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[[File:Hibiki-med1.gif|right|frame]]
[[File:Hibiki-med1.gif|right|frame]]
{{TOClimit|3}}


==Overview==
==Overview==
Hibiki in general is the type of character who uses her long reaching normals to control space, if you've played [[Samurai Shodown VI|Samurai Shodown]] she is basically a female Ukyo Tachibana, and her B buttons are also great in this game.
Hibiki in general is the type of character who uses her long reaching normals to control space, if you've played [[Samurai Shodown VI|Samurai Shodown]] she is basically a female Ukyo Tachibana, and her B buttons are also great in this game. No matter the mode you choose. She's very strong in both Power and Speed/EX modes, Power being more focused on space control, neutral and punishes, while Speed is more focused on rushdown and pressure.
 
{| class="wikitable"
|+
! Style
! Strengths
! Weaknesses
|-
! scope=row | Power
|
* Outstanding neutral, punishes deals about 1/4 health sometimes.
* Neutral/Defensive gameplay.
|
* Has to commit to reads against certain MUs, which can be dangerous.
* Optimized combos can be somewhat hard to do, requiring hard links.
|-
! scope=row | Speed
|
* Good, intuitive combos and damage.
* Offensive gameplay, great mixups.
|
* You have some trouble getting in, you'll need reads.
* You're very negative on your normals, so you'll get punished often, if you don't cancel properly
|-
! scope=row | EX
|
* Same as speed
|
* Getting punished is even worse, as you take more damage
* You can't 623B into 236A/B or 41236C
* The extra damage is minimal
|}
 
==Strategy==
Hibiki's best way of dealing damage is by zoning out her opponents, but in Speed and EX modes she works aggressively as well. If you're going to play with her in power, learn how to use your B normals, especially 6B and 5B on power her 2B is pretty bad, but it can be cancelled on block in case you make a mistake. And your A normals, for pokes and confirms. 5B is going to be your best friend, it's a 3f anti-air (Takes 9f to get to the ground) and cancels into everything, it's simply good. Your bnb in power are going to be these two:
(j.X) 5B 236A/B
(j.X) 4A 4A 5A 236A/B
The difference from one another is that the second option deals a little more damage. The optimized version is, however
(j.X) 5B 623B (changes sides) dash 3B
Doing 663BCD is going to help a lot doing this link consistently
 
If you're going to play in speed, they won't be as necessary as your main focus of damage will be your combos with A starters, for example,
4A 5AA/{5A2A} 5B 236A/B
4A 5AA/{5A2A} 2B BC 236A/B
Which is your bnb in that mode.


==Normals==
==Normals==
'''Standing'''
====Standing====
* A, B, and C can cancel in both Power Mode and Speed Mode.
{{MoveData
* f+B (Power and Speed) is not cancellable. There's an exception to that, if f+B is blocked you can cancel it with BC, it's a slow frametrap but works sometimes.
|image=LB2_Hibiki_A.png
* f+C in Speed Mode is not cancellable
|caption=Standing poke
|name=5A
|data=
{{AttackData-LB2
|damage=P 13/1 S 11/0
|startup=5
|active=4
|recovery=24
|state=Any
|frame advantage=P -5/-7 S -5/-20
|meter gain=P 6/3 S 2/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=Air
|description=Hibiki does a quick poke
}}
}}
{{MoveData
|image=LB2_Hibiki_b+A.png
|caption=Punch!
|name=4A
|data=
{{AttackData-LB2
|damage=P 13/1 S 11/0
|startup=5
|active=2
|recovery=11
|state=Any
|frame advantage=P +10/-5 S +10/5
|meter gain=P 6/3 S 2/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=Air
|description=Hibiki punches you and gets a free combo because of the outstanding framedata
}}
}}
{{MoveData
|image=LB2_Hibiki_B1.png
|caption=Your best move
|name=5B
|data=
{{AttackData-LB2
|damage=P 30/3 S 16/0
|startup=4
|active=4
|recovery=---
|state=Any
|frame advantage= P -2/-10 S -2/-22
|meter gain=P 8/4 S 3/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=Air
|description=
}}
{{AttackData-LB2
|header=no
|damage=P 30/3 S 16/0
|startup= 10 total
|active=2
|recovery=---
|state=Any
|frame advantage= P +4/-10 S +4/-16
|meter gain=P 8/4 S 3/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=Air
|description=
}}
{{AttackData-LB2
|header=no
|damage=P 30/3 S 16/0
|startup= 12 total
|active=2
|recovery=21
|state=Any
|frame advantage= P +6/-10 S +6/-14
|meter gain=P 8/4 S 3/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=Air
|description=* Hibiki slashes in a circular motion, her best move.
* For startup and active frames, It's 3f>air boxes (4f)> 2f>Ground boxes(2f, 2f)>Recovery.
* Hits once.


'''Crouching'''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
* all but d+A and d+B in Power mode can cancel when crouching. If d+B is blocked, you cancel it into anything you want.  
LB2_Hibiki_B2.png|2nd hit
LB2_Hibiki_B3.png|3rd hit
</gallery>
}}
}}
{{MoveData
|image=LB2_Hibiki_f+B.png
|caption=Bye life
|name=6B
|data=
{{AttackData-LB2
|damage=P 50/6 S 23/0
|startup=14
|active=4
|recovery=41
|state=Any
|frame advantage=P -5/-13 S -5/-25
|meter gain=P 12/6 S 4/2
|guard=M
|cancel=P ×/△ S ×/×
|tech=Air
|description=Hibiki slashes forward. Works as anti jump and your main punish for anti air or air to air deflects. <br \>The △ indicates that you can cancel it with BC
}}
}}
{{MoveData
|image=LB2_Hibiki_C.png
|caption=Don't use this
|name=5C
|data=
{{AttackData-LB2
|damage=P 13/1 S 11/0
|startup=10
|active=2
|recovery=19
|state=Any
|frame advantage=P +2/-13 S +2/-13
|meter gain=P 6/3 S 3/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=None
|description=Hibiki does a low kick. Primary use is an alternate otg. Slower to come out than 3B, deals less damage, and has less range. On the flip side it’s always safe to use as an otg (3b can be punished on a neutral wake up for a lot of the cast).
}}
}}
{{MoveData
|image=LB2_Hibiki_f+C.png
|caption=Not as good as it looks.
|name=6C
|data=
{{AttackData-LB2
|damage=P 19/2 S 16/0
|startup=10
|active=4
|recovery=39
|state=Any
|frame advantage=P --/-34 S --/-34
|meter gain=P 6/3 S 3/1
|guard=M
|cancel=P ○/○ S ×/×
|tech=Air
|description=Hibiki hits you with the end of her scabbard.<br \>Knocks down.
}}
}}
{{MoveData
|image=LB2_Hibiki_df+B.png
|caption=Ouch
|name=3B
|data=
{{AttackData-LB2
|damage=P 21/-- S 21/--
|startup=6
|active=2
|recovery=44
|state=Low
|frame advantage=P --/-- S --/--
|meter gain=P 2/-- S 1/--
|guard=---
|cancel=P ×/× S ×/×
|tech=None
|description=Hibiki slashes downwards.<br \>Hits OTG, Do it with 3BCD so you don't have to dash before it, or if you have to, you don't have to stop and potentially miss it on that case, 663BCD (easier on a stick).
*Be careful when deciding to use this to otg. Many characters can punish it if they get up normally and are close to you, especially when cornered. It’s not as bad as Setsuna’s 3B in this regard but in many cases it may be better to use 5C as an otg attack for safety.
}}
}}
=====Dashing normals=====
Check [[The_Last_Blade_2/System|System]] if you can't get this to come out
{{MoveData
|image=LB2_Hibiki_DashAB.png
|caption=You thought it was 6B but it was ME
|name=Dashing High
|data=
{{AttackData-LB2
|damage=P 26/3 S 19/0
|startup=8
|active=2
|recovery=21
|state=Any
|frame advantage=P -9/-10 S -9/-10
|meter gain=P 8/4 S 3/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=Air
|description=Hibiki does a high slash that looks like 6B
}}
}}
{{MoveData
|image=LB2_Hibiki_DashBC.png
|caption=Knockdown
|name=Dashing Low
|data=
{{AttackData-LB2
|damage=P 26/3 S 19/0
|startup=8
|active=2
|recovery=44
|state=Any
|frame advantage=P -/-37 S -/-37
|meter gain=P 8/4 S 3/1
|guard=L
|cancel=P ×/×  S ×/×
|tech=None
|description=Hibiki dashes and knocks you down. Useful?<br>''No''
}}
}}


'''Ground Hits'''
=====Speed Chain=====
*df+B
{{MoveData
*C
|image=LB2_sHibiki_AA.png
When doing df+B (except after a throw) press df+BCD for increased range.
|caption="If you did an optimal combo you'd have won"
|name=A>A
|data=
{{AttackData-LB2
|damage=8/0
|startup=4
|active=2
|recovery=27
|state=Low
|frame advantage=-6/-21
|meter gain=2/1
|guard=Mid
|cancel=○/○
|tech=Air
|description=Hibiki hits you with her A button again.<br \>Just cancel into a B button.
}}
}}
{{MoveData
|image=LB2_sHibiki_ABC.png
|caption=Isn't that 623C?
|name=C of A>B>C
|data=
{{AttackData-LB2
|damage=28/0
|startup=13
|active=4
|recovery=22
|state=Any
|frame advantage=-/-20
|meter gain= 4/2
|guard=Mid
|cancel=×/×
|tech=All
|description=Hibiki hits with her scabbard. For some weird reason you can also airblock it (?????)<br \>You can and should dash 3B if you ever do this.
}}
}}
 
====Crouching====
{{MoveData
|image=LB2_Hibiki_d+A.png
|caption=Poke that leads nowhere
|name=2A
|data=
{{AttackData-LB2
|damage=P 13/1 S 11/0
|startup=4
|active=4
|recovery=16
|state=Any
|frame advantage=P +3/-7 S +3/-12
|meter gain=P 6/3 S 3/1
|guard=L
|cancel=P ×/○ S ○/○
|tech=Air
|description=Hibiki does a crouching poke. Great to interrupt pressure and make some weird hibiki things mixups, very quick
}}
}}
{{MoveData
|image=LB2_Hibiki_d+B.png
|caption=Don't. Use. In. Power.
|name=2B
|data=
{{AttackData-LB2
|damage=P 28/3 S 23/0
|startup=6
|active=2
|recovery=67
|state=Any
|frame advantage=P -14/-10 S -14/-34
|meter gain=P 8/4 S 4/2
|guard=L
|cancel=P ×/○ S ○/○
|tech=Air
|description= *Hibiki does a crouching swing, leaving you with worse framedata on hit in power. In power mode there’s no real good use for this, aside from taking a round when nothing else will reach. 
*In speed it's actually very useful poke since it's cancelable. It’s very quick for a heavy attack , has great range, and confirms cancels nicely into other moves to secure advantage.
}}
}}
{{MoveData
|image=LB2_Hibiki_d+C.png
|caption=Watch me as I style
|name=2C
|data=
{{AttackData-LB2
|damage=P 13/1 S 11/0
|startup=6
|active=2
|recovery=14
|state=Any
|frame advantage=P +7/-8 S +7/-8
|meter gain=P 6/3 S 3/1
|guard=L
|cancel=P ○/○ S ○/○
|tech=Air
|description=Hibiki does a low kick. Deceptively good move, will often catch opponents and is good to mix them up after a j.B, learning to confirm this into DM will take most people by surprise and has a good window to confirm, unlike 4A/5A which have to be done immediately. Learning 4A, 2C and 2C, 4A links are a must, as they make 4A/2Cx3 way easier, mostly because it's a move slow enough you can react to it if you're paying attention. Comes out quick enough people almost never switchguard it as well
}}
}}
{{MoveData
|image=LB2_Hibiki_df+C.png
|caption=Get down.
|name=3C
|data=
{{AttackData-LB2
|damage=P 24/3 S 19/0
|startup=14
|active=4
|recovery=24
|state=Any
|frame advantage=P --/-19 S --/-19
|meter gain=P 8/4 S 3/1
|guard=L
|cancel=P ○/○ S ○/○
|tech=None
|description=Hibiki swings her scabbard, tripping you down.
}}
}}
 
====Air====
{{MoveData
|image=LB2_Hibiki_jA.png
|caption=Look mom I'm playing neutral
|name=j.A
|data=
{{AttackData-LB2
|damage=P 13/1 S 11/0
|startup=6
|active=2
|recovery=---
|state=Any
|frame advantage=P --/-- S --/--
|meter gain=P 6/3 S 3/1
|guard=H
|cancel=P ×/× S ×/×
|tech=Air
|description=Hibiki puts her sword forward, good hitbox and neutral tool.
}}
}}
{{MoveData
|image=LB2_Hibiki_jB.png
|caption=Get in the blender!
|name=j.B
|data=
{{AttackData-LB2
|damage=P 26/3 S 13/0
|startup=8
|active=2
|recovery=---
|state=Any
|frame advantage=P --/-- S --/--
|meter gain=P 8/4 S 3/1
|guard=H
|cancel=P ×/× S ×/×
|tech=Air
|description=Your best combo starter and very good move too. Tied with Zantetsu j.B as best crossup in game.
}}
}}
{{MoveData
|image=LB2_Hibiki_jC.png
|caption=Just who uses this
|name=j.C
|data=
{{AttackData-LB2
|damage=P 13/1 S 11/0
|startup=9
|active=3
|recovery=---
|state=Any
|frame advantage=P --/-- S --/--
|meter gain=P 6/3 S 3/1
|guard=H
|cancel=P ×/× S ×/×
|tech=Air
|description=Use this when memeing.
}}
}}
 
===Universal Mechanics===
{{MoveData
|image=LB2_Hibiki_CD.png
|caption=EEEY!
|input=C+D
|name=Throw
|data=
{{AttackData-LB2
|damage=P28/-- S22/--
|startup= --
|active= --
|recovery= 33
|state= Any
|frame advantage= P --/-- S --/--
|meter gain=P 2/-- S 1/--
|guard= --
|cancel= P --/-- S --/--
|tech= --
|description=Throw. You can always do a 3b after it, dealing 49 (Power) or 43 (Speed) points of damage. If you throw them into a corner and do 3B every character can punish you for it if they wake up neutral, anywhere else is character specific so keep that in mind. Still pretty useful as throws are good, if it whiffs, you'll hear a gasp. You can hold any direction while doing it
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
17b.png|2nd part
</gallery>
}}
}}
{{MoveData
|image=LB2_Hibiki_pBC.png
|caption=Power Version
|name=5B+C
|image2=LB2_Hibiki_sBC.png
|caption2=Speed/EX Version
|data=
{{AttackData-LB2
|version=Power
|damage=61/--
|startup=46~66
|active=2
|recovery=44
|state=Any
|frame advantage=--/--
|meter gain=12/--
|guard=---
|cancel=×/×
|tech=None
|description=
* Hibiki charges and attack, unblockable.
* You can hold it for a while.
<br><br><br><br><br>
}}
{{AttackData-LB2
|version=Speed/EX
|damage=19/0
|startup=23
|active=3
|recovery=23
|state=Any
|frame advantage=--/-20
|meter gain=3/1
|guard=H
|cancel=×/×
|tech=Ground, Air
|description=
* Hibiki slashes upwards, overhead.
* Can combo after it.
}}
}}


==Special Moves==
==Special Moves==
'''Distance Slash''' - qcf + A/B
{{MoveData
* A version is a quick mid foward slash
|name=Distance Slash
* B version is a quick low/sweeping forward slash
|input=236A/B
* Recovery for the B version is bigger
|image=LB2_Hibiki_qcf+A2.png
|caption=A version
|image2=LB2_Hibiki_qcf+B2.png
|caption2=B version
|data=
{{AttackData-LB2
|version=A
|damage= P 28/3 S 23/2
|startup= 6
|active= 2
|recovery= 62
|state= Any
|frame advantage= -7/-27
|meter gain= P 2/8/4 S 1/4/2
|guard= M
|cancel= ×/×
|tech= Air
|description=Forward slash that hits mid and deals good damage.<br \>Do it on round start to catch aggressive opponents, the only way they can escape is by dashing backwards, so you'll be safe.<br \>Click on show hitboxes to see the startup boxes
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_qcf+A1.jpg|1st part
</gallery>
}}
{{AttackData-LB2
|version=B
|damage= P 24/3 S 21/2
|startup= 6
|active= 2
|recovery= 72
|state= Low
|frame advantage= --/-40
|meter gain= P 2/8/4 S 1/3/1
|guard= L
|cancel= ×/×
|tech= Air
|description=Low slash that hits low (wau) and deals reasonable damage.<br \>Do it on round start as well, or as combo ender.<br
\>You'll only reset neutral because you can't OTG after this, you can try to make an okizeme, but it'll most likely not happen. <br \>Click on show hitboxes to see the startup boxes
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_qcf+B1.jpg|1st part
</gallery>
}}
}}


'''Beckoning Slash''' - dp + B
{{MoveData
* Forward dash to opponent
|image=LB2_Hibiki_dp+B2.png
* Can hold B
|caption=HAKKEN!
* If not near opponent when release B, it will hit like Distance Slash
|name=Beckoning Slash
* If near opponent when release B, will slash through opponent and he will kneel and fall to the ground. You can df+B after it
|input=623B
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=  P △/× S ○/×
|tech=
|description=This bad boy hits differently with the time it has been held for some weird reason.<br \>On power it's your super cancel, on speed, you can cancel into every other special except itself.<br \>Click on show hitboxes to see the startup boxes
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_dp+B1.jpg|1st part
</gallery>
}}
}}
{{MoveData
|image=LB2_Hibiki_dp+C2.png
|caption=Please wait warmly, girls are preparing...
|name=Piercing Moon Pounce
|input=623C
|data=
{{AttackData-LB2
|damage= P 50/6 S 45/5
|startup= 29~49
|active= 4
|recovery= 27
|state= Any
|frame advantage= --/-21
|meter gain= P 2/12/6 S 1/4/2
|guard= H
|cancel=  P ×/× S ×/×
|tech= None
|description=Very slow attack and usually not worth it, has some nice setups in the corner.<br \>You can hold C and it hits overhead.No it's not unblockable. Gives you a straight SSC confirm in Speed.<br \>Click on show hitboxes to see the startup boxes.


'''Piercing Moon Pounce''' - dp + C
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
* Slow but unblockable movement of her raising her scabbard and hitting the opponents mid section with it
LB2_Hibiki_dp+C1.jpg|1st part
* Can hold C
</gallery>
}}
}}


'''Heavenly Being Blade''' - hcf + C
{{MoveData
* Counter motion
|image=LB2_Hibiki_hcf+C1.png
* Follow up with '''Nukaba Kiru Nari''' (C) to slash airborne opponent
|caption=Looks too much like a throw, this isn't broken unlike her SS7 counterpart, as per the words of a great sage 'Deflect is the great equalizer' you can get some really nice damage out of it however.
* Follow up with '''Nukazuba Kiranu Nari''' (BC) to hit opponet with scabbard
|name=Heavenly Being Blade
|input=41236C
|data=
{{AttackData-LB2
|damage= P 32/-- S 28/--
|startup= 6
|active= 12
|recovery= 20
|state= Any
|frame advantage= ---
|meter gain= P 1/2/-- S 1/1/--
|guard= None
|cancel=  P ×/× S ×/×
|tech= None
|description=Counter movement.<br \>You'll probably never use it in a real match unless you got godlike reads, and even then, deflect would be a better option due to more damage and somewhat better oki.<br \>One very important thing to note is that if you get the right timing, you can hit both C/BC and the ground hit, always dealing 70 damage (BC is recommended due to less recovery) you'll also get an ambiguous mixup.<br \>Click on show hitboxes to see the rest of the move
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_hcf+C2.png|2nd part
LB2_Hibiki_hcf+C3.png|3rd part
</gallery>
}}
{{AttackData-LB2
|version=C
|damage= P 39/- S 35/-
|startup= 2
|active= 2
|recovery= 59
|state= Any
|frame advantage= ---
|meter gain= P 10(12) S 5(5)
|guard= ---
|cancel=  P ×/× S ×/×
|tech= None
|description=If you do, however, hit them with this button since it deals more damage. Can do 3B after it but rather hard
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">LB2_Hibiki_hcf+CC.png|C version
</gallery>
}}
{{AttackData-LB2
|version=BC
|damage= P 24 S 23
|startup= 2
|active= 2
|recovery= 49
|state= Any
|frame advantage= ---
|meter gain= P 8(12) S 4(5)
|guard= ---
|cancel=  P ×/× S ×/×
|tech= None
|description=It's her other option.<br \> You don't really have to do it.<br \> In certain circumstances you can do a 3b after it.<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">LB2_Hibiki_hcf+CBC.png|BC version
</gallery>
}}
}}


'''Kami Hitoe ni te Kawasu Nari''' - AB
{{MoveData
* Quick evasion move
|image=LB2_Hibiki_AB1.jpg
* Follow up with '''Ma O Tsumeru Koto Kanyou Nari''' (f + C) to dash forward
|caption=*Loses half of her height*
* When dashing forward, Hibiki's hitbox is reduced so high attacks won't hit her
|name=Kami Hitoe ni te Kawasu Nari
* '''Ma O Tsumeru Koto Kanyou Nari''' can be cancelled
|input=AB
* Follow up with '''Ma O Oku Koto Kanyou Nari''' to hop backwards
|data=
* When hopping backwards, Hibiki's hitbox is reduced so low attacks won't hit her
{{AttackData-LB2
|damage= P --/-- S --/--
|startup= 3
|active= 15
|recovery=
|state= Any
|frame advantage= P --/-- S --/--
|meter gain= P --/-- S --/--
|guard= ---
|cancel= P ×/× S ×/×
|tech= ---
|description=This move can dodge from high attacks. It is pretty good, however, there's not much reason to use it.<br \>You can dodge some fireballs but it's a high commitment.Plus, you might get punished here. Active frames listed are upper body invincible. <br \> Follow up with '''Ma O Tsumeru Koto Kanyou Nari''' (6C) to dash forward. Follow up with '''Ma O Oku Koto Kanyou Nari''' (4C) to hop backwards<br \>Probably has potential, still unexplored.<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_AB2.jpg|2nd part
LB2_Hibiki_AB3.jpg|3rd part
</gallery>
}}
{{AttackData-LB2
|version=4C
|damage= ---
|startup= 2
|active= ---
|recovery= 27
|state= Any
|frame advantage= ---
|meter gain= ---
|guard= ---
|cancel= P ○ S ○
|tech= None
|description=You can dodge some projectiles, but the timing is very specific.<br \> On some characters at specific moves you can jB and get a full confirm out of that, but it's very tricky to do and you can't do it on reaction<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_ABb+C1.jpg|1st part
LB2_Hibiki_ABb+C2.jpg|2nd part
LB2_Hibiki_ABb+C3.jpg|3rd part
LB2_Hibiki_ABb+C4.jpg|4th part
</gallery>
}}
{{AttackData-LB2
|version=6C
|damage= ---
|startup= 5
|active= 25~29
|recovery= 40
|state= Any
|frame advantage= ---
|meter gain=
|guard= ---
|cancel= P ○ S ○
|tech= None
|description=This looks like 623B so you can trick people, but no one will fall for it.<br \>'''Ma O Tsumeru Koto Kanyou Nari''' can be cancelled..<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_ABf+C1.jpg|1st part
LB2_Hibiki_ABf+C2.jpg|2nd part (Hold)
LB2_Hibiki_ABf+C3.jpg|3rd part (Stop holding forward)
</gallery>
}}
 
}}


'''Sanae O Okotaranu Kokoro Nari''' - Hold Start
'''Sanae O Okotaranu Kokoro Nari''' - Hold Start
* Hibiki holds her sword close as it glows, asking her father for help.
* Hibiki holds her sword close as it glows, asking her father for help.
* Meter is charged slowly in this motion.
* Meter is charged slowly in this motion.
* No hurtbox provided, since it's the same as her standing


==Desperation Moves==
==Desperation Moves==
'''Heavenly Spirit of Victory''' - qcb,db,f + AB
{{MoveData
* Hibiki dashes forward to slash through opponet.
|image=LB2_Hibiki_qcb+db+f+AB1.png
* Travels a great distance, hits from 3/4 screen.
|caption=Dash to win
* Confirms from any normal on hit except the ones which aren't cancellable.
|name=Heavenly Spirit of Victory
|input=2146AB
|data=
{{AttackData-LB2
|damage= P 81/-- S 86/--
|startup= 19
|active= 7
|recovery= 49,60
|state= Any
|frame advantage= -7/-27
|meter gain= P 0/0 S 0/0
|guard= M
|cancel= P ×/× S ×/×
|tech= None
|description=Hibiki dashes forward to slash through opponet. Travels a great distance, hits from 3/4 screen. Confirms from any normal on hit except the ones which aren't cancellable, except for 3C (Why is 3C cancellable anyway?)
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_qcb+db+f+AB2.png|2nd part (If it whiffs, it'll return to the first part)
LB2_Hibiki_qcb+db+f+AB3.jpg|3rd part
LB2_Hibiki_qcb+db+f+AB4.jpg|4th part
</gallery>
}}
}}


==Super Desperation Move==
==Super Desperation Move==
'''No Fear Feint''' - f, hcf + B
{{MoveData
* Slashes upards
|image=LB2_Hibiki_f+hcf+B1.png
* If connects near opponent, makes a flash of light and deals %50+ damage
|caption=Stylish
* If opponent is a distance away, will strike upwards with less damage
|name=No Fear Feint
|input=641236B
|data=
{{AttackData-LB2
|version=Startup Boxes
|damage= ---
|startup= 6
|active= 5,3,3,4,(3),1
|recovery= 61
|state= Any
|frame advantage= ---
|meter gain= --/--
|guard= Unblockable
|cancel= ×/×
|tech= None
|description=Incredibly stylish and hard to combo into. It can be confirmed from quick pokes such as 4A and 5A if you’re close enough, as well as 5B, dashing high, and 2B (in ex). Up close it is an unblockable hit grab, which means it can’t catch an opponent who is throw invincible during block stun (this doesn’t apply to opponents in hit stun). It’s possible to be deflected as well. The initial active frames that trigger the locked animation can hit on either side of Hibiki, making things like dash under sdm or AB~6C sdm as you run through opponents possible.
* If connects near opponent, makes a flash of light and deals %50+ damage (On Hit ver)
* If opponent is a distance away, will strike upwards with less damage (On Whiff ver)
* number in parentheses is the gap between the last grab box and the ranged hit.
<br \>Click on show hitboxes to see the startup boxes
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_f+hcf+B2.png|2nd part
LB2_Hibiki_f+hcf+B3.png|3rd part
LB2_Hibiki_f+hcf+B4.png|4th part
LB2_Hibiki_f+hcf+B5.png|5th part
</gallery>
}}
{{AttackData-LB2
|version=Hit up close
|damage= 90
|startup= 6
|active= 5,3,3,4
|recovery= ---
|state= Any
|frame advantage=
|meter gain= 0/0
|guard= Unblockable
|cancel= ×/×
|tech= None
|description=On hit it'll look like this.<br \>Click on show hitboxes to see the boxes
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_f+hcf+B1h.jpg|Hit 1st part
LB2_Hibiki_f+hcf+B2h.jpg|Hit 2nd part
LB2_Hibiki_f+hcf+B3h.jpg|Hit 3rd part
</gallery>
}}
{{AttackData-LB2
|version=On Whiff/Hit far
|damage= 32/--
|startup= 24
|active= 1
|recovery= 61
|state= Any
|frame advantage= ---
|meter gain= 0
|guard= All
|cancel= P ×/× EX ×/×
|tech= None
|description=On whiff it'll look like this.<br \>Click on show hitboxes to see the boxes
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Hibiki_f+hcf+Bw.png|Whiff
</gallery>
}}
}}


==Combos==
==Combos==
===Any Mode===
Hibiki is a very fun character, during matches you won't be doing much more than your BnBs, but it's possible to make her a powerhouse. One of her best characteristics, is that both her Power and Speed damage outputs are similar, so you can freely choose the one who best suits our playstyle. Power for a more defensive gameplay, and Speed for a more offensive gameplay.
* dp+C qcf+A/B
* Dash+A/B qcb+db+f+AB
* B qcb+db+f+AB
* B dp+B qcf+A/B
Only works near corner for A version must be exactly in the corner.
===Power Mode Only===
* f+C dp+C
Only works near corner
* f+C qcb+db+f+AB
* f+C dp+B
* f+C B dp+B db+B


===Speed Mode Only===
''NOTE: Before every combo, except those with 623C and 6[6]A/B (Dash A/B) starters, you can use a jX starter.''<br \>
* Dash A/B d+B dp+B qcf+B
''NOTE: In both modes, you can exchange a 4A for a 2C (except during chain combos on Speed mode), with a harder link but a low starter. The damage is the same.''
* jB b+A A d+A/A d+B dp+B qcf+B


===EX Mode Only===
===Power Mode===
* jB b+A A d+A d+B dp+B qcb+db+f+AB
''For a more in depth view of Power Hibiki combos, please see the doc in [[#External Links]].''
* jB b+A A d+A d+B f+hcf+B
*4A 4A 5A 236A/B or 2146AB
*2C/4A 5A 641236B
*JB 5B 623B 2146AB


===Power and EX Mode===
====Meterless BnBs====
* jB B dp+B qcb+db+f+AB
* [//youtu.be/-W_ysFm9I20 5B xx 236A/B]
* Dash A/B f+hcf+B
* 6C xx 623B
* jB f+hcf+B
: If it crosses sides, end with a 3B
* Dash A/B xx 236A/B
* 4A/2C, 5A xx 236A/B
====Metered BnBs====
* 2C xx 2146ab
* 5B xx 2146AB
* 6C xx 2146AB
* j.X, 641236B
: You're not going to use this one much
* 2C/4A/5A xx 641236B
: Sometimes it won't 'combo' but will connect, you can do a 6A to start buffering
 
====Optmized meterless BnBs====
* [//youtu.be/fDAVRwuVkps 4A, 4A, 5A xx 236A/B]
* 4A/2C, 4A/2C, 4A/2C, 4A/2C, 5A xx 236A/B
: Only works on crouching Mukuro. If he's not crouching, do 4Ax3
* [//youtu.be/wI1l6K56j7k 5B xx 623B, Dash, 3B]
* Dash A/B xx 623B, Dash, 3B
: Buffering dash and doing 3BCD helps a lot, input would be 663BCD
* deep crossup j.B 4A, 5B xx 236A/B
: Only works on Juzoh, Amano, Shigen and Kouryu. Deep crossup j.B is required 4A, 5B is a tight link, so practice it
 
====Optmized metered BnBs====
* 4A, 2C, 4A, 5A xx 2146AB
: You'll find it easier to do it like that because 4A makes you go backward, making you miss the third 4A. Do 5A as 214A and then do 6AB quickly
* [//youtu.be/FV302p1ft-U 5B xx 623B xx 2146AB]
: 623B has to cross sides, most optimized confirm for 2146AB DM if you add a j.B starter
====Corner and near corner only====
* 5B xx 623B, 236A/B
: A version has to be done exactly in the corner. If you delay too much, 236B whiffs. Theoretically possible to do in the corner
* 6C xx 623C, 3B


===Speed and EX Mode===
===Speed and EX Mode===
* jB A B C
* EX can't cancel 623B xx 236A/B
* Dash+A/B, d+B qcf+A
====Bread and Butter combos====
* jB b+A A d+A d+B qcf+A
* [//youtu.be/nvgTYmjq1TU 5A > 5B > 5C (Dash, 3B)]
* jB b+A A d+A d+B qcb+db+f+AB
: If you're in the corner, you don't need to dash for the 3B to reach
* 4A > 5AA > 5B (Ender)
: Doing 4AAA works as 4A 5AA
* [//youtu.be/-plvLs6idZ0 4A > 5A > 2A > 5B/2B into (Ender)]
: You have many variations on how to end Speed and EX combos, and they'll be listed in the next section
=====Combo Enders=====
* > 6B
* > 6C, (3B)
: Range dependant
* xx DM
* xx 236A/B
* xx 623B xx 236A/B
: You can delay 236A/B.
* xx 623B xx DM (ex mode)
* xx 623B xx 41236C, 22B'
: Very important combo, fandango confirm
* > 3C (3B)
* 5BC, Normal
: 5BC, 5B Setups a 236B if you can time it right, high risk
: 5BC. nA/C Only works in the corner
: 5B xx 5BC Will sometimes whiff, can't be recommended
* > 5BC, 236A/B
* > 5BC, delay (fall) 3B


===Super Speed Combos===
====Super Speed Combos====
* A + B + C + A + B + C + A + B + qcf C
* A + B + C + A + B + C + A + B + 236C
* A + B + C + A + B + C + C + B + A + qcf A
* A + B + C + A + B + C + C + B + 236A
* A + B + C + d C + A + d C + f BC
* A + B + C + 2C + A + 2C + 6BC
* A + B + C + d C + A + f BC + A + qcf B
* A + B + C + 2C + A + 6BC + A + 236B


==Strategy==
==External Links==
Hibiki's best way of dealing damage is by zoning out her opponents, but in Speed and EX modes she works very well aggressively too. If you're going to play with her in power, learn how to use your B normals and A normals for punishing, especially f+B and B. B is going to be your best friend, it's a 3f anti-air (Takes 9f to get to the ground) and cancels into everything, it's good. Your bnb in power are going to be these two:
[https://docs.google.com/document/d/12xXamlJKuq3OLH74la6SOHOKP-DqsE6GqoWhIVr5fQ0/edit?usp=sharing How to P-Hibiki] by [https://twitter.com/SakurakoOomuroo Sakurako Oomuro]
(jX) 5b 236a/b
(jX) 4a 5a 5a 236a/b
If you're going to play in speed, they won't be as necessary as your main focus of damage will be your combos with A starters, for example, 4a 5aa/{5a 2a} 2b bc 236a/b which is your bnb.


==Framedata==
{{Navbox LB2}}
{{Navbox LB2}}


[[Category:The Last Blade 2]]
[[Category:The Last Blade 2]]
[[Category:Hibiki Takane]]

Latest revision as of 02:00, 3 July 2024

Overview

Hibiki in general is the type of character who uses her long reaching normals to control space, if you've played Samurai Shodown she is basically a female Ukyo Tachibana, and her B buttons are also great in this game. No matter the mode you choose. She's very strong in both Power and Speed/EX modes, Power being more focused on space control, neutral and punishes, while Speed is more focused on rushdown and pressure.

Style Strengths Weaknesses
Power
  • Outstanding neutral, punishes deals about 1/4 health sometimes.
  • Neutral/Defensive gameplay.
  • Has to commit to reads against certain MUs, which can be dangerous.
  • Optimized combos can be somewhat hard to do, requiring hard links.
Speed
  • Good, intuitive combos and damage.
  • Offensive gameplay, great mixups.
  • You have some trouble getting in, you'll need reads.
  • You're very negative on your normals, so you'll get punished often, if you don't cancel properly
EX
  • Same as speed
  • Getting punished is even worse, as you take more damage
  • You can't 623B into 236A/B or 41236C
  • The extra damage is minimal

Strategy

Hibiki's best way of dealing damage is by zoning out her opponents, but in Speed and EX modes she works aggressively as well. If you're going to play with her in power, learn how to use your B normals, especially 6B and 5B on power her 2B is pretty bad, but it can be cancelled on block in case you make a mistake. And your A normals, for pokes and confirms. 5B is going to be your best friend, it's a 3f anti-air (Takes 9f to get to the ground) and cancels into everything, it's simply good. Your bnb in power are going to be these two:

(j.X) 5B 236A/B
(j.X) 4A 4A 5A 236A/B

The difference from one another is that the second option deals a little more damage. The optimized version is, however

(j.X) 5B 623B (changes sides) dash 3B

Doing 663BCD is going to help a lot doing this link consistently

If you're going to play in speed, they won't be as necessary as your main focus of damage will be your combos with A starters, for example,

4A 5AA/{5A2A} 5B 236A/B
4A 5AA/{5A2A} 2B BC 236A/B 

Which is your bnb in that mode.

Normals

Standing

5A
Standing poke
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 13/1 S 11/0 5 4 24 Any P -5/-7 S -5/-20 P 6/3 S 2/1 M P ○/○ S ○/○ Air

Hibiki does a quick poke

4A
Punch!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 13/1 S 11/0 5 2 11 Any P +10/-5 S +10/5 P 6/3 S 2/1 M P ○/○ S ○/○ Air

Hibiki punches you and gets a free combo because of the outstanding framedata

5B
Your best move
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 30/3 S 16/0 4 4 --- Any P -2/-10 S -2/-22 P 8/4 S 3/1 M P ○/○ S ○/○ Air
P 30/3 S 16/0 10 total 2 --- Any P +4/-10 S +4/-16 P 8/4 S 3/1 M P ○/○ S ○/○ Air
P 30/3 S 16/0 12 total 2 21 Any P +6/-10 S +6/-14 P 8/4 S 3/1 M P ○/○ S ○/○ Air
  • Hibiki slashes in a circular motion, her best move.
  • For startup and active frames, It's 3f>air boxes (4f)> 2f>Ground boxes(2f, 2f)>Recovery.
  • Hits once.
6B
Bye life
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 50/6 S 23/0 14 4 41 Any P -5/-13 S -5/-25 P 12/6 S 4/2 M P ×/△ S ×/× Air

Hibiki slashes forward. Works as anti jump and your main punish for anti air or air to air deflects.
The △ indicates that you can cancel it with BC

5C
Don't use this
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 13/1 S 11/0 10 2 19 Any P +2/-13 S +2/-13 P 6/3 S 3/1 M P ○/○ S ○/○ None

Hibiki does a low kick. Primary use is an alternate otg. Slower to come out than 3B, deals less damage, and has less range. On the flip side it’s always safe to use as an otg (3b can be punished on a neutral wake up for a lot of the cast).

6C
Not as good as it looks.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 19/2 S 16/0 10 4 39 Any P --/-34 S --/-34 P 6/3 S 3/1 M P ○/○ S ×/× Air

Hibiki hits you with the end of her scabbard.
Knocks down.

3B
Ouch
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 21/-- S 21/-- 6 2 44 Low P --/-- S --/-- P 2/-- S 1/-- --- P ×/× S ×/× None

Hibiki slashes downwards.
Hits OTG, Do it with 3BCD so you don't have to dash before it, or if you have to, you don't have to stop and potentially miss it on that case, 663BCD (easier on a stick).

  • Be careful when deciding to use this to otg. Many characters can punish it if they get up normally and are close to you, especially when cornered. It’s not as bad as Setsuna’s 3B in this regard but in many cases it may be better to use 5C as an otg attack for safety.
Dashing normals

Check System if you can't get this to come out

Dashing High
You thought it was 6B but it was ME
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 26/3 S 19/0 8 2 21 Any P -9/-10 S -9/-10 P 8/4 S 3/1 M P ○/○ S ○/○ Air

Hibiki does a high slash that looks like 6B

Dashing Low
Knockdown
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 26/3 S 19/0 8 2 44 Any P -/-37 S -/-37 P 8/4 S 3/1 L P ×/× S ×/× None

Hibiki dashes and knocks you down. Useful?
No

Speed Chain
A>A
"If you did an optimal combo you'd have won"
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
8/0 4 2 27 Low -6/-21 2/1 Mid ○/○ Air

Hibiki hits you with her A button again.
Just cancel into a B button.

C of A>B>C
Isn't that 623C?
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
28/0 13 4 22 Any -/-20 4/2 Mid ×/× All

Hibiki hits with her scabbard. For some weird reason you can also airblock it (?????)
You can and should dash 3B if you ever do this.

Crouching

2A
Poke that leads nowhere
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 13/1 S 11/0 4 4 16 Any P +3/-7 S +3/-12 P 6/3 S 3/1 L P ×/○ S ○/○ Air

Hibiki does a crouching poke. Great to interrupt pressure and make some weird hibiki things mixups, very quick

2B
Don't. Use. In. Power.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 28/3 S 23/0 6 2 67 Any P -14/-10 S -14/-34 P 8/4 S 4/2 L P ×/○ S ○/○ Air
  • Hibiki does a crouching swing, leaving you with worse framedata on hit in power. In power mode there’s no real good use for this, aside from taking a round when nothing else will reach.
  • In speed it's actually very useful poke since it's cancelable. It’s very quick for a heavy attack , has great range, and confirms cancels nicely into other moves to secure advantage.
2C
Watch me as I style
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 13/1 S 11/0 6 2 14 Any P +7/-8 S +7/-8 P 6/3 S 3/1 L P ○/○ S ○/○ Air

Hibiki does a low kick. Deceptively good move, will often catch opponents and is good to mix them up after a j.B, learning to confirm this into DM will take most people by surprise and has a good window to confirm, unlike 4A/5A which have to be done immediately. Learning 4A, 2C and 2C, 4A links are a must, as they make 4A/2Cx3 way easier, mostly because it's a move slow enough you can react to it if you're paying attention. Comes out quick enough people almost never switchguard it as well

3C
Get down.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 24/3 S 19/0 14 4 24 Any P --/-19 S --/-19 P 8/4 S 3/1 L P ○/○ S ○/○ None

Hibiki swings her scabbard, tripping you down.

Air

j.A
Look mom I'm playing neutral
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 13/1 S 11/0 6 2 --- Any P --/-- S --/-- P 6/3 S 3/1 H P ×/× S ×/× Air

Hibiki puts her sword forward, good hitbox and neutral tool.

j.B
Get in the blender!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 26/3 S 13/0 8 2 --- Any P --/-- S --/-- P 8/4 S 3/1 H P ×/× S ×/× Air

Your best combo starter and very good move too. Tied with Zantetsu j.B as best crossup in game.

j.C
Just who uses this
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 13/1 S 11/0 9 3 --- Any P --/-- S --/-- P 6/3 S 3/1 H P ×/× S ×/× Air

Use this when memeing.

Universal Mechanics

Throw
C+D
EEEY!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P28/-- S22/-- -- -- 33 Any P --/-- S --/-- P 2/-- S 1/-- -- P --/-- S --/-- --

Throw. You can always do a 3b after it, dealing 49 (Power) or 43 (Speed) points of damage. If you throw them into a corner and do 3B every character can punish you for it if they wake up neutral, anywhere else is character specific so keep that in mind. Still pretty useful as throws are good, if it whiffs, you'll hear a gasp. You can hold any direction while doing it

5B+C
Power Version
Speed/EX Version
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 61/-- 46~66 2 44 Any --/-- 12/-- --- ×/× None
  • Hibiki charges and attack, unblockable.
  • You can hold it for a while.






Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Speed/EX 19/0 23 3 23 Any --/-20 3/1 H ×/× Ground, Air
  • Hibiki slashes upwards, overhead.
  • Can combo after it.

Special Moves

Distance Slash
236A/B
A version
B version
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
A P 28/3 S 23/2 6 2 62 Any -7/-27 P 2/8/4 S 1/4/2 M ×/× Air

Forward slash that hits mid and deals good damage.
Do it on round start to catch aggressive opponents, the only way they can escape is by dashing backwards, so you'll be safe.
Click on show hitboxes to see the startup boxes

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
B P 24/3 S 21/2 6 2 72 Low --/-40 P 2/8/4 S 1/3/1 L ×/× Air

Low slash that hits low (wau) and deals reasonable damage.
Do it on round start as well, or as combo ender.
You'll only reset neutral because you can't OTG after this, you can try to make an okizeme, but it'll most likely not happen.
Click on show hitboxes to see the startup boxes

Beckoning Slash
623B
HAKKEN!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - P △/× S ○/× -

This bad boy hits differently with the time it has been held for some weird reason.
On power it's your super cancel, on speed, you can cancel into every other special except itself.
Click on show hitboxes to see the startup boxes

Piercing Moon Pounce
623C
Please wait warmly, girls are preparing...
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 50/6 S 45/5 29~49 4 27 Any --/-21 P 2/12/6 S 1/4/2 H P ×/× S ×/× None

Very slow attack and usually not worth it, has some nice setups in the corner.
You can hold C and it hits overhead.No it's not unblockable. Gives you a straight SSC confirm in Speed.
Click on show hitboxes to see the startup boxes.

Heavenly Being Blade
41236C
Looks too much like a throw, this isn't broken unlike her SS7 counterpart, as per the words of a great sage 'Deflect is the great equalizer' you can get some really nice damage out of it however.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 32/-- S 28/-- 6 12 20 Any --- P 1/2/-- S 1/1/-- None P ×/× S ×/× None

Counter movement.
You'll probably never use it in a real match unless you got godlike reads, and even then, deflect would be a better option due to more damage and somewhat better oki.
One very important thing to note is that if you get the right timing, you can hit both C/BC and the ground hit, always dealing 70 damage (BC is recommended due to less recovery) you'll also get an ambiguous mixup.
Click on show hitboxes to see the rest of the move

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
C P 39/- S 35/- 2 2 59 Any --- P 10(12) S 5(5) --- P ×/× S ×/× None

If you do, however, hit them with this button since it deals more damage. Can do 3B after it but rather hard

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
BC P 24 S 23 2 2 49 Any --- P 8(12) S 4(5) --- P ×/× S ×/× None
It's her other option.
You don't really have to do it.
In certain circumstances you can do a 3b after it.
Kami Hitoe ni te Kawasu Nari
AB
*Loses half of her height*
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P --/-- S --/-- 3 15 - Any P --/-- S --/-- P --/-- S --/-- --- P ×/× S ×/× ---
This move can dodge from high attacks. It is pretty good, however, there's not much reason to use it.
You can dodge some fireballs but it's a high commitment.Plus, you might get punished here. Active frames listed are upper body invincible.
Follow up with Ma O Tsumeru Koto Kanyou Nari (6C) to dash forward. Follow up with Ma O Oku Koto Kanyou Nari (4C) to hop backwards
Probably has potential, still unexplored.
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
4C --- 2 --- 27 Any --- --- --- P ○ S ○ None
You can dodge some projectiles, but the timing is very specific.
On some characters at specific moves you can jB and get a full confirm out of that, but it's very tricky to do and you can't do it on reaction
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
6C --- 5 25~29 40 Any --- - --- P ○ S ○ None
This looks like 623B so you can trick people, but no one will fall for it.
Ma O Tsumeru Koto Kanyou Nari can be cancelled..

Sanae O Okotaranu Kokoro Nari - Hold Start

  • Hibiki holds her sword close as it glows, asking her father for help.
  • Meter is charged slowly in this motion.
  • No hurtbox provided, since it's the same as her standing

Desperation Moves

Heavenly Spirit of Victory
2146AB
Dash to win
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 81/-- S 86/-- 19 7 49,60 Any -7/-27 P 0/0 S 0/0 M P ×/× S ×/× None

Hibiki dashes forward to slash through opponet. Travels a great distance, hits from 3/4 screen. Confirms from any normal on hit except the ones which aren't cancellable, except for 3C (Why is 3C cancellable anyway?)

Super Desperation Move

No Fear Feint
641236B
Stylish
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Startup Boxes --- 6 5,3,3,4,(3),1 61 Any --- --/-- Unblockable ×/× None

Incredibly stylish and hard to combo into. It can be confirmed from quick pokes such as 4A and 5A if you’re close enough, as well as 5B, dashing high, and 2B (in ex). Up close it is an unblockable hit grab, which means it can’t catch an opponent who is throw invincible during block stun (this doesn’t apply to opponents in hit stun). It’s possible to be deflected as well. The initial active frames that trigger the locked animation can hit on either side of Hibiki, making things like dash under sdm or AB~6C sdm as you run through opponents possible.

  • If connects near opponent, makes a flash of light and deals %50+ damage (On Hit ver)
  • If opponent is a distance away, will strike upwards with less damage (On Whiff ver)
  • number in parentheses is the gap between the last grab box and the ranged hit.


Click on show hitboxes to see the startup boxes

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Hit up close 90 6 5,3,3,4 --- Any - 0/0 Unblockable ×/× None

On hit it'll look like this.
Click on show hitboxes to see the boxes

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
On Whiff/Hit far 32/-- 24 1 61 Any --- 0 All P ×/× EX ×/× None

On whiff it'll look like this.
Click on show hitboxes to see the boxes

Combos

Hibiki is a very fun character, during matches you won't be doing much more than your BnBs, but it's possible to make her a powerhouse. One of her best characteristics, is that both her Power and Speed damage outputs are similar, so you can freely choose the one who best suits our playstyle. Power for a more defensive gameplay, and Speed for a more offensive gameplay.

NOTE: Before every combo, except those with 623C and 6[6]A/B (Dash A/B) starters, you can use a jX starter.
NOTE: In both modes, you can exchange a 4A for a 2C (except during chain combos on Speed mode), with a harder link but a low starter. The damage is the same.

Power Mode

For a more in depth view of Power Hibiki combos, please see the doc in #External Links.

  • 4A 4A 5A 236A/B or 2146AB
  • 2C/4A 5A 641236B
  • JB 5B 623B 2146AB

Meterless BnBs

If it crosses sides, end with a 3B
  • Dash A/B xx 236A/B
  • 4A/2C, 5A xx 236A/B

Metered BnBs

  • 2C xx 2146ab
  • 5B xx 2146AB
  • 6C xx 2146AB
  • j.X, 641236B
You're not going to use this one much
  • 2C/4A/5A xx 641236B
Sometimes it won't 'combo' but will connect, you can do a 6A to start buffering

Optmized meterless BnBs

Only works on crouching Mukuro. If he's not crouching, do 4Ax3
Buffering dash and doing 3BCD helps a lot, input would be 663BCD
  • deep crossup j.B 4A, 5B xx 236A/B
Only works on Juzoh, Amano, Shigen and Kouryu. Deep crossup j.B is required 4A, 5B is a tight link, so practice it

Optmized metered BnBs

  • 4A, 2C, 4A, 5A xx 2146AB
You'll find it easier to do it like that because 4A makes you go backward, making you miss the third 4A. Do 5A as 214A and then do 6AB quickly
623B has to cross sides, most optimized confirm for 2146AB DM if you add a j.B starter

Corner and near corner only

  • 5B xx 623B, 236A/B
A version has to be done exactly in the corner. If you delay too much, 236B whiffs. Theoretically possible to do in the corner
  • 6C xx 623C, 3B

Speed and EX Mode

  • EX can't cancel 623B xx 236A/B

Bread and Butter combos

If you're in the corner, you don't need to dash for the 3B to reach
  • 4A > 5AA > 5B (Ender)
Doing 4AAA works as 4A 5AA
You have many variations on how to end Speed and EX combos, and they'll be listed in the next section
Combo Enders
  • > 6B
  • > 6C, (3B)
Range dependant
  • xx DM
  • xx 236A/B
  • xx 623B xx 236A/B
You can delay 236A/B.
  • xx 623B xx DM (ex mode)
  • xx 623B xx 41236C, 22B'
Very important combo, fandango confirm
  • > 3C (3B)
  • 5BC, Normal
5BC, 5B Setups a 236B if you can time it right, high risk
5BC. nA/C Only works in the corner
5B xx 5BC Will sometimes whiff, can't be recommended
  • > 5BC, 236A/B
  • > 5BC, delay (fall) 3B

Super Speed Combos

  • A + B + C + A + B + C + A + B + 236C
  • A + B + C + A + B + C + C + B + 236A
  • A + B + C + 2C + A + 2C + 6BC
  • A + B + C + 2C + A + 6BC + A + 236B

External Links

How to P-Hibiki by Sakurako Oomuro

The Last Blade 2
General

FAQControlsSystemStrategy

Characters

Akari IchijoGenbu no OkinaHibiki TakaneHyo AmanoJuzoh KanzakiKaede (Original)KaedeKeiichiro WashizukaKojiroh SanadaKouryuMoriya MinakataMukuroRekka LeeSetsunaShigen NaoeShinnosuke KagamiYukiZantetsu