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eightysix
07-03-2004, 02:06 PM
Discuss the character's entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.

Once a full movelist including frame data has been provided for the character, this post will be edited to include all of it, with proper credit to the guy who copied all that stuff from the Japanese guide or whatever.

eightysix
07-03-2004, 02:12 PM
I'm having TONS of problems fighting Rolento right now. I pretty much get 0wned by free jump-ins. Everytime I try to use S.HP as an anti-air, it always gets stuffed by Rolento's J.MP. Any tips for fighting this match?

ragnafrak
07-03-2004, 11:07 PM
i would try c.HP to AA his j.MP, or qcb+LP under him as he jumps at you

eightysix
07-06-2004, 07:24 PM
Okay, looks like we lost some crap do to the SRK restore so could who ever posted stuff, repost if you remember? Thanks.

CrimsonDisaster
07-06-2004, 09:24 PM
Buk pretty much said that Rolento can't stop your jump-ins either, so jump-in a lot.

Yagami
07-07-2004, 10:03 AM
I posted about doing random low jumps,fwd or straight up and hitting HP once u see him jump. if he tries to low jump.mp you, KKK dodge, and hit him in his low jump recovery. if he triies to empty jump, KKK, then cancel into the jump back.

Rolento can always screw your jumps with both stnd.Mp, KKK Lp or jump back Lp.

CrimsonDisaster
07-08-2004, 07:12 AM
Rolento can't really do crap against Hibiki's jumps if she's remotely near him. j.RH and such. j.strong from far out is at a bad angle for Rolento's s.strong, too.
To use j.jab or scouter jab, he needs to anticipate your jump, too. So if you've been doing your job by playing a good ground game, you'll get more jump ins than you'd think.

ChainReaction
07-13-2004, 01:45 PM
can you give me some strat against Sagat? I'm having a lot of problems with him. Thanks

Masataka
07-18-2004, 02:01 AM
To beat Sagat, keep him at a range. Use QCB + LP at max range, QCF + LP or MP at max range, run/walk up MP, c.HP, etc. Don't jump in too much, because even if you cross up, he often recovers in time to hit you and that does more damage then your j.HK usually. Try to counter poke everything, and use QCF + HP VERY sparingly, as recovery is wayyyyyy too long.

Try to bait his Tiger uppercut, if he whiffs, it's a free 3400 pts w/ RH xx QCB + HP xx QCF + HP.

If he tries to jump in, s.HP beats out Sagat cleanly 90% of the time for me, and is sometimes a counter hit.

I think this match up isn't too bad, unlike Bison and Cammy. The problem is, Sagat does so much damage, Hibiki can't take much more then one good combo. Just play cautiously and keep your distance, and if you don't get hit by a Fierce into lvl 2 into lvl 1 you should be fine. If I made some mistakes, sorry, and feel free to correct me.

CrimsonDisaster
07-18-2004, 07:14 AM
Don't try to "counter poke everything" or you're gonna get baited into a world of pain.'
Patience is key. Punish whiffs and bait stuff on the ground... other than that, hope he doesn't just s.short at its max range :bluu:

If you anticipate a fireball from fullscreen, sj.strong, c.jab XX QCF+strong. You can't really do it on reaction 'cuz you'll probably get DP'd, though... and if you guess wrong, DP'd. Meh.

noodleman
01-10-2005, 03:54 PM
not sure whether to put this in Moves/Attributes or Match Ups, but here are the moves that can punish hibiki's qcf+p slash (stolen off srk):

E. Honda
Lv 3 Onimusoo (hit or blocked)

Blanka
Fierce ball (hit or blocked)
Lv 3 Direct Lightning (hit or blocked)
MP Slide (blocked)

Vega (USA)
Low roundhouse (blocked)

Sagat
Lv 3 Tiger Cannon (hit or blocked)

M. Bison (USA)
Strong/fierce Psycho Crusher (hit or blocked)
Forward/roundhouse Double Knee Press (hit or blocked)
Mega Psycho Crusher (hit or blocked)
Low roundhouse (blocked)

Cammy
Lv 3 Spin Dive Smasher (hit or blocked)

Chun-li
Lv 2/3 Houyoku-Sen (hit or blocked)

Rolento
Lv 3 Take No Prisoners

But from this, i'm pretty sure you shouldn't be spamming qcf + mp on sagat if he has meter.

CrimsonDisaster
01-10-2005, 08:01 PM
You shouldn't spam QCF+jab/strong anyhow. Sagat will rape you with one lucky jump or Roll. QCF+jab/strong is good but not THAT good. Not saying you shouldn't use it, but every time you use that move you're risking random Roll/jump into death.

Sagat isn't that bad a fight except he does too much damage. You can do some whiff punishing stuff when the opportunity is there, but IMHO the main goal is to control the ground. It's not that hard to anti-air Sagat with Hibiki if you know the distances and such (and if you're not knocked down) so long as he doesn't have Low Jump... the trouble is his pokes on the ground.
Actually you can do pretty decently if you get close as well... getting a knockdown is a pretty decent way to start racking up the damage.

noodleman
01-11-2005, 06:06 AM
very true. I mainly use :qcf: + :lp:/:mp: vs honda/blanka for:

1) blocked headbutt/ball
2) counter their dash in (when they are in mid air, so the can't roll out of it). Blanka i'd be more carefull about it, since they can rc hop.
3) rc'ed for anti air. I usually use rc :hcb: + :hp: for anti-air more often, since you're usually more safe if you mistimed it. there's also dodgexxback hop + :hp: as good anti-air as well.

hibiki imo should be played as mainly a zoner/turtler. she's got some nice rush down, but because of her low health, the risk/reward is abit too high. DP's hurt like hell, and one of them will push you back out of rush down range.

CrimsonDisaster
01-11-2005, 07:23 PM
Yeah, I love doing all the mixups and stuff but patience is what gets the wins with Hibiki.

RC QCF+jab/strong is good against Low Jumps, sorta.

Onikage
03-07-2005, 02:14 PM
I need some help vs guile. c-groove guile vs a-groove hibiki. I eat too many sb's and just cant seem to generate anything. Advice would be appreciated.

skisonic
03-08-2005, 03:27 PM
not sure whether to put this in Moves/Attributes or Match Ups, but here are the moves that can punish hibiki's qcf+p slash (stolen off srk):
-snip


that list was referring to hibiki bnb combo if i recall, and its old and outdated. its kind of situational who can punish hibiki after random slashes, but after some experience you don't have to worry about it, it hasn't happened to me in forever, even off of blocked slashes, gotta zone them well and not be predictable/stupid with them.

if done properly hibiki's bnb combo (short short short jab mp slice) doesn't get punished by anything that i know of off the top of my head except level 3 rog and bison supers. However, I am sure that none of the other bison moves, nor any sagat or blanka retaliation will work, even if theyre perfectly times reversals. So yea some testing needs to be done that list isn't so cut and dry, just something to keep in mind.

super late edit:
i was looking for info on this and came across my own post, hah. Anyway, I THINK FP psycho crusher reversal will punish well timed hibiki bnb. Need to test that one, but Im pretty sure that reversal scissors wont do it.

noodleman
03-09-2005, 07:38 AM
Thanks for the heads up.

I have been hit plenty of times after bnb with bison's normal psycho crusher. Even rh scissors if i was abit closer (if i chain the lk's faster).

I haven't tested this either, but i wouldn't be surprised if cammy's lvl 3 :qcf::qcf: + :hk: super connects after bnb as well.

WB!
03-14-2005, 06:19 PM
Rock can counter super(qcfX2+k) the slash too blocked or hit.

Found that out the hard way against the CPU no less... :xeye:

noodleman
03-15-2005, 01:15 PM
I need some help vs guile. c-groove guile vs a-groove hibiki. I eat too many sb's and just cant seem to generate anything. Advice would be appreciated.

didnt' mean to ignore your post like that..just saw it today! :sad:

regular/rc :hp: slash should help with this matchup.

well timed rc :lp:/:mp: slash does well when they try to poke with cr.mk. and when they try to follow up their blocked sonic booms.

I've noticed that jap hibiki's like to jump in to guile with :hk: (vertical slash) at the right distances...cause i think it stuffs his normal anti-airs (cr. fp in particular). I haven't tried it myself, but it seemed to work for them.

Onikage
03-15-2005, 06:43 PM
Cool man thx. I'm trying too much to RC through the boom and not the pokes I think. I'll try it later tonight.

noodleman
04-11-2005, 03:28 PM
Copied from the CvS2 Tier discussion:

on the topic of A-Hibiki without trying to get too in-depth:

A-Hibiki fighting Vega is almost a wash. He outpokes her pretty free, punishes most slashes and run slashes with c.mp or slide, can anti-air her pretty solidly between s.RH, air throw, or my personal fave, jump back mashing. In addition, vega's coupled with his ability to zone Hibiki forces her to do random ass RC slashes trying to shank the fool, and then he can start educated guessing his rolls, get some slides in there, etc. It starts to go downhill. Hibiki really needs to get on him, jump on his head, mix him up and kill him fast. Its an uphill battle though, because vega has now cut off pretty much all her most effective forms of closing the gap. PLUS her throw range sucks, doesn't help at all against someone like Vega (claw). OH OH and she has no good wake-up except RC run slash, which Vega easily circumvents jumping straight up, because thats what the motherfucker is doing anyway.

Sak doesnt have too much of an advantage imo. Best thing here is to not get in that range where again, random rolls get you, because in this match if Sak gets the roll short short upper, again you dont have a good wake up, and Sak is gonna make you lose like a third of your guard bar on the wakeup at the least. Again, only good wake-up options out of activate are RC run and block...not the position you want to be in against someone eats at guard bar like that. BUT, playing her just outside of Sak s.RH usually works out better, but turns into a waiting game (yeah A-hibiki is often like this I guess). In this case at least you can throw out some slashes for pressure, and jumping on Sak's head for ambiguous cross-up works a lot in this fight.

Cammy rushes down A-hibiki. She can walk in and out of your poke range pretty comfortably waiting for that slash. If she doesn't block the slash she walks in kicks you in the face, or worse, throws you. Now when Cammy knocks hibiki down, she can walk up and start mashing fierce. Here is what hibiki can do:
A: Try to RC and get thrown
B: Block two fierces then cammy starts dancing again.
If cammy is dancing and Hibiki must take the initiative, Cammy can pretty much walk backwards all day and snuff most of Hibiki's forward moving shit, so you are relegated to slowing trying to catch up, possibly eating random ass cannon arrows, blocking RH's and so on. I usally see this one as an uphill battle...and this is just when cammy isnt running/parrying/JD'ing.

Versus bison, this match has come along, since the properly done hibiki bnb combo (short short short (slowly now) jab qcf + MP) is not punishable by any Bison without a level 3 charged (test it in training mode if you want, if you see reversal pop up on your scissors kick after blocking/eating the combo with bison, and hibiki doesn't block it (being set on auto-block), then you didnt the combo slow enough. It isnt all that hard though. Even uncomboed slashes arent completely unsafe against him, hibiki just needs to watch for when he has charge. He is less succeptable to the aimbiguous crossup game because when he gets tired of your jumpy shit, he'll RC psycho crusher, thats gonna hurt.

Besides these 4, A-hibiki does pretty well against blanka and sagat, if they are not running and short jumping. Its a little hard for Hibiki to pull one of them off of her because of her slow anti-airs, so if you block a short jump you're prolly going to have to block another, or some dash up somethings. She has good stuff going in the fight against them both, but because they are so powerful, and because of her low stun, they can turn the match around very quickly, a task that is far more daunting for someone like Hibiki.

Now of the top 4, R1 Hibiki (in the 1 or 2 position) is going to come across cammy's, vega's, bison's often, which can be problematic. If you make A-Hibiki your R2, now you have a low-vitality, low-stun anchor, low power anchor character, against normally someone like a blanka or a sagat, who even if they are not running, can afford to eat a few slashes or fierces, trying to get up in your grill. I know blanka doesnt get a lot of damage off any particular poke, but a low fierce from him does way more than of her normals. Actually I think it does more than the slashes too. So she has lots of strong points, but just those general weaknesses, plus she's just overrall weak against K/P grooves anyway (I asked Bas why he didn't play her, as I'd heard he planned on picking her up. Check me out I'm name dropping!).

In summary, don't play hibiki, especially R2 Hibiki, ESPECIALLY R2 A-hibiki, unless you have a death wish, or unless you are gonna get hella crazy with it.
If you DO have a death wish, or are crazy with it, then we can talk.
BKT,OTK,SKI!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



Match-up wise I don't disagree with anything you said outside of the Cammy matchup. Why the hell are we only poking with Slashes and RC Running Slash? What happened to c.mp, s.mk and s.hk? Those three in combinations with slashes make for a damn good poking game. I'd imagine this would shit all over Cammy's dance > s.hk > dance > s.hk gameplay. Furthermore what does Cammy do against RC Slash? I think that you haven't played this from the Cammy's perspective enough (not dissing you, I havent done it at all, this is theory fighter here.)

As for overall viability;
We know we'd NEVER place her as a battery, that's just suicide. She can play w/o meter but she's a user first and foremost. We also would never put a 60-stun low vitailty char as anchor (unless you are windyman ^_^) so without a doubt she has to go user.

Now I don't know about you but I don't think Vega's are very common at all. You make it sound like she runs into one every third match. The only time you're gonna see A-Sak is when you're playing the mirror and they have Sak as user as opposed to your Hibiki, in which case it's whoever the better player is (read: other guy f*ckes up and loses 3/4 of their hp.) Cammy is fair game, I think the problems you list aren't Hibiki related, it's just that dancing Cammy annoys a lot of chars, Hibiki might have a little more trouble but it's not like it's some Shoto vs Vega matchup.

The way I see it is that A-Hibiki (as a user, if you're first character loses) has the potential to finish off your opponents lead easily with good poking. She can then burn her CC to beat the majority of other users with ease as her CC should do more damage than whatever they got out of their meter. Lastly she acts as either a counter or really good matchup against a lot of common anchor characters and even against ones that she doesn't she could get half the work done with her CC alone. Even if all she does is burn her meter on your opponents user and then get killed instantly by their anchor, you're A-Bison should be able to handle any lone character in the game.

IMHO A-Blanka/Hibiki/Bison sounds better than A-Blanka/Sak/Bison.



I put a-hibiki as my battery. hibiki shouldn't be in the user position even though she's a bad anchor, and not a very good battery.

The reason is...what is hibiki going to do with bar? Her cc doesn't do that much damage (though if you're good enough you can try to reset during cc), having the activate doesn't give her that much outs from bad situations, and she doesn't have alot of ways to combo into cc (the only ones that come into mind..that's easily doable...are counter, jump, cc; and kick throw, cc). Her alpha counter isn't the best in the world either, and losing the guard bar probrably puts you in a worse position to get guard crushed -> combo -> dizzy -> dead.

when i have her in the battery position, she builds bar for bison. We all know bison is inifintely better with bar than without, and his cc hurt a hell of a lot more. So at least as a not so good battery, her bar can be put to better use by a better user.

In the battery position, all i do with hibiki is zone/turtle 90% of the time. Whiffing st/cr.mp does wonders to keep ppl out, and she has a variety of anti-air options. rc running hp slash can get you out of the corner, slash/rc slash is good to stop everyone of dashing into you, and if timed right her normals stuff quite abit of moves (i stuff vega's slide with cr.mp, for example). Since you'll probrably never alpha counter/super, you'll be constantly building bar. When you take up almost the entire round, you usually have a full bar by then.

Also, in the battery position, she doesn't have that many bad match ups at that position. Vega/Blanka/Sak/Honda/Guile/Ken are all good/winnable/not-bad match ups. In the user position, the main match up that comes to mind is bison.

On the cammy match up:

Cammy has problems zoning Hibiki. As skisonic said if Hibiki whiff's a slash, she's in for a world of hurting. But at the range where hibiki whiff's the slash, cammy can't do jack against hibiki either. So both can merrily go and whiff their normals for some bar. When Cammy get's impatient enough, she will eventually get fresh and try to dash/jump in. That when hibiki can do some damage, then sit back comfortablely in her range with cammy dancing around doing nothing.
Hibiki has the risky qcf+hp slash. It reaches even further than the other two slashes, plus you have to block low. it's not exactly trivial to low block while you're trying to walk back and forth. Cammy has take that into consideration when she's trying to dance in and out of range.
A well timed dodge xx hop punch can create space for hibiki to escape traps or distance herself again, even if it trades with an opponent's move.

Oh, i don't think st.rh is a good poke at ALL. Terribly slow both in start up and recovery, and doesn't out reach cr.fp/st.mp by that much.

hmmm...this should go in the hibiki section of the forum...

WindyMan
04-11-2005, 09:41 PM
Originally Posted by Ranevski:
As for overall viability;
We know we'd NEVER place her as a battery, that's just suicide. She can play w/o meter but she's a user first and foremost. We also would never put a 60-stun low vitailty char as anchor (unless you are windyman ^_^) so without a doubt she has to go user.

I use her as my anchor in N-Groove. (So does Buk.) Using her as an A-Groove anchor isn't smart, but since N-Groove is all about rushdown, meter isn't all that hard to come by and you'll always have it when you need it. N is also nice because if you miss a chance to land a Level 3 while activated, you can just get another stock (the same amount as half an A-Groove bar) pretty quickly and get another go at it.

About the vitality, I figure it's better to solidify a weaker character with the R2 and be really careful about it, than to make a stronger character stronger and get away with being more reckless. In the end, the better player still wins.

Here's all the knowledge I've picked up against the chea... erm, "top tier" characters.

vs. Cammy:
This is definitely Hibiki's toughest fight. Thankfully, Cammy is also a 60 stun, meaning that if you can land a short-short-short chain super, you can stun her with a wake-up crossup running slash and slash back. If you're in N, you'll have enough meter to burn another super, so after doing roundhouse, running slash into super, she's pretty much dead. This means that Cammy can't risk a Cannon Drill too close or it's over for her (provided you can get that extra stun after wakeup, it's worth the risk).

Cammy loves to play footsies, so if she's far enough away, throw out the HP distance trip slash. You only need to land this once, because after that, the ball is in your court. If she tries to anticipate another slash, her two options are rolling through it (which isn't going to happen), or more likely, a jump-in dive kick. Since Cammy doesn't have any other jump-in that's useful, you can assume that any jump from her towards you is going to be the dive kick, so the moment you see her jump, throw out the counter. Free damage. If she tries any other type of jump-in after that, it's :hp: everytime.

Hibiki's weakness is when Cammy is in close working on that stupid standing HP. This is when you'll want to use that Counter Attack (AC) and get Cammy out of her best range. You'll always hit it, and even though you're going to lose a good chunk of your guard bar, it's worth it, especially when you're in the corner. For N-Groove, I find the counter movement back step extremely useful for when Cammy is closer to the corner than I am, since that frees me up to punish her when she most likely whiffs the follow up c.RH.

For when both of you are outside your poke ranges, any time Cammy begins moving forward into her c.HK range, stick out your c.MP. The tip of Hibiki's sword is outside her hitbox, it won't trade. You need to do it early, though, so don't hesitate to stick it out there. If you whiff, you'll usually be far enough away to recover before she storms in. If she's coming and you don't have enough time to stick it out again, dodge and hop back to keep the space between you. Also send out the occasional MP distance slash to keep them honest. But don't do the trip slash again unless you're damn sure you'll land it.

Never do any distance slash of any kind when Cammy has a Lv3 ready. She can hit you with the super, hit or miss on the slash.


vs. Sagat
Also a tough fight, but not as hard as against Cammy since there's more of this oaf to hit. Then again, it hurts if you screw it up. For this fight, standing :mp: is your eternal friend. This move can keep Sagat on the ground and far away from you. Do not use distance slashes of any kind, since Sagat's roll is really annoying. Also go easy on the crouching roundhouse, since it's a laggy move that can also be rolled through.

Against a small-jumping Sagat, there's really nothing that can be done except to react to the close empty jump-ins with standing jabs. If he insists on it, you might be able to sneak in a counter, but the safer thing to do if you see one coming is to dodge and hop back.

Getting in offensive opportunities is hard to do too. I tend to rely on faking a lot of running slashes to get free run-ins, not forgetting to sprinkle in some running slash whiffs and blocked hits. Don't go too deep with them, but don't always release them at the same point, either. Be extra careful that they don't try an anticipatory roll when you try to go for the running slash, which is why you also want to stop your runs way early with moves to see if they bite on first movement. That's good advice for any Hibiki player, really.


vs. Blanka
This one is pretty easy, except that Blanka is one of the few characters that can overpower Hibiki's standing fierce anti-air quickly enough to cause some hurt (his jumping roundhouse). Use those anti-air running slashes, too. Since Blanka can't do Blanka Balls (punish with distance slashes or running slash), as long as you're inside his max ball ranges his only means of getting in close is jumping. If you can handle that much of it, you'll be fine.

I love playing an electric-crazy Blanka with N-Groove. If they try the wake-up elec (RC or not), I go for the counter movement back step. They're still recovering from electricity while Hibiki's cold steel slices through them. If they fake the elec and stop just before wakeup, they'll be greeted with the butt of Hibiki's scabbard (cl.MK when MP+MK are hit simultaneously). Otherwise, I don't mind taking it once or twice.

Once he's close, just keep blocking his pokes until he finishes off the block chain with a crouching fierce or roundhouse. Step forward to close the gap again, and high jab him out of any hop or dash-in attempts if he comes back in. Also be careful here with the laggy pokes and slashes, since he can hop back and leave you vulnerable.

Never do any distance slash of any kind when Blanka has a Lv3 ready. He can hit you with the electric ball super, hit or miss on the slash.

kcxj
04-12-2005, 10:00 AM
Newbie Blanka maybe, but Blanka definately isn't a pretty easy fight for Hibiki. It doesn't matter how good you are, low jumping Blanka drives any Hibiki player nuts, and it's those that always assume the match is free for Hibiki that get messed up the most. Unless you have A-groove, I don't think anybody should ever be using her at R2.

noodleman
04-12-2005, 10:30 AM
i don't think anyone should use Hibiki r2 in any groove. She doesn't dish out enough damage for it to be worth it to put her R2, and she take damage like mad too.

Onikage
04-12-2005, 03:38 PM
well, I play Vega/Sak/Hibiki in A-groove. That order with Hibiki as the R2 just seemed to make the most sense from the battery/user/anchor deal, since Hibiki is my best character (boy is 'best' a relative term). I've been pondering a groove switch to N, but I just like A-groove too much. Is Hibiki at R2 *really* that bad an idea?

Maker
04-12-2005, 04:29 PM
Take it from someone who plays a R2 Hibiki on K groove, its an uphill fight and from what i understand from a friend who can beat me quite horribly, its not a bad idea for casual play (mostly what i do) but if you were really giving it your all i understand that an R2 hibiki isn't too great. The same friend uses her as a Battery character

Onikage
04-12-2005, 08:50 PM
Oh I've been doing it for a while now, I would say moderately successfully? I'm just surprised to see the outpouring of OMG BAD IDEA!!

noodleman
04-12-2005, 09:01 PM
i use hibiki in the battery position. It's just that her bar isn't as menacing as say Sagat, blanka, bison with bar.

And as anchor it is as Maker said, it's an uphill battle.

But don't let me or anyone else pick your team for you, try it for yourself. If you feel comfortable and doing it successfully, then by all means put hibiki r2.

Onikage
04-12-2005, 10:14 PM
Yeah, I had bison as R2 for a while, even messed around with C-groove cuz I can't paint the fence, and I just missed Hibiki and doing customs. *shrug* Now someone help me get that damn reset down! jk

WindyMan
04-12-2005, 11:07 PM
Here's some quick damage numbers for an R2 Hibiki and Sagat (calculated in N-Groove for both):

Hibiki:
7876dmg 47stun - Level 3 Super punisher (cl.:hp: xx chain super xx cl.:hp: to run slash/slash back)
6752dmg 40stun - Level 3 Super off shorts (c.:lk::lk::lk: xx chain super xx cl.:hp: to run slash/slash back)
4600dmg 23stun - Level 1 Super punisher (c.:hk: xx run slash xx super back)
3400dmg 34stun - No supers punisher (c.:hk: xx run slash/slash back)


Sagat:
7600dmg 15stun - Level 3 Super punisher (c.:hp: xx Tiger Raid)
7000dmg 10stun - Level 3 Super off low hit (c.:mp: xx Tiger Raid)
4100dmg 15stun - Level 1 Super punisher (c.:hp: xx Tiger Raid)
3291dmg 33stun - No supers punisher (:hp: xx fierce Tiger Uppercut)

Hibiki deals more damage and stun off supers than Sagat in every which way, except for off of low hits. Sagat doesn't have a hit confirm for his most damaging super, and since the low Tiger Shot super w/hit confirm does about 1000 less damage, Hibiki outpeforms there, too.

The only downside to this, of course, is that Hibiki can fewer hits than Sagat. I know this firsthand, unfortunately.


Originally posted by kcxj:
Newbie Blanka maybe, but Blanka definately isn't a pretty easy fight for Hibiki. It doesn't matter how good you are, low jumping Blanka drives any Hibiki player nuts, and it's those that always assume the match is free for Hibiki that get messed up the most.


Yeah, that's very true. I don't see too many K-Blankas over here (there's just one that I see regularly), so I forgot to mention that aspect. Since the only small-jump groove you'll see Blanka in is K anyway, I forget that my anti-airs are pretty useless against a good JD-er, so I have to keep my sword in my pocket and it makes for a really tough fight. I do everything I can to stay outside the small jump range and hope he makes a mistake before I do, or hope he's a super-turtle and get in my overheads.

kcxj
04-13-2005, 12:04 AM
i use hibiki in the battery position. It's just that her bar isn't as menacing as say Sagat, blanka, bison with bar.
Yo, I honestly feel in my opinion that A-Hibiki with full bar is much scarier than C-Sagat or A-Sakura (I'll leave Blanka and Bison because those guys are cheap too). C-Sagat can't do throw into CC or CC into throw. CC, then RC is also infuriating. Like A-Sakura, it's not even safe to alpha counter against A-Hibiki either because she has silly ways to bait you. Put that with A-Hibiki is a character you definately don't want to try and block against and she's much more than just a battery. For me, she's downright frustrating to fight against whenever she has full meter. I'd rather put up with full meter A-Bison than fight against some of the nonsense A-Hibiki can do.

Use whoever you guys want as R2 btw. Don't ever let some random forum guy pressure you into anything. I use R2 Akuma just because I like him for example. Unless it's Honda or A-scrub team, it's the person, not the character that makes the player anyway.

I forget that my anti-airs are pretty useless against a good JD-er, so I have to keep my sword in my pocket and it makes for a really tough fight.
Do you know how to do those Japanese tricks? I can't do them at all, but my friend does. You kara-cancel or something the second hit of the two hit close HP into the command dodge. Then either run away or do the hop back. It makes your anti-air safe against JD. If you can get the right angle, d.HP is pretty good anti air-JD as well.

Iczer one
04-13-2005, 05:21 AM
I don't think Hibiki as R2 is a bad idea at all, she's a VERY solid anchor type character. Strong defense, strong mixups, strong everything. You really don't have to worry where to put her in A-groove if you are solid with her.
She doesn't dish out enough damage ? MAN that's just wrong :P

noodleman
04-13-2005, 05:36 AM
Do you know how to do those Japanese tricks? I can't do them at all, but my friend does. You kara-cancel or something the second hit of the two hit close HP into the command dodge. Then either run away or do the hop back. It makes your anti-air safe against JD. If you can get the right angle, d.HP is pretty good anti air-JD as well.

you actually kara the second part of the fp. so hold the fp down, then wait for the beginning of the down slash, then kara it with the dodge. you can kara anything else you want, so if you hit close st.hp on the ground, you can kara into runnign slash xx distance slash.

you can also mix up the timing with jump back fp/mp for anti air. If you think/know they're going to just jump in a jd, then throw something else out for them to jd instead, like jabs or something.

edit: just read your post again kcxj, i just said the same thing you did about the kara fp into dodge. I shouldn't try to read or post in the morning.... :xeye:

Maker
04-13-2005, 07:16 PM
On a side note ive done a little more work with the ken player i mentioned before hand on Hibiki's dodge (the built in move) and while its not the best way out of a situation, think about it like this. If your opponent jumps in and is attacking you have several options, a quick :hcf::k: , the built in dodge, (if you use K or P groove a Just Defend or Parry / counter) or even a simple s.:hp: all are options open to you for that particular instance, (feels dumb for stating the obvious) atleast in my mind the more options you have at any one particular moment can be a great advantage if used correctly. (my 2 cents)

#reload
04-17-2005, 07:16 PM
close s.hp kara cancel running slash is fucking good in corner. do the slash part as they are falling into it and it'll hit on the other side.

counter, dash/run, close s.hp xx slash

any setups after AA close s.hp xx dodge?

C groove hibiki is fun. level 1 dsov are cool and you get the meter for it FAST. use level 2 as an AA, cancel into run to get up close. you can also do c.lk c.lk c.lp xx dsov (not sure about level 1).

Faylar
05-21-2005, 06:22 AM
Hi there.

I've been playing Hibiki as my main character for a long time, but after visiting several sites an FAQs, there are a few questions I need help with.

1) I've heard of Hibiki's 'knockdown game' (can't remember the name of it). In this 'game', Hibiki is to start with a knockdown and do *somethings* that would confuse the opponent...like a guessing game. Problem is, the ways I 'discovered' are no different from using other characters if doing the same. I hope I'm clear in this :p

2) Up to now, I've been using N-Hibiki and sometimes K-Hibiki, but I've heard that A-hibiki is very powerful. How so is it powerful? Her CCs? How do you make a reliable CC for Hibiki?

3) And finally, a stupid general question. How do you 'counter attack' in N-Groove andso a Safe Fall?

Shin Ace
05-21-2005, 12:57 PM
To safe fall: tap PPP at the moment you hit the ground.
To counter attach: block a hit, then press forward on the joystick, and tap mp+mk. You have about 1/4 second to get the counter out, so the leeway is decent, but still needs to be learned. For instance, if you are blocking Sakura's shoshosho CC, just hold forward and mash mp+mk.

Reliable CC with Hibiki: throw(can't remember which one), activate, free damage.

Knockdown game is not something I see a lot of with Hibiki. She's still strong on the mixup, but not as many knockdowns as a lot of other characters.

Faylar
05-22-2005, 09:00 AM
Thanks!

Care to elaborate about the CC? :D

Onikage
05-22-2005, 11:37 AM
kick throw, CC, qcf+mp, qcb+mp x3, after that I do close.hp cancelled into a whiffed lp, then repeat j.mp x4 j.hp until you run out of meter then super. it should probably be all j.hp but I can't get the juggle quite right so I just stick to what I can do.

Frito-Bandito
05-24-2005, 07:42 AM
Hey whats up... I had to play against a really big turtle Akuma and it took me who knows how long to figure out how to beat him. He would just jump back with his air hadoukens and I couldnt roll in cuz Hibiki's roll is to slow. And if i jumped in he would just anti air me with S.Hk. I know i should have RC'd her running slash thing through his Air Fire balls but i had a controller which i cant RC for shit with. But if anybody has some good Strats to beat a Turtle Akuma without the use of RC plz post some up thanks.

Faylar
05-30-2005, 10:17 AM
Hey whats up... I had to play against a really big turtle Akuma and it took me who knows how long to figure out how to beat him. He would just jump back with his air hadoukens and I couldnt roll in cuz Hibiki's roll is to slow. And if i jumped in he would just anti air me with S.Hk. I know i should have RC'd her running slash thing through his Air Fire balls but i had a controller which i cant RC for shit with. But if anybody has some good Strats to beat a Turtle Akuma without the use of RC plz post some up thanks.

yeah, sometimes shotos can be more problematic than Sagat. I try not to jump in with Hibiki...it will only get you killed faster. True Hibiki has slow rolls too and Akuma's air fireball does not cuz his jump direction to change.

I would *suggest* poking him with MPs. MP is like one of her most annoying moves in the game. If he tries to air fireball, jump with him and use MP...it should shut him down. Try to predict when he is going to jump at you so that you can get a early roll. Don't roll too much though, or that will get you into trouble.

Saint Connor
12-02-2005, 07:45 PM
im pretty new to hibiki but i was wondering how safe is her qcb+p? reason im asking is im wondering if it could be a good advancing move for say a close hk, run slash/slash back combo set up...i seem to have the poke game down somewhat but my combo game is seriously lacking and i feel im not using some of her moves to their full potential

Onikage
12-02-2005, 10:47 PM
If you are playing her in K/P you can get the spacing down to make the qcb+p safe thanks to JD/parry, but otherwise it's not terribly safe iirc. I like to RC the mp version to gtfo of situations I don't like and reset the match. I use mp since I can RC mp more consistently than hp.

Saint Connor
12-03-2005, 09:31 AM
If you are playing her in K/P you can get the spacing down to make the qcb+p safe thanks to JD/parry, but otherwise it's not terribly safe iirc. I like to RC the mp version to gtfo of situations I don't like and reset the match. I use mp since I can RC mp more consistently than hp.

thanks for the info but i play her in N groove so that would probably not be my best choice and it would probably be better to roll into the combo instead. also i seem to have trouble w/ getting blocked after a jumping hk connects and im wondering if its my timing on the hk or my combo afterward...i just do a crouch mp, slash so im wondering if i should throw a low in there before the mp

Onikage
12-03-2005, 11:10 AM
c.mp then slash? that doesn't combo. Or did I read that wrong? c.lk c.lk c.lp mp slash, if you're really close to them you can get 3 c.lp in.

Saint Connor
12-03-2005, 03:35 PM
c.mp then slash? that doesn't combo. Or did I read that wrong? c.lk c.lk c.lp mp slash, if you're really close to them you can get 3 c.lp in.

ah ok thats what it was then i was doing c.mp when i should have been doing c.lp...thx

gig4ls
12-04-2005, 07:58 AM
c.mp then slash? that doesn't combo. Or did I read that wrong? c.lk c.lk c.lp mp slash, if you're really close to them you can get 3 c.lp in.

Just to note in case anyone can't figure this out on their own: he means 3 c. lk, so if they're big/you're inside them, c.lk,c.lk,c.lk,c.lp xx qcf+mp

Also, depending on how you space your normals, you can actually push them farther away. If you just mash the combo out as fast as you can, then you don't push them as far away as if you "link" them by putting as much time between the normals as possible. One use of this is to make your B&B push Bison far enough away so that he can't scissor in retaliation.

Onikage
12-04-2005, 11:29 AM
oops yeah that should have been c.lk, thanks.

Ultimate Hustla
01-18-2006, 10:33 AM
Funniest Shit happened to me while i was playing the other day. after wasting another activation in A Groove and was about to be punished by a lv.3 Blanka elect ball, i jumped and knocked him out of it clean, for free, gratis i don't know how many others ways to say it but it was sweet.

Which leads me to ask this question how good is her j. short as an entry attack, because againts blanka he has been kicking the shit straight out of my ass with his J. RH? Hook me up please.

FullMetalRoss
01-24-2006, 08:37 PM
This may or may not be new, I couldn't find any mention of it.

Hibik anti-crossup trick.

if someon jumps at you going for a cross-up here's a fun little trick you can do instead of normal anti-airs. first wait till there almost on top of you and dodge (KKK) now press foward and RH. because they crossed you up, forward is now her back hop move, but she will hop backwards over them and then you get free jumping rh into your combo of choice. Depending on the spacing you may or may not recross them up. This works best if your opponent goes for some sort of crouching block string after the cross-up.

Note: You must hold the dodge for a second before going for the hop as it is not invincible.

Hellion
02-14-2006, 06:22 PM
I know this has been touched upon before as to what her best ratio is, I'm sure we are all for the most part agreed between 1 or 2.

The funny thing about ratios is that based on counter-matches and such, mere R1's can make mincemeat of R4's. All other properties of the moves are the same, priorities, etc.
With all that in mind the extra ratio point really just beefs up a characters ability to inflict damage with whatever it is about the usage of his/her meter that makes it worthwhile.

A-Hibiki's use of her meter nearly kills C-Sagat as an R2, just as would Sagat as an R2 nearly kill her with all he can do (but not quite). The damage done percentage wise is nearly equal though their hitpoints differ plenty.

At R2 Her d.HP at 1100 vs Sagat's 15XX or Blanka's 1200/1300
And yet these two matchups in particular for her are generally considered workable.

You ask me where that extra ratio point goes on your team should go to whomever makes best the use for it on that team for whatever purpose he/she serves.
I'm a fool, I like it for the user.

Truth is she's workable as either 1 or 2. I like her in 2 because it means less resets to kill folk, more chances of one of them reset mixups ('n she has lots) landing for that extra damage.

Hellion
02-14-2006, 07:14 PM
I love playing an electric-crazy Blanka with N-Groove. If they try the wake-up elec (RC or not), I go for the counter movement back step. They're still recovering from electricity while Hibiki's cold steel slices through them. If they fake the elec and stop just before wakeup, they'll be greeted with the butt of Hibiki's scabbard (cl.MK when MP+MK are hit simultaneously). Otherwise, I don't mind taking it once or twice.

It'd been a while since I played N, but I'm fairly certain that MP+MK is used only for AC's...

What was counter movement back step again? Forward/back and LP+LK on block?

Hellion
03-13-2006, 07:21 PM
I think it's a safe bet that most Vega's out there know they have a slight edge vs Hibiki, on the ground anyway.

Simply put, if she insists on trying to keep him out, he violates her space.

Well knowing this Vega'll probably try to punish her feeble attempts at keeping him out with d.lp, s.MP, d.MP, with just his feeble damage pokes. (Or perhaps even RC Claw)

Her RC'd Crossup Run slash is a very fast move (2 Frames), they roll it sure there's recovery, but you end up on the other side of the screen. Blocked not quite so far, at least if you crossup. She's close enough that she may even be punished by Vega's d.MP or slide.

Whatever. Sounds like bait central right there. All it takes when you look at it is a good solid jump in (probably not going to happen without kickthrow) or baiting a d.MP (or whatever) so you can knock his ass down with this move.

'course if he's being a complete dunce with the d.MP's just let him have it I suppose.

Faylar
07-22-2006, 12:07 PM
What was counter movement back step again? Forward/back and LP+LK on block?

Yep. One reason I hated playing N. I would do a nice qcb motion and start to RC when the opponent hit me and if I'm too slow, BAM, one gauge gone and I hop back for no good reason lol.

Her RC'd Crossup Run slash is a very fast move (2 Frames), they roll it sure there's recovery, but you end up on the other side of the screen. Blocked not quite so far, at least if you crossup. She's close enough that she may even be punished by Vega's d.MP or slide.

I think hibiki shouldn't risk doing Crossup Run slash against Vega because of the slide unless you KNOW you are going to hit. If he blocks, he gets a garunteed slide or worse: activate into slide and CC. If I could RC I would prefer RCing distance slash.

I got something to ask about RC Crossup. I've tried RC crossup before but sometimes...it crosses up but doesn't hit. Does anyone get this problem? I get this a lot when I try to RC for free only to find out that I didn't hit. Sometimes I will fly to the other end and if the end is just behind the opponent, I'm totally screwed since I cannot cancel that move midway.

Faylar
07-22-2006, 12:23 PM
Did a few runs with Vega. Hibiki's bnb cannot be hit by vega's slide if and ONLY if your BnB's c.lp hits at the tip of her blade. Anywhere nearer and the slide will hit.

example: cr.shortx3, cr.lp, qcf+mp at point blank range, Vega will miss the slide.

if you only do two cr.shorts, at point blank range, Vega WILL hit the slide. It's only a cr.short worth of knockback to make a difference.

I wonder if anyone actually use s.mk. It's almost like Todo's df.mk; knockdown+knockback. We all know about Hibiki's really weak arsenal of knockdowns to support her wakeup game so I wonder if anyone considered this move. It's pretty good on footises, and not many people will expect it. Of course, don't do it too much, it's highly punishable.

What I find funny about this move is that when hibiki moves forward, some people will try to jump to her location when she's at the front. The best thing is that the camera follows her position, giving some people the illusion that she is moving front. I find this a very useful move to rushdown on people.

Btw, any help on M.Bison? I got the feeling that he's an extremely horrible matchup for her enough to make me not make her a R2 when fighting him.

blk_brotha
11-27-2006, 07:04 PM
wassup srk peeps? i just wanna know how ya'll think about S Hibiki? to me i like her normals when shes in dodge mode but, i really don't use her knock back attack with her.

I use her for her pokes basically, she doesn't abuse supers too well but surely she can punish real well. So if anyone can break me some knowledge about S Hibiki? I'd truly appreciate it. Thanx.

Lionx
11-27-2006, 07:19 PM
I dont think its too hot... does c.lk x 2, c.lp xx lvl 1 dash super link? If it doesnt then its pretty shit...but even if it does its not really THAT great...unless you are just that good with dodge buffer supers.

She lacks the ability to deal large ammounts of damage imo...where her Customs / lvl 3s are at...just remember that while she can punish well..her moves are very punishable as well...

So i dont feel S Hibiki sucks total ass...but at the same time if you look at it...just about every other Groove except P(unless you are good at Parrying) is a better choice for her...but thats just what i seen.

blk_brotha
11-27-2006, 07:25 PM
:sweat: I dont think its too hot... does c.lk x 2, c.lp xx lvl 1 dash super link? If it doesnt then its pretty shit...but even if it does its not really THAT great...unless you are just that good with dodge buffer supers.

She lacks the ability to deal large ammounts of damage imo...where her Customs / lvl 3s are at...just remember that while she can punish well..her moves are very punishable as well...

So i dont feel S Hibiki sucks total ass...but at the same time if you look at it...just about every other Groove except P(unless you are good at Parrying) is a better choice for her...but thats just what i seen.

I can answer that, the c.lk x2, c.lp xx lv. 1 super works as long as it's fast and close when you combo the c.lp immediately into the lv. 1 super. I advise you to do c. lk x2 into the super, it works on lv. 3 also.

yeh you're probably right about S Hibiki, I was trying to make a tournament team on S-Groove it features Sakura and Kyo. Just trying to make something unique.

Lionx
11-28-2006, 03:33 AM
If you want you always could use Hibiki in S Groove. Dodge/Command Dodge mixups and stuff...but its not that reliable imo. Dont let anyone stop you of course, try it out and see if you can do something with it. Who knows...maybe there will be that magical S Revolution we been all dreaming about :P

I sometimes use S Sak for casuals too, and i honestly recommend someone like Cammy with awesome dodge attacks over Hibiki. sh. cross, c.mk xx any super lvl 1 is too dope...but yeah thats just my experience with it.

blk_brotha
11-30-2006, 09:34 PM
Yeh I like S Cammy she's hella good she's on my team for sure. I really dopn't like hibiki's knockback attack but It's gonna be a S revolution fa sho though. I'll just keep on reading the strats and stuff, btw? are you going to the tournament in Fairfield this weekend? if so? I hopes to see you there....

Lionx
12-01-2006, 12:54 AM
Lol unfortunetly i am busy this weekend...i really would like to someday have more freedom to go out and play with locals...one of the best part of fighting games is meeting new players and having fun with them. :)

I would say that use S Hibiki's Knockback dodge attack as a whiff punisher. I dunno about you, but when i use knockback attacks, i only do it if i anticipate something and use it as whiff punish(unless its just that abusable like Cammy's), especially slow knockbacks like Benimaru's and of course..Hibiki's. Thats only if you dont have charge though, i like to capitalize on charge time when i whiff punish with it.

I just see it that..since its so slow, i use it for whiff punish, seems most optimal to hit them in their delay. Otherwise use dodge buffer. I dont know what to link it into...i would say qcf. hp but thats a little risky...if you are close enough i sugguest into the Piercing Moon Pounce(her break guard special move..i think..) maybe and into a super or qcf.hp if you can.

Just throwing out random ideas for S Hibiki, hope that helps. Fight the power xD

blk_brotha
12-04-2006, 12:48 PM
You are speaking truth on that one, forealz....

I just checked out her knockback attack off of dodge, it's hella shorter then her standing forward and it recovers quickly. the only thing I need to learn about her is when to abuse supers?

TrueSephiroth
02-03-2007, 05:39 PM
Can anyone really give me some basic-advanced ways to play Hibiki, I've been utilizing her, but her style of play is very different from someone say Ryu whom I play as, so I'm just wondering. I know that qcf+lp and fp upon whiffs are nice, I play on N-Groove so I run in and c.lp, or c.mp to put them in block stun(Seriously I really don't know what to do to make her very good, atm I'm just pretty much zoning with her)...just wondering, what really good Hibiki players do.

Thanks in Advance.

SanGye
02-03-2007, 08:35 PM
Hibiki is a rushdown type of char not a zoning type, so if you know how to put on the pressure to either go for a GC or pretend to but in the process you are only setting up for a mix up to through them way off. If you know how to crazy jab then that makes you more deadly since you can keep enough distance with yourself from your opponent but still put on the pressure.

Try not to roll often with Hibiki because she can't take hits for shit if you get caught out of the roll. Wake up rc qcf.lp or qcb.hp, qcf.hp (if the 1st one hits) to begin a set up for a mix up game. Never whiff any of her supers, ever. If you can do poptricks, do them for jump happy fucks and catch them with the dash super or catch them with a counter and dash super them. The blackout super pretty much doesnt exsist cause its her worst super. As for those "root" supers only do them off combo links or catching them on their whiffs.

Against people who like to turtle catch them with small jump+mp, c.lp, qcf.mp (c.lk after jump if you know it will link). A lot of people that I see turtle are stupid cause they are the ones who has taken dmg while I have full health, but for some people it works as long as the other guy chases them for some weird reason and gets caught by the "turtle tactics" and ends up being on the disadvantage in healthpoints. If your against the corner and you cant get out of their poke string then either read the rythem to look for the opening to punish and know how to rush them right after it, if they jump at you while your on the corner either catch them with a counter, qcb.hp (to get across the screen), or catch them with the dash super.

If you face off against Sagat or Blanka and probably a couple more that I can't think of off the top of my head. Dont rush hard, you have to play a balanced out game with Hibiki since a j.hk, c.hp from Sagat pretty much kills you and blanka catches you on every qcf.p you whiff at him. But if Sagat is not sitting on a bar then you can be a bit more aggressive but still cautious of what you are doing.

Since your an N-Hibiki take some tips from buktooth either from the forums itself or watch some of his games on youtube.

Hope this helps.

Katsurugi
02-08-2007, 07:51 AM
If you want you always could use Hibiki in S Groove. Dodge/Command Dodge mixups and stuff...but its not that reliable imo. Dont let anyone stop you of course, try it out and see if you can do something with it. Who knows...maybe there will be that magical S Revolution we been all dreaming about :P

I sometimes use S Sak for casuals too, and i honestly recommend someone like Cammy with awesome dodge attacks over Hibiki. sh. cross, c.mk xx any super lvl 1 is too dope...but yeah thats just my experience with it.

Why would you use S-Hibiki? The only thing really going for S-groove is the dodge and lvl 1 supers. Hibiki already has a dodge and her only lvl 1 super is DSoV which has severe lag when whiffed (but very useful in small combos). If this is integral in your style, then I guess maybe you could play her in S-groove.. but I find that it's pretty easy to get up to lvl 1 in C-groove. Don't get me wrong. I'm not saying that S-groove is terrible, but Hibiki really isn't a good match for it. :sweat:

Lionx
02-08-2007, 11:20 PM
Its not that i was really advocating it, its just someone asked about it, and i gave some thoughts about the matter. S Groove is pretty weak for tourney play unless you are just that solid with it anyway. Do what you wish of course. I aint saying S Hibiki is awesome, theres 4 other grooves for that (A, P, N, K).

I personally think A and P Hibiki is zoning/turtle, while N and K more rushdown...i cant see her doing as much rushdown without Run.

Dodge => punch, dp K xx super o_O

TrueSephiroth
02-11-2007, 08:16 PM
Hey guys, sorry for the late post, but I do appreciate the tips, I've been messing around with Hibiki...I'm really not used to her playstyle, I feel like a damn noob playing her, lmao.

Anyways, I've been trying some stuff...just wondering if there solid...with N-Groove Hibiki I tend to rushdown more than I turtle, because I have a tendency to guard crush alot, I'll mixup things like short jump fk, land c.lkX2 into c.lp, run c.lp, short jump fk repeat or I mixup from there into s.mp, sometimes I'll go in for a throw, I'm not too adept at landing her cross ups yet, but it's getting better.

If I link one of my c.lk's, I'll do two more c.lk's, c.lp, qcf+lp as a combo finisher. Yes...very basic shit...but that's all I can say for my usage of Hibiki atm. Thanks again for the info, it's helping me out, I'll try to pm Buk personally, hopefully he'll give me some thumbs as well...Hibiki is getting alot of love and respect from me the more I play and use her.

Lionx
02-12-2007, 07:02 PM
Few questions of my own,

i can c.short x 2 or 3 into Deadly Rave Root super like half the time...the trouble is, sometimes i mess up at the end with close s.roundhouse into the dash slash and tun around slash...i just wonder if i am doing anything wrong..am i supposed to use fierce version...?

What about if i have a lvl 1 stocked as well..(use her in N and K)? Do i do qcb p xx into(assume i am facing left):

1.) qcb;hcf p

or 2.) qcf; hcb ?

Basically i am not that sure which way to go and if i am doing it right..-_-

Thanks in advance, i feel really newb asking this but i dont have my game at the moment and would appreciate any help ^^

SanGye
02-12-2007, 10:22 PM
yes you do the fierce version for both slashes, if your N groove with 1 stock left during the finish of the Root super then do the 1st slash then do the qcb,hcf.p (i dont have the game on me but do the original command for the super). also after the s.rh you need to hold down the fierce for like 1sec or you may not cross over to the other side and get punished hard on recovery.

SanGye
02-13-2007, 06:38 AM
TrueSephiroth, your suppose to finish the combo with qcf.mp but qcf.lp is a starter I guess.

Lionx
02-13-2007, 06:22 PM
Thanks SanGye, i appreciate the help, and yes you are right about the 1second hold, i did not do that the first time and i got pwned pretty bad (K Groove hurts).

I always thought people do qcf.lp because it has less lag...or something like that...>_>;

SanGye
02-13-2007, 06:41 PM
The speed it comes out and the recovery of the qcf.lp and qcf.mp is pretty much the same. If you get caught on the recovery, ea. Blanka ball and some lvl 3 supers it wont matter if you did the qcf.lp instead of qcf.mp you get caught no matter what.

TrueSephiroth
02-13-2007, 07:22 PM
Ah I see, thanks for the tip I thought mp was slower too, since now I know, I'll use mp instead. On a side note, do you know what strategies that can be used up against Guile and Sagat?

SanGye
02-13-2007, 09:09 PM
c.lp > Guile lol. rush Guile with full aggression if hes not in a rolling groove, if he is in a rolling groove then rush/set up so they roll and throw them. Don't jump at Guile unless you know how to angle your jump to own his AA for the j.mp, c.lp, qcf.mp pick off.

s.fierce > any jumping attack against Sagat, if hes not a fireball whore rush him but still keeping your distance. If he is a fireball whore then you have to be smart on how you pick your shots and small jump on the right moments to advance. Go for crossup set ups everytime Sagat is knocked down since for some reason j.rh owns a Sagat on their wakeup. If he likes to wake up dp.p then bait it and punish, on the 2nd attempt combo him or grab.

And if you can rc then you only have to put in half the effort to beat them.

skisonic
03-21-2007, 09:55 AM
The speed it comes out and the recovery of the qcf.lp and qcf.mp is pretty much the same. If you get caught on the recovery, ea. Blanka ball and some lvl 3 supers it wont matter if you did the qcf.lp instead of qcf.mp you get caught no matter what.

This guys fuckin wrong. Go back and read earlier posts or something, or read more detailed posts by buktooth. Off the top of my head, lp slash is -19 on hit, mp slash is -17 on hit. Im fairly certain lp version comes out a bit faster too. It makes a BIG difference which slash you ended the combo with. Look I wrote this years ago

http://forums.shoryuken.com/showpost.php?p=2188395&postcount=16

Its in THIS SAME THREAD. Blanka nothing will hit you if you do it right. Im not even gonna start on the other shit. Stop f'ing up the forums please.

CMX
03-21-2007, 10:17 AM
This guys fuckin wrong. Go back and read earlier posts or something, or read more detailed posts by buktooth. Off the top of my head, lp slash is -19 on hit, mp slash is -17 on hit. Im fairly certain lp version comes out a bit faster too. It makes a BIG difference which slash you ended the combo with. Look I wrote this years ago

http://forums.shoryuken.com/showpost.php?p=2188395&postcount=16

Its in THIS SAME THREAD. Blanka nothing will hit you if you do it right. Im not even gonna start on the other shit. Stop f'ing up the forums please.

Aren't you wrong? This is on the 1st page of this thread posted by noodleman and has all the supers that can punish Hibiki stating if its hit or blocked as well. Unless its really outdated then someone needs to post up on what Hibiki can get punished by after finishing her BnB with a jab version and strong version.

not sure whether to put this in Moves/Attributes or Match Ups, but here are the moves that can punish hibiki's qcf+p slash (stolen off srk):

E. Honda
Lv 3 Onimusoo (hit or blocked)

Blanka
Fierce ball (hit or blocked)
Lv 3 Direct Lightning (hit or blocked)
MP Slide (blocked)

Vega (USA)
Low roundhouse (blocked)

Sagat
Lv 3 Tiger Cannon (hit or blocked)

M. Bison (USA)
Strong/fierce Psycho Crusher (hit or blocked)
Forward/roundhouse Double Knee Press (hit or blocked)
Mega Psycho Crusher (hit or blocked)
Low roundhouse (blocked)

Cammy
Lv 3 Spin Dive Smasher (hit or blocked)

Chun-li
Lv 2/3 Houyoku-Sen (hit or blocked)

Rolento
Lv 3 Take No Prisoners

But from this, i'm pretty sure you shouldn't be spamming qcf + mp on sagat if he has meter.

noodleman
03-21-2007, 11:06 AM
um, i stole that off an old page from SRK itself...i believe later on Buk has mentioned that the list is inaccurate.

iirc if Hibiki is in K-groove, she has an extra frame to JD with, meaning it's near impossible to punish qcf slash on hit.

when i played hibiki, i always ended BnB with the MP version...not that it really matters, if you want this settled, get Buk to chime in..he's the Hibiki expert.

CMX
03-21-2007, 01:08 PM
um, i stole that off an old page from SRK itself...i believe later on Buk has mentioned that the list is inaccurate.

iirc if Hibiki is in K-groove, she has an extra frame to JD with, meaning it's near impossible to punish qcf slash on hit.

when i played hibiki, i always ended BnB with the MP version...not that it really matters, if you want this settled, get Buk to chime in..he's the Hibiki expert.

I c so its outdated, BUK we need a new list! Does he see it? 0_o lol Guess i'll PM him about it if he can post it up here. I could use the chart myself I'm sick of not finishing my BnB against Blanka, Bison, etc. on people who I thought could punish me. >.<

skisonic
03-21-2007, 02:19 PM
Aren't you wrong? This is on the 1st page of this thread posted by noodleman and has all the supers that can punish Hibiki stating if its hit or blocked as well.


Like I said... read. My post is directly in response to that one. Educate yourself the answers are yours to behold. OR... training mode!



when i played hibiki, i always ended BnB with the MP version...not that it really
matters, if you want this settled, get Buk to chime in..he's the Hibiki expert.

i swear to god... f this site.


Originally Posted by skisonic
This guys fuckin wrong. Go back and read earlier posts or something, or read more detailed posts by buktooth. Off the top of my head, lp slash is -19 on hit, mp slash is -17 on hit. Im fairly certain lp version comes out a bit faster too. It makes a BIG difference which slash you ended the combo with. Look I wrote this years ago

CMX
03-21-2007, 02:38 PM
Like I said... read. My post is directly in response to that one. Educate yourself the answers are yours to behold. OR... training mode!


Well I got caught by a Blanka ball lvl3 once after a jab slash finish so thats why I'm confused. Like does the punish not apply if I connect the BnB as late as possible to get as much distance or will I get punished either way against certain supers? I currently don't have a CvS2 on me to figure it out so I need to ask.

skisonic
03-21-2007, 04:51 PM
Look man, PLEASE read my post which I continually refer to. I said, this combo (c.short x3, c.jab, qcf+mp), when done correctly, cannot be punished by many things, especially things on that old list. For the umpteenth time, mp slash leaves you at LESS of a DISADVANTAGE (that is, safer), than jab slash, no questions asked. Link the shorts (and jab i guess), you will NOT be punished by Blanka. Ever. Balrog level 3 will hit you. Sagat will never hit you. A-Bison (im 90% sure here) will not be able to hit you. In this case I know RH scissors doesnt work, FP psycho might, it may be position dependant. Bison with a level 3 WILL hit you. You can gauge all the other supers off these, I don't really know for certain but you just have to classify the supers or guess right. Honda level 3? Probably not, don't think its faster than Blanka super. Rock kick super? Maybe. level 3 tripwire? Possibility...Chun li level 2? Nah. Level 3 probably. Its just educated guessing until someone, (or you yourself) goes and figures it out for certain. Its not very complicated and I've tried to make this as clear as I can.

CMX
03-21-2007, 10:00 PM
Look man, PLEASE read my post which I continually refer to. I said, this combo (c.short x3, c.jab, qcf+mp), when done correctly, cannot be punished by many things, especially things on that old list. For the umpteenth time, mp slash leaves you at LESS of a DISADVANTAGE (that is, safer), than jab slash, no questions asked. Link the shorts (and jab i guess), you will NOT be punished by Blanka. Ever. Balrog level 3 will hit you. Sagat will never hit you. A-Bison (im 90% sure here) will not be able to hit you. In this case I know RH scissors doesnt work, FP psycho might, it may be position dependant. Bison with a level 3 WILL hit you. You can gauge all the other supers off these, I don't really know for certain but you just have to classify the supers or guess right. Honda level 3? Probably not, don't think its faster than Blanka super. Rock kick super? Maybe. level 3 tripwire? Possibility...Chun li level 2? Nah. Level 3 probably. Its just educated guessing until someone, (or you yourself) goes and figures it out for certain. Its not very complicated and I've tried to make this as clear as I can.

I did read your thread which confused me in the 1st place of why I got hit that one time, but I not gunna ask more questions about the whole who can punish Hibiki after she finishes her full BnB, and I'll just wait till I get hold my CvS2 again and test it myself to see for my own eyes and to renew my memory. But I'll try and remember those supers to not finish my BnB against them until then.

Buktooth
03-22-2007, 12:37 PM
if you do the b&b at full speed, with strong slash you can be punished by:

balrog level 3 gigaton blow
blanka level 3 direct lightning
cammy level 3
chun level 3
dhalsim fierce
hibiki running slash (which can then be punished with either low fierce or low jab xx slash, which she can then punish with running slash...)
i dont THINK iori super works...
kim level 3
bison rh scissors, level 3 psycho crusher
rock level 3 shine knuckle
rolento level 3 trip wire
vice hcf+k
yun qcf+jab (i think?)

note that sagat high tiger super and guile sonic hurricane super are NOT on the list

i havent fully tested situational stuff with the combo done at the slowest speed possible, but i do know that these punishers don't work anymore:

bison rh scissors
blanka level 3 direct lightning

... i should probably do more testing

lastly, if you just do a max range strong slash (not combo, just a slash from max range), the only thing that can punish it is balrog level 3 gigaton blow

CMX
03-22-2007, 01:07 PM
really helpful thanks for coming through Buk.

EDIT: I like to add to the list for Mai's elbow super lvl3 can catch Hibiki but damage reduction since she needs to travel a bit before hitting Hibiki.

popoblo
03-25-2007, 12:19 PM
i havent fully tested situational stuff with the combo done at the slowest speed possible, but i do know that these punishers don't work anymore:

bison rh scissors
blanka level 3 direct lightning

... i should probably do more testing

lastly, if you just do a max range strong slash (not combo, just a slash from max range), the only thing that can punish it is balrog level 3 gigaton blow

interesting. i tested it at the slowest possible speed and both of those hit me. i didn't use all-block either, i recorded the hibiki dummy doing the combo and then manually blocking back, then me getting reversal timing with bison and blanka. chun's reversal level 3 also hit hibiki doing the B&B at the slowest possible speed. i only tested those 3 characters so far. hmmmm.......

peace

PS- A-hibiki is top tier. she's about on par with A-bison in terms situations she can get a CC from IMO.

Havoc
03-31-2007, 03:34 PM
RH Scissors isn't free at all if the combo is done correctly. You have to do that shit slooooooooooooooooow.

CMX
03-31-2007, 09:36 PM
RH Scissors isn't free at all if the combo is done correctly. You have to do that shit slooooooooooooooooow.

It's not free but its reversal timing only that Bison can catch Hibiki, besides that she is safe.

Havoc
03-31-2007, 09:41 PM
No. Even on reversal, she's safe if you do it right.

xX_Deus_Xx
05-19-2007, 06:52 PM
replying to windyman's post #30 in this thread:

you left out sagat c.:lk:x2 > tiger raid