View Full Version : Hibiki Combos and Glitches
eightysix
07-03-2004, 02:02 PM
List your favorite combos here using standard abbreviation conventions. Include the proper damage from the training data in training mode.
In order to get an accurate number, make sure to set your character's super meter to either "Normal" or "Max Start" because "Infinity" and "Recover" will give the combo an illegal damage boost. Also, make sure to perform the combo against P-Groove or A-Groove because some of the other grooves have meter-based defense bonuses. Finally, make sure to perform the combo when the opponent has a full lifebar, because otherwise the damage will be reduced depending on how low the opponent's health is.
Also, discuss any glitches or bugs the character has, not including Roll Cancel. RC discussion belongs in a strategy thread.
CrimsonDisaster
07-03-2004, 03:32 PM
The B&B everybody has known about since like day 1:
c.short x3, c.jab XX QCF+strong
c.short x3, deadly rave super (root 2) to forward(MK), pause, s.RH XX QCB+fierce XX QCF+fierce
c.short x2, c.jab XX dash super
s.RH XX QCB+P XX QCF+fierce
close s.strong XX QCB+P XX QCF+fierce
far s.strong XX deadly rave- whiff punisher combo
Jump-ins of choice for starting combos are j.strong and j.RH. From fullscreen you can do sj.forward, land, c.jab XX QCF+strong for a decent fireball punisher.
Bezerka
07-11-2004, 01:40 AM
cr lk cr lk cr lk cr lp xx power geyser super works (for lvl 3 at least)
st mk cr lk cr lp xx slash or lvl 3 power geyser super (dunno whether its a 1 or 2 frame link)
st mk cr hp (another hard link)
Bezerka
07-11-2004, 01:46 AM
forgot this one
cr lk cr lk xx hp running slash, hp slash
has to be from point blank range, and u gotta press the lk's as fast as u can, its kinda useful to do after an empty jump in
Buktooth
07-12-2004, 02:00 PM
Good posts, try to add damage/stun data for future reference though.
Additional notes/corrections:
-low strong xx deadly rave doesn't combo at max range unless it was a counter hit. Also, at max range of the low strong the other super won't even reach.
-close forward is +6, so linking low short afterwards is an easy 3 frame link. Linking low strong/fierce is a lot tougher at 1 frame, though.
-AFAIK, 2 low shorts into running slash is way too inconsistent to be used in real matches. I've even tried it on the fattest characters and still only got it to combo roughly 60% of the time.
-close roundhouse xx qcb+fierce xx qcf+fierce:
3400 dmg, 34 stun
Your big mistake punisher. The trip slash can be swapped with a level 1 super (not recommended, only 1200 more damage) or higher. However, if you have a level 3 available you wouldn't want to do this combo anyway. The non-super combo is great as it does good damage and a whopping 34 stun; halfway to dizzying any character. Great set ups after also.
-close roundhouse xx deadly rave, close roundhouse xx qcb+fierce xx qcf+fierce:
7878 dmg, 47 stun
Your big mistake punisher into level 3. Very good damage, HUGE stun damage and great set ups after. If you hit this, chances are you're going to win.
-(S/N-Grooves only) deadly rave, close roundhouse xx qcb+fierce xx level 1:
7979 dmg, 0 stun
After a deadly rave super, the combo hit count is high enough that damage scaling becomes fairly severe on the running slash xx trip slash combo. The level 1 super becomes more worth it in this case, doing roughly 1600 more dmg. By comboing into the deadly rave super you can do roughly 10000 dmg in one combo.
-counter, qcb+jab:
1800 dmg, 12 stun
Your standard no-meter follow up to the counter. Sets up a bazillion things afterwards, including a 2p glitch cross up.
-counter, level 1/3 super/blackout super:
2900/5500/6100 dmg, 0 stun
Doing the level 1 generally isn't worth it, but the level 3 is good for a nice chunk of free damage. N-Groove can also activate after the counter and still land the level 3. The blackout super is quite a bit harder to time (at least for me, anyway) so I wouldn't recommend going for it.
-dp+kick, qcf+fierce:
1900 dmg, 19 stun
19 stun plus knockdown off of an RCable overhead is quite nice. As with all combos ending with qcf+fierce, good set ups after.
-dp+kick, level 1/3 super:
3100/5700 dmg, 8 stun
Self explanatory.
CrimsonDisaster
07-15-2004, 12:11 PM
Just to clarify, but I think what Buk means in this:
close roundhouse xx deadly rave, qcb+fierce xx qcf+fierce:
is close s.RH XX deadly rave, s.RH XX QCB+fierce, QCF+fierce
Buktooth
07-16-2004, 12:53 PM
Originally posted by CrimsonDisaster
Just to clarify, but I think what Buk means in this:
Oops. Thanks, already edited.
Hrm... might as well list some CCs while I'm here:
-CC, (close RHx2, c.HP xx qcb+LP)x2, (c.LPx4, c.HP xx qcb+LP)x2, c.LPx4, c.HK xx super:
7892 damage
Very respectable damage. This generic ground CC is your "big punisher CC" and also the CC to use when you activate randomly. First hits hitting low is nice too, but I find that it's a little too slow to use as trip guard anti-air.
-CC, qcf+MP, qcb+LP, qcb+MPx3, qcf+MP, c.LK (whiff), (jump HPx5)x2, super:
6864 damage
This is your anti-air CC. The beauty of this CC is that you can anti-air somebody from REALLY far away on reaction and get a whole CC out of it. Is Blanka jumping up and down? Kill it. Blanka low jumping up and down? Kill it. Did you just block a Bison psycho crusher (or Blanka ball)? Kill it. Sak whiffing dive kicks? Kill it. You get the point.
-kick throw, CC, qcf+MP, qcb+MPx4, qcf+MP, c.LK (whiff), (jump HPx5)x2, super:
6812 damage
This is lovely. Guaranteed CC after a midscreen throw. You can also activate, THEN throw and combo off of that for a bit less damage. Still worth it, though, and pretty much guaranteed to work several times on everybody before they start catching on. And then when they start trying to jump out you do a low move and go into the ground CC...
-CC, jump HKx4, c.HP, then go into generic ground CC:
7760 damage
Overhead CC on big characters. Works on characters Eagle-sized and taller. Also handy as an easy reset mid-CC, or if you went for a low hitting CC and they blocked.
-CC, qcb+LP, c.HP, (qcb+LP, c.HPx2)x2, (c.LPx4, c.HP, qcb+LP)x2, c.LPx4, c.HK, super:
7672 damage
Whiff punisher CC. Also works as one of the best anti-projectile CCs in the game. Hibiki can be really far away from the fireball thrower and still get a CC off of it.
Now, if anybody can tell me how to consistenly get Hibiki's CC reset with dodge xx hop back and j.rh, I'll be your best friend for life.
CrimsonDisaster
07-16-2004, 04:28 PM
dodge > bk+KKK, j.RH reset:
Your opponent has to be crouching, first off. Maybe even defensive crouch, I dunno.
After that, just do QCB+P at the appropriate range to do the dash part, then do KKK > fwd+KKKx2 (tap all the kicks twice, you should get j.RH to come out) pretty much as soon as it hits. The whole "trick" to it is holding forward instead of back to do the hop, but you probably already knew that. After that, it's just cancelling the dash part before she she's all the way behind them, IIRC. Reminds me of some GGXX momentum glitch.
If that doesn't work for you, sorry... I don't really know how to explain how I get it to work. I've only done it once in a real match, and I was too excited to continue the CC :rolleyes:
Time_Space
07-19-2004, 02:14 PM
after an crappy run with todo, i wanna get good with hibiki again.
anyways, what is this 2p glitch and how do i abuse it? im still unclear on what it is, eventhough 86 has tried explaining the amount of times sagat throws a c.fierce.
and how do you get the jump in Rh to hit without gettin punished. (im in N groove with r1 hibiki up front)
Originally posted by CrimsonDisaster
The whole "trick" to it is holding forward instead of back to do the hop, but you probably already knew that. After that, it's just cancelling the dash part before she she's all the way behind them, IIRC. Reminds me of some GGXX momentum glitch.
Are you the guy that wrote the guide on gamefaqs? You didn't tell anybody how to continue the CC afterwards... :lol:
After the hopping roundhouse, you need to immediately chain a falling strong while you're still in the air. Hit down fierces after you land and the everything will combo perfectly. I don't think I'm techically holding forward when I do the hop as well. I start the reset like this...
-point blank d.HP/close s.HK xx qcb+HP, keep hold back (same direction as after I did the qcb+HP), KKK~HK, HK...
There's a special timing you need to link the falling strong after the hopping roundhouse consistently. Practice makes perfect. Against large characters like Sagat, you can substitute a falling fierce for the falling strong as well.
Getting hit by this is the stupidest thing ever. I used to think A-Hibiki sucks, but now I can't stand fighting against her. I don't even fool around when she does some random CC in my face now. Alpha counter first, think later!
----------
Once the opponent smartens up and starts standing up to avoid hopping roundhouse, start faking the overhead and hitting them low instead.
-point blank d.HP/close s.HK xx qcb+HP, (wait), KKK, d.MK...
Masataka
07-25-2004, 02:44 AM
I'm having problems w/ the combo s.HK xx QCB + HP etc.
about 1 out of 5 times, s.HK xx QCB + HP winds up Hibiki slashing the opponent but not running through them. It looks like Hibiki went into the animation to go through them, but the hit stun made them reel too far back. Is there anyway to get around that? Or do i need to memorize the buffer timing?
Also, when you do deadly rave, which root do u do and where do you stop to go into s.HK xx...?
ragnafrak
07-25-2004, 07:45 AM
hold HP down til she's just about to pass through, release, qcf+HP immediately after the hit registers
edit: CC off of counter (hcf+K)
hcf+K (counters) -> superjump almost next to opponent, activate -> [sj.HPx3]x2* -> [sj.LPx4, sj.HP]xN -> super
* if the opponent isnt at the corner after the first sj.HPx3, u'll need to carry the distance with either qcb+LP or qcb+MP to continue the combo, from there, follow with a s.HP, c.LK and rejump
CrimsonDisaster
07-25-2004, 03:35 PM
Originally posted by kcxj
[B]
Are you the guy that wrote the guide on gamefaqs? You didn't tell anybody how to continue the CC afterwards... :lol:
I haven't updated that thing in forever:bluu: Thanks for clarifying the follow-up on the thread, though.
close s.RH XX QCB+fierce, just hold fierce a tiny bit before you release it. It'll still combo.
Deadly rave, do root-2 and end at forward (MK) then do s.RH XX QCB+fierce XX QCF+fierce
Yagami
07-25-2004, 10:36 PM
Originally posted by Buktooth88
Now, if anybody can tell me how to consistenly get Hibiki's CC reset with dodge xx hop back and j.rh, I'll be your best friend for life.
Too easy. :D
say, you're doing the Hkxxqcb.Hp CC. After u do qcb.hp,just hold the joystick there at back. Then just press KKK,then Hkx2 (still holding the joystick in the same direction,back,after the initial qcb.hp). There, instant reset/overhead.
EDIT: what i posted above works if the opponent is blocking. If he's not, theres a stricter timing. Instead of holding back, u hold foreward.
i've seen otaku's hibiki do antiair close fierce punch then cancel into dodge. does anybody know how to do this?
vasAZNion13
08-10-2004, 08:38 AM
Originally posted by LZJ
i've seen otaku's hibiki do antiair close fierce punch then cancel into dodge. does anybody know how to do this?
after the first hit, press fierce again for the 2nd hit, but immediatly press two kicks
i think the timing for it is like kara canceling in 3s.
CrimsonDisaster
08-12-2004, 12:46 PM
Actually, just hold fierce and hit all the kicks as soon as you see the 2nd hit animate.
2nd hit can be kara-cancelled into any special as long as you're holding fierce down. Nice little hit-confirm into L3 super as well, though that's getting a little too fancy for me...
What move besides close roundhouse can I use to combo into Deadly Rave. I use N-Hibiki and if I broke stock nobodies going to let Hibiki in for fear of a blackout.
CrimsonDisaster
12-01-2004, 11:08 PM
Nobody fears Blackout that much, dude...
Main ways to combo speed mode/deadly rave outside of close s.RH? c.short x1-3 XX super. Far s.strong XX super (good whiff punisher)
RagingStorm101
12-28-2004, 11:13 PM
Yeah that's pretty true...unless you get in that counter and can dash into super. Now THAT is scary. But you'll learn to bait the counter so you can punish it instead of eating a super.
popoblo
04-24-2005, 09:57 PM
hey buktooth, what are the "good setups" after you land a qcb, hcf + p super or a dp + k overhead into fierce slash?
i know about super jump rh to hit either side, or holding the running slash so the back part of her blade hits your opponent after you crossup, but what else?
peace
Buktooth
05-02-2005, 09:28 PM
hey buktooth, what are the "good setups" after you land a qcb, hcf + p super or a dp + k overhead into fierce slash?
i know about super jump rh to hit either side, or holding the running slash so the back part of her blade hits your opponent after you crossup, but what else?
peace
there's like... way too many possibilities to list after a knockdown. hibiki's post-knockdown game is super buff. problem is, she doesnt have that many knockdown moves...
popoblo
05-16-2005, 12:22 PM
there's like... way too many possibilities to list after a knockdown. hibiki's post-knockdown game is super buff. problem is, she doesnt have that many knockdown moves...
mind posting a super abbreviated version/adding onto my list? i usually do something like this after hitting a CC and ending w/ her super. so far i've got...
-super jump RH to hit on either side
-RC DP+K overhead
-low shorts into B&B combo
-i saw otaku do the command run, which DOES NOT cross up, into close standing rh
-OR do the running blade move which DOES cross up to hit from behind (which i have trouble timing correctly for some reason)
anything else?
peace
-i saw otaku do the command run, which DOES NOT cross up, into close standing rh
Close s.HK into what? That move by itself isn't safe. Are you sure he didn't mistime up a throw?
albert 98
06-08-2005, 09:47 PM
-i saw otaku do the command run, which DOES NOT cross up, into close standing rh
peace
Hey Buktooth and David,
Outta Rock, Kyo and Hibiki in OTK's team which character do you think he's the best? I heard his Kyo is pretty dope.
:party:
Onikage
06-09-2005, 05:21 PM
This isn't really the place to be asking a question like that. This is the thread for Hibiki combos and gliteches. Why do you care who his best character is anyways?
RagingStorm101
06-09-2005, 08:23 PM
His Rock is cool but there's so little footage of his K Rock = (. Anyway, does anyone do cr.short qcb + fierce qcf + fierce with Hibiki? I like doing that cuz it's knocks down PLUS it's stronger than the regular BnB.
Onikage
06-09-2005, 08:50 PM
is that punishment situation or can you hit confirm the c.lk? I know I sure can't. I'd save that for punishing stuff, in which case swap out c.lk for s.hk so its even more damage. But hey if you can hit confirm it, go nuts. My .02 on that.
Jion_Wansu
06-11-2005, 11:36 AM
Any P-Groove Cancels for the XBOX??
WindyMan
06-16-2005, 08:13 PM
His Rock is cool but there's so little footage of his K Rock = (. Anyway, does anyone do cr.short qcb + fierce qcf + fierce with Hibiki? I like doing that cuz it's knocks down PLUS it's stronger than the regular BnB.
Stronger, and safer against super-ready opponents. I don't use this one as much because by the time I get to Hibiki, I'm activating my stocks and am ready to look for short-short-short supers. When I do have time for a quick punisher, but not enough time to stick out the cl.roundhouse, I use the cl.strong better. It comes out in 4 frames and does 800 dmg vs. c.short coming out in 3 frames and only 200 dmg.
I just realized this, but it's the best to use it after landing some sort of safe knockdown move in the corners. If you know they're going to stay down, you can do that 3K dodge forward to switch sides with them. They never expect this, and a c.short XX fierce run slash XX fierce trip slash is easy damage and stun on top of whatever landed them in the corner. If they somehow guess the blocking direction, the run slash will at least get you out of the corner.
Faylar
06-22-2005, 06:24 AM
Got a question here: how do you effectively use Hibiki's dp+k? I haven't been using it mainly because it is slow, but when I saw the video footage, OTK does it real fast. I remember that he superjumped or something in front of his opponent and immidiately knocks his opponent with dp+k without any delay, and cancelled it into QCF+HP.
Onikage
06-22-2005, 09:13 AM
I use an RC'ed one when they get up occaisionally. c.lk, dp+k works sometimes too especially if you've trained them to expect 3 c.lk.
Got a question here: how do you effectively use Hibiki's dp+k?
When you do use it (which you should because it's a very good move), make sure you're doing it so that if gets blocked, you're out of range of your opponent's fast attacks. Remember Sagat can d.MK xx super you after blocking dp+K if you used it at point blank range. Rock can sweep, etc... anything fast you need to be careful of.
Faylar
07-08-2005, 09:16 PM
another question: about Hibiki's close.HK xx QCB+HP xx QCF+HP, it seemed whenever I do QCB+HP, Hibiki occassionally doesn't crossup. Do I actually hold the QCB+HP for a short while?
Camelot_chorhai
07-08-2005, 10:09 PM
Yea, just hold it for a little bit, like a second or something. The combo doesn't have to be done fast. As long as u take your time to do it right, it should be an easy combo.
Faylar
07-09-2005, 11:07 PM
Alright, one more thing to practice I guess. I keep screwing up the QCB and land right in front of the opponent's face.
Dem-Dem
08-22-2005, 10:42 AM
Alright, one more thing to practice I guess. I keep screwing up the QCB and land right in front of the opponent's face.
Hold the [P] button longer.
Faylar
09-02-2005, 10:48 AM
Yeah, I managed to get it (finally). Now for the cr.lk x3, cr.lp xx dash super :p
Onikage
09-02-2005, 12:03 PM
For the running slash/hop over rh trick, when rh connects what's the best button to press to actually get a combo on smaller characters? On Sagat and Blanka j.fierce works for me, but I can't get anything to connect after the rh on anyone smaller. Thanks.
Edit: yeah that's during CC of course.
noodleman
09-02-2005, 12:46 PM
i think it's suppose to be st.mp, or cr.lk. not 100% sure though.
Kaiden
05-14-2006, 05:11 PM
To help with the cr. shorts -> cr. jap -> dash super, you could negitive edge the super. I started doing that because I always accidently negative edged a beckoning slash or distance after the cr. jab.
So you could actually negative edge the super, or hold down jab and press another punch button after inputing the motion for the super. The second method only works with certain grooves though, I use K so it doesnt matter which button I press to super. I use both, which ever one I do out of instinct.
Faylar
07-22-2006, 11:20 AM
To help with the cr. shorts -> cr. jap -> dash super, you could negitive edge the super. I started doing that because I always accidently negative edged a beckoning slash or distance after the cr. jab.
So you could actually negative edge the super, or hold down jab and press another punch button after inputing the motion for the super. The second method only works with certain grooves though, I use K so it doesnt matter which button I press to super. I use both, which ever one I do out of instinct.
Well I do it this way:
say you are going for 3 shorts, c.lp xx super
I do the 3 shorts, before you enter the c.lp, do a 21412 motion (sorry for using GGXX/ST terms :p), enter your c.lp, qcf+lp (the super should come out).
so it looks something like (sorry for using GGXX/ST terms again =p)
c.short x3, 21412 cr.lp, 236 any punch
I hardly get negetive edge for this, maybe it's just me :rofl:
ManBeast
10-07-2006, 11:24 PM
Good posts, try to add damage/stun data for future reference though.
Additional notes/corrections:
-low strong xx deadly rave doesn't combo at max range unless it was a counter hit. Also, at max range of the low strong the other super won't even reach.
-close forward is +6, so linking low short afterwards is an easy 3 frame link. Linking low strong/fierce is a lot tougher at 1 frame, though.
-AFAIK, 2 low shorts into running slash is way too inconsistent to be used in real matches. I've even tried it on the fattest characters and still only got it to combo roughly 60% of the time.
-close roundhouse xx qcb+fierce xx qcf+fierce:
3400 dmg, 34 stun
Your big mistake punisher. The trip slash can be swapped with a level 1 super (not recommended, only 1200 more damage) or higher. However, if you have a level 3 available you wouldn't want to do this combo anyway. The non-super combo is great as it does good damage and a whopping 34 stun; halfway to dizzying any character. Great set ups after also.
-close roundhouse xx deadly rave, close roundhouse xx qcb+fierce xx qcf+fierce:
7878 dmg, 47 stun
Your big mistake punisher into level 3. Very good damage, HUGE stun damage and great set ups after. If you hit this, chances are you're going to win.
-(S/N-Grooves only) deadly rave, close roundhouse xx qcb+fierce xx level 1:
7979 dmg, 0 stun
After a deadly rave super, the combo hit count is high enough that damage scaling becomes fairly severe on the running slash xx trip slash combo. The level 1 super becomes more worth it in this case, doing roughly 1600 more dmg. By comboing into the deadly rave super you can do roughly 10000 dmg in one combo.
-counter, qcb+jab:
1800 dmg, 12 stun
Your standard no-meter follow up to the counter. Sets up a bazillion things afterwards, including a 2p glitch cross up.
-counter, level 1/3 super/blackout super:
2900/5500/6100 dmg, 0 stun
Doing the level 1 generally isn't worth it, but the level 3 is good for a nice chunk of free damage. N-Groove can also activate after the counter and still land the level 3. The blackout super is quite a bit harder to time (at least for me, anyway) so I wouldn't recommend going for it.
-dp+kick, qcf+fierce:
1900 dmg, 19 stun
19 stun plus knockdown off of an RCable overhead is quite nice. As with all combos ending with qcf+fierce, good set ups after.
-dp+kick, level 1/3 super:
3100/5700 dmg, 8 stun
Self explanatory.
I'm new here and pls don't flame me. I'm just starting to play K Hibiki in serious challenges and I wanna know what kind of specials and lvl 3 supers would connect from dp+K aside from qcf+HP & qcbhcf+P. I tried doing Going my way root 2 from dp+K but it didn't come out.. pls help.
ragnafrak
10-08-2006, 10:25 AM
qcf+P (any P), and qcb,hcf+P (any level) super will cancel after dp+K. after a qcb+P that crosses up you can also cancel into counter. none of them will work if blocked.
ManBeast
10-18-2006, 10:33 PM
ok, thanks.
Shiro887
10-29-2007, 07:04 PM
CC, (close RHx2, c.HP xx qcb+LP)x2, (c.LPx4, c.HP xx qcb+LP)x2, c.LPx4, c.HK xx super
I have problems with this combo :( I can do up to when you do the first set of crouching jabs, but that's it =/
Logos
10-29-2007, 10:53 PM
What exactly is the problem you're having?
Hellion
10-29-2007, 11:45 PM
CC, (close RHx2, c.HP xx qcb+LP)x2, (c.LPx4, c.HP xx qcb+LP)x2, c.LPx4, c.HK xx super
I have problems with this combo :( I can do up to when you do the first set of crouching jabs, but that's it =/
After the second qcb+LP in that first set immediatelybefore the d.lp's, immediately mash those d.lp's.
After the 4 d.lp's, immediately hit d.HP and then cancel it to another qcb+LP like you've been doing earlier on, as you say you managed to work UP TO the jabs right?
It's not exactly an "easy" custom to learn, but it gets easier with practice.
EDIT:Oh yeah I forgot, for the qcb+LP's, you've got to hit the d.lp immediately after the flash saying the move actually hit. Waiting for the moves recovery isn't a good idea.
Shiro887
10-30-2007, 04:55 PM
alright. Thanks for the advice.
freemandela
03-31-2008, 05:06 PM
I'm not sure if anything like this has already been posted, but I figure I'll share anyway. I found a trick for doing Hibiki's cl.hp cancel into dodge. It's pretty simple: you wait until you see the first part of the cl.hp finish, then hit mp and hp together with your three middle fingers held together and immediately slide down to the mk and hk buttons. You don't really have to hit the punches again (you can just hold down the hp and slide down) but doing so makes timing the dodge easier. Using this method I can do the cancel pretty consistently, and my execution is awful. One drawback to using this is that the slide motion makes it more difficult to hit a kick again if you want to jump back, but it's still doable.
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