Assuming that you’re not using A-Groove, is it worth it to try using high-damage combos with Hibiki, or she mostly a turtler who tries to nickel-and-dime the opponent’s life bar away, as I presume Athena does?
I can’t answer Kendrick’s question about the alternate-commands super, but I have a few combos I want to mention, since they didn’t seem as obvious to me as combos do with most characters.
Jump-in HK, standing HK, dashing super (maybe any level).
Note: I find this combo tough to time since you do the jump-in late but then immediately go into the standing, but when I try to concentrate on this timing, it distracts me from timing the super, so I very often end up with either the normals as a 2-hit combo, or do the 2nd hit into the super, for a “3-hit” combo. This is the most damaging combo I’ve used with her, though…
Crouching LK, crouch LK, dashing super (maybe can do 3 LKs)
I surprisingly find this combo easy to do…I’m not used to using combos with LK, anyway.
Jump-in MP, crouch MK, dashing super.
You can basically substitute the normal hits from this combo with the first one I listed. This is easier to do, though sometimes I have trouble getting the rotation to come out after doing the crouch MK. I only started practicing/using some of these combos last night, though, so maybe I have to learn the timing from the MK to the super, better!
Standing HK, forward, hcf super (the “blackout” super).
Of course, this simple 2-hit combo is only worth trying, to punish a mistake your opponent makes; most likely, a whiffed move. If you start with a jump-in, the super probably won’t connect, given its short range. You might be able to combo from a jump-in, but I’d sooner just use the other super.
I guess that’s it. I hope this helps!