware of the distances - since there's a little bit of timing difference between the two versions the point where she changes to the close version is your weak spot. I play against a lot of P-groove, and her anti-air really helps here since you can whip it out so early and take them by surprise.

Oh, and I like the small jump Mp quite a lot, too.

I never really use the dodge for anything other than dodging fireballs - are there some nice uses for it?

shiniduo
01-10-2003, 11:46 AM
Originally posted by Honky Tonk


I never really use the dodge for anything other than dodging fireballs - are there some nice uses for it?

the follow up to her dodge the fwd fwd coomand(the one where she runs) can help in "rushing" and of course the back,back follow up(the one she runs backward0 can help hibiki's defensive game...

other than that it can help her in using the non-roll grooves(P and K)...

Mummy-B
01-10-2003, 02:31 PM
You can land the Blackout super via these methods:

Dash/Run in, super (you would be surprised how much this connects)
Anti-air (deep)
Counter first, juggle with super

You can also combo her deadly rave supers from c.lk x3 -> c.lp -> super.
Also, if you're playing her in P groove, it's super easy to go straight from Parry to deadly rave super.

EDIT:

In P groove, if you Parry the first hit of any character's any level projectile super, you can KKK dodge the rest of all the hits from the projectile.

aznxk3vi17
01-21-2003, 02:22 AM
I use Hibiki in P-groove. Very very dangerous, as one mistake can get you killed. For example:

When I have meter built up, I can't wait for my opponent to jump at me. I parry the inevitable jump-in, then immediately follow up with HCF+P for the No Fear Feint. The parry command can also count for the input F,HCF+P. Boom, instant anti-air that takes off about half of their life.

You can also combo any of her supers off of the DP+K attack, if you ever manage to hit it! :D

And with the QCB+P slash, be careful. I usually only stick to the jab version, all other versions have too much recovery and go too deep into the opponent, which usually ends up in a meaty counterattack, even if I hit them with the attack. With the jab version I can at least hope to avoid a counterattack.

And remember that the Heavenly Spirit of Victory goes under fireballs. Just remember that next time you fight a fireball-happy shotokan/equivalent.

Original Zero
01-21-2003, 12:38 PM
Originally posted by D-Scythe
I have no idea how her custom combo super works (hcb,f+k) so feel free to give me what buttons to press after it...

The best combo I've found so far (it's required 3 stocks):

-hcb-f+k, lp, mp, hp, lk, mk, lk, hf, dash super
-hcb-f+k, lp, mp, hp, lp, mp, hp, lk, mk (super ends), st.hk, qcb+p, dash super.

The first combo is easy, but the second is most damaging.

Mummy-B
01-21-2003, 01:00 PM
Eh, well, the two basic ones go:

hcb,f+lk -> lp -> mp -> fp -> lp -> mp -> qcf+fp
hcb,f+lk -> lp -> mp -> fp -> lk -> mk -> qcf+fk

The first one is slightly more damaging than the second one, but it also put you behind the opponent ala qcb+p style. So, if you want to avoid going into a corner, use the kick one (it also has the added bonus of hitting low at the last part).

The other one is:

hcb,f+lk -> lp -> mp -> fp -> lk -> mk -> lk -> fk

This one also hits low, but sets up for a juggle. So, if you are in N or S Groove and can Level 1 super, now is the time to do it. However, if you just want to catch someone low and do more damage than the basic second one, you can juggle with a stand fp and keep pressuring afterward, or juggle with qcf+mp.

This is the best super to punish with after you ground Parry.

RagingStormX
01-21-2003, 01:19 PM
Hibiki has an unblockable A-groove combo. People were talkin about it at the Houston regional, I don't know how to do it though. It has something to do with her dodge. A good custom is fpx2, qcb+p, rinse and repeat end with super. Also her overhead into super or low slash is cheap. I'm glad I use her, especialy since she is antii-Honda and Blanka.

Mummy-B
01-21-2003, 01:25 PM
Unblockable A Groove due to her DODGE? That doesn't seem right. The only things she can do out of her dodge is the hop back and running forward I can't do anything.

Not bashing you or anything, it just doesn't make any sense to me.

The only thing I could think of that would be quasi-unblockable because it'd be fast with the frame acceleration you get when you're activated is maybe qcb+fp slash behind them then qcf+fp slash to hit them low and then juggle CC from there.

GUINNESS
01-21-2003, 06:26 PM
I'm surprised nobody has even mentioned this, I'm a big Hibiki user, she's my first char on my tournament team... A trick that works for me very easily is jump in mp, then right away overhead DP/kick, into run super, Tricks them into blocking low quite alot, (thanks Trent for that trick). Try it you'll love how much it works.

Original Zero
01-21-2003, 06:43 PM
I use j.mp for max distance jumps. You cannot combo into her dp+k, but the fact that it's an overhead still makes it a very, very dangerous move to have in your arsenal. Crossing up with hk, then buffering a standing mp into the dp+k, buffered into a super is just plain dirty.

Gandido
01-21-2003, 06:46 PM
Her CC isn't unblockable. It's the fact that the dodge hop back thing will randomly jump in YOUR direction instead of jumping back, sometimes even jumping over you, so its an instant crossup(!!!!!), plus if the rh connects after that, you can keep on hitting. It's a lot of dirty tricks, really...

a) Manual overhead looks just like close s.rh, which hits LOW!!!! (KEY). (s.close rh, switch side, x whatever, randomly replace close s.rh with overhead thing)
b) side switching really fast after getting them used to low, switch, low, switch... and then hit them low usually works.
c) do counter or dodge on reaction to ACs and continue comboing
d) activate into rh throw, juggle CC
e) rh throw into activate is harder.
f) jump around with roundhouse
g) empty manual run thing to other side, throw them
h) qcf + P slash on people who mash to get out of resets

Can I continue? I won't... but I sure could. Bitch is fucking dirty I tell ya. You just have to learn how to block. And with everyone picking C-Groove lately, Hibiki seems to be on her way to being on the top levels.

RagingStormX
01-22-2003, 01:09 PM
You can do c.lk x3 into her Going my way super.

TheFritzinator
01-22-2003, 03:10 PM
For me, it depends on who I'm playing against.
If I'm playing against an overly-aggressive character(Balrog,Sakura,etc.) I like to make sure that they stay out of thier attack range, but at the same time a make sure they can't punish me for Hibiki's amazingly bad lag time on her special moves. (They toned her down from Last Blade 2):bluu: Plus, you have to make sure that you aren't constantly on defense more than 50% of the time. Be agressive. I'd only turtle if my opponents character out matches me in speed AND priority, like Rolento or Cammy. I am a Hibiki expert, but I'm kinda stingy with my advanced tactics. I'll never know who might be reading;) :evil:

Gandido
01-22-2003, 08:58 PM
Actually, Hibiki can turtle the bullshit out of people now that they stopped picking run/low jump grooves (with K as an exception as it's still widely picked.) The main point in Hibiki is just to turtle and fierce, really. Then, if you have A-groove, random activate, land a hit, continue. Rinse, wax, lather, repeat. Also, does anyone know if her counter works against RC'ed moves?

-Gandido-

EDIT: Mummy-B: The 'unblockable' thing is this:

When they block, do fierce slash. Right when it's about to cross, do dodge, and hold the same direction where the slash was going. If you did it right, she should jump over the guy to where she originally was. You can do a j.rh from either side due to her random crossup factor, land, and continue. Mashing isn't an option either =/

aznxk3vi17
01-22-2003, 09:06 PM
I see no reason why the counter wouldn't work against RC'd moves... because the move still hits her, and that's what triggers the counter to activate.

Sure she makes a great turtler... but I personally don't like playing her as a turtle, unless the opponent is one that warrants it. I mostly zone, with some rushdowns. Low jump FK and MP are great tools for rushing in. Instant overhead in the low jump FK makes for a great tool when close in. I tend to use the MP button the most in my matches with Hibiki, not FP. Couple these with the fact that after a jump-in MP you can combo into any super makes for a great tool. IMO she needs the low jump to be effective... run is something I don't find myself in need of, which is why I use P-groove. Low jump along with parrying = unstoppable Hibiki (usually)

Mummy-B
01-22-2003, 10:16 PM
Originally posted by Gandido
Actually, Hibiki can turtle the bullshit out of people now that they stopped picking run/low jump grooves (with K as an exception as it's still widely picked.) The main point in Hibiki is just to turtle and fierce, really. Then, if you have A-groove, random activate, land a hit, continue. Rinse, wax, lather, repeat. Also, does anyone know if her counter works against RC'ed moves?

-Gandido-

EDIT: Mummy-B: The 'unblockable' thing is this:

When they block, do fierce slash. Right when it's about to cross, do dodge, and hold the same direction where the slash was going. If you did it right, she should jump over the guy to where she originally was. You can do a j.rh from either side due to her random crossup factor, land, and continue. Mashing isn't an option either =/

Damn, that shit sounds complicated. I guess the only hard part is timing it.

Yeah, all counters take care of RCs. I take care of RCed SBKs with Parry, Parry, High counter. Parry twice just to look flashy.

RagingStormX
01-30-2003, 01:15 PM
Yup, parry into counter is nice. That Hibiki shit sounds real confusing, I think I'll keep using her in N.:lol:

glass
01-31-2003, 12:29 AM
someone asked what her "c.FK xx shinkuu hadoken" combo is. i think one that works well is c.JP xx hcb, f+SK, which is her Beatmania super. u can roll the hcb while walking in and out sticking out c.JP, then jus hit f.SK when u see it hit. as far as execution goes i find this easiest.

comboing off her bread and butter string is a bit trickier tho due to range. iirc c.SK x2, c.JP xx super is possible, but adding a even one more c.SK will leave u too far for the super to combo.


questions;
- i was wondering how to set up her qcb+P slash. i only found out today that RK was bufferable so that's one way, but any others? i usually only use it after the qcf+Ps push me out of range, but that doesn't really crossup a lot.
- how often is the dp+K used?
- should i bother with the dodge if i'm in P-groove?
- any tricks or setups for FK (the knockdown)? it has as much range as her qcf+JP/SP iirc.
- on her Beatmania super, what does the SK FK SK RK finisher do..?

Mummy-B
01-31-2003, 03:13 AM
The overhead sheath move can be used to mix up your poke game, especially to give a break from small jumps, they usually won't see it coming if it's used sparingly.

If you Parry the hit of just about any forward moving super, KKK will dodge the rest of it completely if you don't feel confident Parrying the whole thing. This goes for any level projectile super from any character I know for sure. Balrog is the only other character than can do this.

The last string on the third variation of her super hits low and then lauches them for a juggle at the end. If you are in S or N Groove you can level 1 juggle after the Level 3.