Hibiki (LB2)

From Shoryuken Wiki!
Jump to: navigation, search

LastBlade2Logo.gif

Introduction

Hibiki.png

Moves List

Normal Moves

Special Moves

Input
Damage
Notes
Distance Slash

Qcf.png + Snka.gif/Snkb.gif
Snka.gif version is a quick mid foward slash. Snkb.gif version is a quick low/sweeping forward slash.
Beckoning Slash

Hibiki does a forward dash to opponent.

Dp.png + Snkb.gif
Can hold Snkb.gif.

If not near opponent when release Snkb.gif, it will hit like Distance Slash.

If near opponent when release Snkb.gif, will slash through opponent and he will kneel and fall to the ground.
Piercing Moon Pounce

Hibiki raises her scabbard and hits the opponents mid section with it.

Dp.png + Snkc.gif
Overhead attack.
Heavenly Being Blade

Hcf.png + Snkc.gif
Counter.png motion.

Follow up with Nukaba Kiru Nari (C) to slash airborne opponent.

Follow up with Nukazuba Kiranu Nari (Snkb.gifSnkc.gif) to hit opponent with scabbard.
Kami Hitoe ni te Kawasu Nari

Hibiki does a quick evasion move.

Snka.gifSnkb.gif
Follow up with Ma O Tsumeru Koto Kanyou Nari (F.png + Snkc.gif) to dash forward.

Ma O Tsumeru Koto Kanyou Nari can be cancelled.

Follow up with Ma O Oku Koto Kanyou Nari to hop backwards.
Sanae O Okotaranu Kokoro Nari

Hibiki holds her sword close as it glows, asking her father for help. Meter is charged slowly in this motion.

Hold Start

Desperation Moves

Input
Damage
Notes
Heavenly Spirit of Victory

Hibiki dashes forward to slash through opponent.

Qcb.png,Db.png,F.png + Snka.gifSnkb.gif

Super Desperation Move

Input
Damage
Notes
No Fear Feint

F.png, Hcf.png + Snkb.gif
Up close this an Unblockable.png and very fast throw. If your opponent is a distance away, it will strike upwards- about 45 degrees for far less damage.

The Basics

Power Mode Only

B0.pngSnka.gif(x2-3) + Snka.gif + (Qcf0.pngSnka.gif)
B0.pngSnka.gif(x2-3) + Snka.gif + {Qcb0.pngDb0.pngF0.pngSnka.gifSnkb.gif}
Snka.gif + {F0.pngHcf0.pngSnkb.gif}
B0.pngSnka.gif + D0.pngSnkc.gif + {Qcb0.pngDb0.pngF0.pngSnka.gifSnkb.gif}
Snka.gif + {F0.pngHcf0.pngSnkb.gif}
D0.pngSnkc.gif + B0.pngSnka.gif + Snka.gif + follow-up of your choice
D0.pngSnkc.gif + Snka.gif + follow-up of your choice
D0.pngSnkc.gif + Snka.gif + {F0.pngHcf0.pngSnkb.gif}
D0.pngSnkc.gif + {Qcb0.pngDb0.pngF0.pngSnka.gifSnkb.gif} (Learning to hit confirm this from a jump-in will help you a lot)
F0.pngSnkc.gif + {Qcb0.pngDb0.pngF0.pngSnka.gifSnkb.gif} (Can be useful from punishing missed moves from afar)
Deep cross up Uf0.pngSnkb.gif + B0.pngSnka.gif + Snkb.gif + (Dp0.pngSnkb.gif) + {Qcb0.pngDb0.pngF0.pngSnka.gifSnkb.gif}
(Shigen, Juzoh, Amano, and Kouryu only)

Speed Mode Only

DashSnka.gif / Snkb.gif + D0.pngSnkb.gif + (Dp0.pngSnkb.gif) + (Qcf0.pngSnkb.gif)
Uf0.pngSnkb.gif + B0.pngSnka.gif + Snka.gif + D0.pngSnka.gif + D0.pngSnkb.gif + Dp0.pngSnkb.gif + (Qcf0.pngSnkb.gif)

EX Mode Only

Uf0.pngSnkb.gif + B0.pngSnka.gif + Snka.gif + D0.pngSnka.gif + D0.pngSnkb.gif + (Dp0.pngSnkb.gif) + {Qcb0.pngDb0.pngF0.pngSnka.gifSnkb.gif}
Uf0.pngSnkb.gif + B0.pngSnka.gif + Snka.gif + D0.pngSnka.gif + D0.pngSnkb.gif + {F0.pngHcf0.pngSnkb.gif}

Power and EX Mode

Uf0.pngSnkb.gif + Snkb.gif + (Dp0.pngSnkb.gif) + (Qcb0.pngDb0.pngF0.pngSnka.gifSnkb.gif)
Dash Snka.gif / Snkb.gif + {F0.pngHcf0.pngSnkb.gif} + Uf0.pngSnkb.gif + {F0.pngHcf0.pngSnkb.gif}

Speed and EX Mode

Uf0.pngSnkb.gif + Snka.gif + Snkb.gif + Snkc.gif
Dash Snka.gif / Snkb.gif + D0.pngSnkb.gif + (Qcf0.pngSnka.gif)
Uf0.pngSnkb.gif + B0.pngSnka.gif + Snka.gif + D0.pngSnka.gif + D0.pngSnkb.gif + (Qcf0.pngSnka.gif)
Uf0.pngSnkb.gif + B0.pngSnka.gif + Snka.gif + D0.pngSnka.gif + D0.pngSnkb.gif + {Qcb0.pngDb0.pngF0.pngSnka.gifSnkb.gif}

Advanced Strategy

Don't use her Dp.pngSnkb.gif move, and don't use her Qcf.pngSnkb.gif either.

I don't use her Dp.pngSnkc.gif much since you can't actually combo into it.

The only time it really has any use is if you know the person's gonna try to low block, but even then I prefer Snkb.gifSnkc.gif on most occasions because it has more follow-up options.

I haven't had much reason to use her Hcf.pngSnkc.gif either unless the person is being really predictable with jump-ins.

I prefer just to use the regular deflect since I can get way more damage off it, at the cost of slightly pickier deflect timing.

For ground poking, use D.pngSnka.gif and standing Snka.gif.

Air poking, use Snka.gif

Get low jumping cross-up Snkb.gif down. Great way to pin down inexperienced opponents, if you just low cross-up slash with her over and over. It's really hard to deflect and has a huge radius as well.

Snkb.gif is amazing ground anti-air but can be air parried by better players. It does a lot of damage on power, so it's very useful for punishing predictable air recoveries.

Try dashing past someone on the ground, then using Snka.gifSnkb.gif > :l:Snkc.gif > Snkb.gif > bread and butter. This should nail them when they get up if they don't see the cross-up coming.

Match-Ups