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==Normals==
==Normals==
====Standing====
====Standing====
{{MoveData|image=LB2_Hibiki_A.png|caption=Standing poke|name=A|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=4 |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_A.jpg|caption=Standing poke|name=A|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=4 |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=b+A|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=4 |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_b+A.jpg|caption=Punch!|name=b+A|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=4 |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 pt 1|name=B, 1|data= {{AttackData-LB2 |damage=P 30/3 S 16/0 |startup=3 |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=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}}}}
{{MoveData|image=LB2_Hibiki_B1.jpg|caption=Your best move pt 1|name=B, 1|data= {{AttackData-LB2 |damage=P 30/3 S 16/0 |startup=3 |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=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}}}}
{{MoveData|image=LB2_Hibiki_B2.png|caption=Your best move pt 2|name=B, 2|data= {{AttackData-LB2 |damage=P 30/3 S 16/0 |startup=2 (9 in 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=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}}}}
{{MoveData|image=LB2_Hibiki_B2.jpg|caption=Your best move pt 2|name=B, 2|data= {{AttackData-LB2 |damage=P 30/3 S 16/0 |startup=2 (9 in 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=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}}}}
{{MoveData|image=LB2_Hibiki_B3.png|caption=Your best move pt 3|name=B, 3|data= {{AttackData-LB2 |damage=P 30/3 S 16/0 |startup=-- (11 in 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}}}}
{{MoveData|image=LB2_Hibiki_B3.jpg|caption=Your best move pt 3|name=B, 3|data= {{AttackData-LB2 |damage=P 30/3 S 16/0 |startup=-- (11 in 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}}}}
{{MoveData|image=LB2_Hibiki_f+B.png|caption=Bye life|name=f+B|data= {{AttackData-LB2 |damage=P 50/6 S 23/0 |startup=13 |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. The △ indicates that you can cancel it with BC}}}}
{{MoveData|image=LB2_Hibiki_f+B.jpg|caption=Bye life|name=f+B|data= {{AttackData-LB2 |damage=P 50/6 S 23/0 |startup=13 |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. The △ indicates that you can cancel it with BC}}}}
{{MoveData|image=LB2_Hibiki_C.png|caption=Text|name=C|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=9 |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. Hits OTG}}}}
{{MoveData|image=LB2_Hibiki_C.jpg|caption=Text|name=C|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=9 |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. Hits OTG}}}}
{{MoveData|image=LB2_Hibiki_f+C.png|caption=Not as good as it looks.|name=f+C|data= {{AttackData-LB2 |damage=P 19/2 S 16/0 |startup=9 |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, knocks down.}}}}
{{MoveData|image=LB2_Hibiki_f+C.jpg|caption=Not as good as it looks.|name=f+C|data= {{AttackData-LB2 |damage=P 19/2 S 16/0 |startup=9 |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, knocks down.}}}}
{{MoveData|image=LB2_Hibiki_pBC.png|caption="My sword can cut anything"|name=BC(Power)|data= {{AttackData-LB2 |damage=61/-- |startup=45~65 |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.}}}}
{{MoveData|image=LB2_Hibiki_pBC.jpg|caption="My sword can cut anything"|name=BC(Power)|data= {{AttackData-LB2 |damage=61/-- |startup=45~65 |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.}}}}
{{MoveData|image=LB2_Hibiki_sBC.png|caption=Fly!|name=BC(Speed/EX)|data= {{AttackData-LB2 |damage=19/0 |startup=22 |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.}}}}
{{MoveData|image=LB2_Hibiki_sBC.jpg|caption=Fly!|name=BC(Speed/EX)|data= {{AttackData-LB2 |damage=19/0 |startup=22 |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.}}}}
{{MoveData|image=LB2_Hibiki_df+B.png|caption=Ouch|name=df+B|data= {{AttackData-LB2 |damage=P 21/-- S 21/-- |startup=5 |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. Hits OTG, Do it with df+BCD so you don't have to dash before it.}}}}
{{MoveData|image=LB2_Hibiki_df+B.jpg|caption=Ouch|name=df+B|data= {{AttackData-LB2 |damage=P 21/-- S 21/-- |startup=5 |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. Hits OTG, Do it with df+BCD so you don't have to dash before it.}}}}


====Crouching====
====Crouching====
{{MoveData|image=LB2_Hibiki_d+A.png|caption=Poke that leads nowhere|name=d+A|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=3 |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.}}}}
{{MoveData|image=LB2_Hibiki_d+A.jpg|caption=Poke that leads nowhere|name=d+A|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=3 |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.}}}}
{{MoveData|image=LB2_Hibiki_d+B.png|caption=Don't. Use. On. Neutral.|name=d+B|data= {{AttackData-LB2 |damage=P 28/3 S 23/0 |startup=5 |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 than on block. Just, Don't.}}}}
{{MoveData|image=LB2_Hibiki_d+B.jpg|caption=Don't. Use. On. Neutral.|name=d+B|data= {{AttackData-LB2 |damage=P 28/3 S 23/0 |startup=5 |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 than on block. Just, Don't.}}}}
{{MoveData|image=LB2_Hibiki_d+C.png|caption=Watch me as I style|name=d+C|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=5 |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.}}}}
{{MoveData|image=LB2_Hibiki_d+C.jpg|caption=Watch me as I style|name=d+C|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=5 |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.}}}}
{{MoveData|image=LB2_Hibiki_df+C.png|caption=Get down.|name=df+C|data= {{AttackData-LB2 |damage=P 24/3 S 19/0 |startup=13 |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.}}}}
{{MoveData|image=LB2_Hibiki_df+C.jpg|caption=Get down.|name=df+C|data= {{AttackData-LB2 |damage=P 24/3 S 19/0 |startup=13 |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====
====Air====
{{MoveData|image=LB2_Hibiki_jA.png|caption=Air poke!|name=jA|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=5 |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.}}}}
{{MoveData|image=LB2_Hibiki_jA.jpg|caption=Air poke!|name=jA|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=5 |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.}}}}
{{MoveData|image=LB2_Hibiki_jB.png|caption=Optimal combo, yeah!|name=jB|data= {{AttackData-LB2 |damage=P 26/3 S 13/0 |startup=7 |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 best air normal in general.}}}}
{{MoveData|image=LB2_Hibiki_jB.jpg|caption=Optimal combo, yeah!|name=jB|data= {{AttackData-LB2 |damage=P 26/3 S 13/0 |startup=7 |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 best air normal in general.}}}}
{{MoveData|image=LB2_Hibiki_jC.png|caption=Hibiki Kick|name=jC|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=8 |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.}}}}
{{MoveData|image=LB2_Hibiki_jC.jpg|caption=Hibiki Kick|name=jC|data= {{AttackData-LB2 |damage=P 13/1 S 11/0 |startup=8 |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.}}}}


==Special Moves==
==Special Moves==
'''Distance Slash''' - qcf + A/B
'''Distance Slash''' - qcf + A/B
{{MoveData|image=LB2_Hibiki_qcf+A.png|caption=Text|name=qcf+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData|image=LB2_Hibiki_qcf+A.jpg|caption=Text|name=qcf+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData|image=LB2_Hibiki_qcf+B.png|caption=Text|name=qcf+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData|image=LB2_Hibiki_qcf+B.jpg|caption=Text|name=qcf+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
* A version is a quick mid foward slash
* A version is a quick mid foward slash
* B version is a quick low/sweeping forward slash
* B version is a quick low/sweeping forward slash
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'''Beckoning Slash''' - dp + B
'''Beckoning Slash''' - dp + B
{{MoveData|image=LB2_Hibiki_dp+B.png|caption=Text|name=dp+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData|image=LB2_Hibiki_dp+B.jpg|caption=Text|name=dp+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
* Forward dash to opponent
* Forward dash to opponent
* Can hold B
* Can hold B
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'''Piercing Moon Pounce''' - dp + C
'''Piercing Moon Pounce''' - dp + C
{{MoveData|image=LB2_Hibiki_dp+C.png|caption=Text|name=dp+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData|image=LB2_Hibiki_dp+C.jpg|caption=Text|name=dp+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
* Slow but unblockable movement of her raising her scabbard and hitting the opponents mid section with it
* Slow but unblockable movement of her raising her scabbard and hitting the opponents mid section with it
* Can hold C
* Can hold C


'''Heavenly Being Blade''' - hcf + C
'''Heavenly Being Blade''' - hcf + C
{{MoveData|image=LB2_Hibiki_hcf+C.png|caption=Text|name=hcf+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData|image=LB2_Hibiki_hcf+C.jpg|caption=Text|name=hcf+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
* Counter motion
* Counter motion
* Follow up with '''Nukaba Kiru Nari''' (C) to slash airborne opponent
* Follow up with '''Nukaba Kiru Nari''' (C) to slash airborne opponent
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'''Kami Hitoe ni te Kawasu Nari''' - AB
'''Kami Hitoe ni te Kawasu Nari''' - AB
{{MoveData|image=LB2_Hibiki_AB.png|caption=Text|name=AB|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData|image=LB2_Hibiki_AB.jpg|caption=Text|name=AB|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
* Quick evasion move
* Quick evasion move
* Follow up with '''Ma O Tsumeru Koto Kanyou Nari''' (f + C) to dash forward
* Follow up with '''Ma O Tsumeru Koto Kanyou Nari''' (f + C) to dash forward
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'''Sanae O Okotaranu Kokoro Nari''' - Hold Start
'''Sanae O Okotaranu Kokoro Nari''' - Hold Start
{{MoveData|image=LB2_Hibiki_Start.png|caption=Text|name=Start|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData|image=LB2_Hibiki_Start.jpg|caption=Text|name=Start|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
* 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.
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==Desperation Moves==
==Desperation Moves==
'''Heavenly Spirit of Victory''' - qcb,db,f + AB
'''Heavenly Spirit of Victory''' - qcb,db,f + AB
{{MoveData|image=LB2_Hibiki_qcb+db+f+AB.png|caption=Text|name=qcb+db+f+AB|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData|image=LB2_Hibiki_qcb+db+f+AB.jpg|caption=Text|name=qcb+db+f+AB|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
* Hibiki dashes forward to slash through opponet.
* Hibiki dashes forward to slash through opponet.
* Travels a great distance, hits from 3/4 screen.
* Travels a great distance, hits from 3/4 screen.
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==Super Desperation Move==
==Super Desperation Move==
'''No Fear Feint''' - f, hcf + B
'''No Fear Feint''' - f, hcf + B
{{MoveData|image=LB2_Hibiki_f+hcf+B.png|caption=Text|name=f+hcf+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData|image=LB2_Hibiki_f+hcf+B.jpg|caption=Text|name=f+hcf+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
* Slashes upards
* Slashes upards
* If connects near opponent, makes a flash of light and deals %50+ damage
* If connects near opponent, makes a flash of light and deals %50+ damage

Revision as of 19:13, 22 April 2020

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.

Normals

Standing

A
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 4 4 24 Any P -5/-7 S -5/-20 P 6/3 S 2/1 M P ○/○ S ○/○ Air

Hibiki does a quick poke

b+A
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 4 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

B, 1
Your best move pt 1
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 3 4 --- Any P -2/-10 S -2/-22 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

B, 2
Your best move pt 2
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 2 (9 in total) 2 --- Any P +4/-10 S +4/-16 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

B, 3
Your best move pt 3
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 -- (11 in 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

f+B
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 13 4 41 Any P -5/-13 S -5/-25 P 12/6 S 4/2 M P ×/△ S ×/× Air

Hibiki slashes forward. The △ indicates that you can cancel it with BC

C
Text
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 2 19 Any P +2/-13 S +2/-13 P 6/3 S 3/1 M P ○/○ S ○/○ None

Hibiki does a low kick. Hits OTG

f+C
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 9 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.

BC(Power)
"My sword can cut anything"
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.
61/-- 45~65 2 44 Any --/-- 12/-- --- ×/× None

Hibiki charges and attack, unblockable. You can hold it for a while.

BC(Speed/EX)
Fly!
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.
19/0 22 3 23 Any --/-20 3/1 H ×/× Ground, Air

Hibiki slashes upwards, overhead. Can combo after it.

df+B
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/-- 5 2 44 Low P --/-- S --/-- P 2/-- S 1/-- --- P ×/× S ×/× None

Hibiki slashes downwards. Hits OTG, Do it with df+BCD so you don't have to dash before it.

Crouching

d+A
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 3 4 16 Any P +3/-7 S +3/-12 P 6/3 S 3/1 L P ×/○ S ○/○ Air

Hibiki does a crouching poke.

d+B
Don't. Use. On. 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 28/3 S 23/0 5 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 than on block. Just, Don't.

d+C
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 5 2 14 Any P +7/-8 S +7/-8 P 6/3 S 3/1 L P ○/○ S ○/○ Air

Hibiki does a low kick.

df+C
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 13 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

jA
Air 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 2 --- Any P --/-- S --/-- P 6/3 S 3/1 H P ×/× S ×/× Air

Hibiki puts her sword forward, good hitbox.

jB
Optimal combo, yeah!
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 7 2 --- Any P --/-- S --/-- P 8/4 S 3/1 H P ×/× S ×/× Air

Your best combo starter and best air normal in general.

jC
Hibiki Kick
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 8 3 --- Any P --/-- S --/-- P 6/3 S 3/1 H P ×/× S ×/× Air

Use this when memeing.

Special Moves

Distance Slash - qcf + A/B

qcf+A
File:LB2 Hibiki qcf+A.jpg
Text
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.
- - - - - - - - - -

Description.

qcf+B
File:LB2 Hibiki qcf+B.jpg
Text
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.
- - - - - - - - - -

Description.

  • A version is a quick mid foward slash
  • B version is a quick low/sweeping forward slash
  • Recovery for the B version is bigger

Beckoning Slash - dp + B

dp+B
File:LB2 Hibiki dp+B.jpg
Text
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.
- - - - - - - - - -

Description.

  • Forward dash to opponent
  • Can hold B
  • If not near opponent when release B, it will hit like Distance 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

Piercing Moon Pounce - dp + C

dp+C
File:LB2 Hibiki dp+C.jpg
Text
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.
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Description.

  • Slow but unblockable movement of her raising her scabbard and hitting the opponents mid section with it
  • Can hold C

Heavenly Being Blade - hcf + C

hcf+C
File:LB2 Hibiki hcf+C.jpg
Text
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.
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Description.

  • Counter motion
  • Follow up with Nukaba Kiru Nari (C) to slash airborne opponent
  • Follow up with Nukazuba Kiranu Nari (BC) to hit opponet with scabbard

Kami Hitoe ni te Kawasu Nari - AB

AB
File:LB2 Hibiki AB.jpg
Text
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.
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Description.

  • Quick evasion move
  • Follow up with Ma O Tsumeru Koto Kanyou Nari (f + C) to dash forward
  • When dashing forward, Hibiki's hitbox is reduced so high attacks won't hit her
  • Ma O Tsumeru Koto Kanyou Nari can be cancelled
  • Follow up with Ma O Oku Koto Kanyou Nari to hop backwards
  • When hopping backwards, Hibiki's hitbox is reduced so low attacks won't hit her

Sanae O Okotaranu Kokoro Nari - Hold Start

Start
File:LB2 Hibiki Start.jpg
Text
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.
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Description.

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

Desperation Moves

Heavenly Spirit of Victory - qcb,db,f + AB

qcb+db+f+AB
File:LB2 Hibiki qcb+db+f+AB.jpg
Text
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.
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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.

Super Desperation Move

No Fear Feint - f, hcf + B

f+hcf+B
File:LB2 Hibiki f+hcf+B.jpg
Text
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.
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Description.

  • Slashes upards
  • If connects near opponent, makes a flash of light and deals %50+ damage
  • If opponent is a distance away, will strike upwards with less damage

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. NOTE: Before every combo, except dp+C and dash+A/B starters, you can add use a jX starter.

Any Mode

dp+C qcf+A/B

Only works near corner. qcf+A version must be exactly in the corner.

Dash+A/B qcb+db+f+AB
(jX) B qcb+db+f+AB

Your easiest confirms into DM, you'll probably use this a lot.

(jX) B dp+B qcf+A/B

Doesn't work at certain ranges. qcf+A only works in the corner, qcf+B only near corner and other specific situations

(jX) B dp+B qcb+db+f+AB

Your most optimal DM confirm for power mode, it's basically the same for speed/EX.

Dash A/B f+hcf+B
jB f+hcf+B

Power Mode

f+C dp+C df+B

Only works near corner and on the corner

f+C qcb+db+f+AB
f+C dp+B
f+C B dp+B db+B

Speed and EX Mode

Bread and Butter combos

(jX) A B C dash df+B

This is a simple combo every character can do, use if you're a beginner. Get used to the timing of the dash, it's going to be very useful.

Dash+A/B d+B BC qcf+A/B

This combo is situational, if dash+A/B hits from max distance, d+B won't hit neither BC. Only qcf+A/B (A has easier timing and deals more damage)

(jX) b+A A A/d+A B BC qcf+A/B

Easiest BnB she has in these modes

(jX) b+A A A/d+A d+B BC qcf+A/B

Optimized version of the above combo, timing is slightly harder

(jX) b+A A A/d+A d+B/B qcb+db+f+AB

Same as the above, but for super. d+B deals more damage but it's slightly harder to confirm.

Speed Mode Only

Dash+A/B d+B dp+B qcf+B
(jX) b+A A d+A/A d+B dp+B qcf+B

EX Mode Only

(jX) b+A A d+A d+B dp+B qcb+db+f+AB
(jX) b+A A d+A d+B f+hcf+B

Both are super confirms, the first for your DM and the second for your SDM

Super Speed Combos

A + B + C + A + B + C + A + B + qcf+C
A + B + C + A + B + C + C + B + A + qcf+A
A + B + C + d+C + A + d+C + f+BC
A + B + C + d+C + A + f+BC + A + qcf+B

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 f+B and B. And your A normals, for pokes and confirms. 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 simply good. Your bnb in power are going to be these two:

(jX) B qcf+A/B
(jX) b+A b+A A qcf+A/B

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

(jX) B dp+B (changes sides) dash df+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,

b+A AA/{A d+A} B qcf+A/B
b+A AA/{A d+A} d+B BC qcf+A/B 

Which is your bnb in that mode.

The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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