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The Last Blade 2/Hibiki Takane: Difference between revisions

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==Normals==
==Normals==
====Standing====
====Standing====
{{MoveData|image=LB2_Hibiki_A.jpg|caption=Standing poke|name=5A|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
{{MoveData|image=LB2_Hibiki_b+A.jpg|caption=Punch!|name=4A|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}}}}
|image=LB2_Hibiki_A.jpg
{{MoveData|image=LB2_Hibiki_B1.jpg|caption=Your best move pt 1|name=5B, 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.<br \> For startup and active frames, It's 3f>air boxes (4f)> 2f>Ground boxes(2f, 2f)>Recovery.<br \> Hits once.}}}}
|caption=Standing poke
{{MoveData|image=LB2_Hibiki_B2.jpg|caption=Your best move pt 2|name=5B, 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=Same as above}}}}
|name=5A
{{MoveData|image=LB2_Hibiki_B3.jpg|caption=Your best move pt 3|name=5B, 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=Same as above}}}}
|data=
{{MoveData|image=LB2_Hibiki_f+B.jpg|caption=Bye life|name=6B|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.<br \>The △ indicates that you can cancel it with BC}}}}
{{AttackData-LB2
{{MoveData|image=LB2_Hibiki_C.jpg|caption=Don't use this|name=5C|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.<br \>Hits OTG}}}}
|damage=P 13/1 S 11/0  
{{MoveData|image=LB2_Hibiki_f+C.jpg|caption=Not as good as it looks.|name=6C|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.<br \>Knocks down.}}}}
|startup=4  
{{MoveData|image=LB2_Hibiki_pBC.jpg|caption="My sword can cut anything"|name=5BC(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.<br \>You can hold it for a while.}}}}
|active=4  
{{MoveData|image=LB2_Hibiki_sBC.jpg|caption=Fly!|name=5BC(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.<br \>Can combo after it.}}}}
|recovery=24  
{{MoveData|image=LB2_Hibiki_df+B.jpg|caption=Ouch|name=3B|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.<br \>Hits OTG, Do it with df+BCD so you don't have to dash before it.}}}}
|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.jpg
|caption=Punch!
|name=4A
|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.jpg
|caption=Your best move pt 1
|name=5B, 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.<br \> For startup and active frames, It's 3f>air boxes (4f)> 2f>Ground boxes(2f, 2f)>Recovery.<br \> Hits once.}}}}
{{MoveData
|image=LB2_Hibiki_B2.jpg
|caption=Your best move pt 2
|name=5B, 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=Same as above}}}}
{{MoveData
|image=LB2_Hibiki_B3.jpg
|caption=Your best move pt 3
|name=5B, 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=Same as above}}}}
{{MoveData
|image=LB2_Hibiki_f+B.jpg
|caption=Bye life
|name=6B
|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.<br \>The △ indicates that you can cancel it with BC}}}}
{{MoveData
|image=LB2_Hibiki_C.jpg
|caption=Don't use this
|name=5C
|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.<br \>Hits OTG}}}}
{{MoveData
|image=LB2_Hibiki_f+C.jpg
|caption=Not as good as it looks.
|name=6C
|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.<br \>Knocks down.}}}}
{{MoveData
|image=LB2_Hibiki_pBC.jpg
|caption="My sword can cut anything"
|name=5BC(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.<br \>You can hold it for a while.}}}}
{{MoveData
|image=LB2_Hibiki_sBC.jpg
|caption=Fly!
|name=5BC(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.<br \>Can combo after it.}}}}
{{MoveData
|image=LB2_Hibiki_df+B.jpg
|caption=Ouch
|name=3B
|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.<br \>Hits OTG, Do it with df+BCD so you don't have to dash before it.}}}}


====Crouching====
====Crouching====
{{MoveData|image=LB2_Hibiki_d+A.jpg|caption=Poke that leads nowhere|name=2A|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
{{MoveData|image=LB2_Hibiki_d+B.jpg|caption=Don't. Use. On. Neutral.|name=2B|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.}}}}
|image=LB2_Hibiki_d+A.jpg
{{MoveData|image=LB2_Hibiki_d+C.jpg|caption=Watch me as I style|name=2C|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.}}}}
|caption=Poke that leads nowhere
{{MoveData|image=LB2_Hibiki_df+C.jpg|caption=Get down.|name=3C|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.}}}}
|name=2A
|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.jpg
|caption=Don't. Use. On. Neutral.
|name=2B
|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.jpg
|caption=Watch me as I style
|name=2C
|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.jpg
|caption=Get down.
|name=3C
|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.jpg|caption=Air poke!|name=j.A|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
{{MoveData|image=LB2_Hibiki_jB.jpg|caption=Optimal combo, yeah!|name=j.B|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.}}}}
|image=LB2_Hibiki_jA.jpg
{{MoveData|image=LB2_Hibiki_jC.jpg|caption=Hibiki Kick|name=j.C|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.}}}}
|caption=Air poke!
|name=j.A
|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.jpg
|caption=Optimal combo, yeah!
|name=j.B
|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.jpg
|caption=Hibiki Kick
|name=j.C
|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''' - 236A/B
'''Distance Slash''' - 236A/B
{{MoveData|image=LB2_Hibiki_qcf+A1.jpg|caption=Shinken shoubu...|name=236A, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |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.}}}}
{{MoveData
{{MoveData|image=LB2_Hibiki_qcf+A2.jpg|caption=HAJIM-|name=236A, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Same as above.}}}}
|image=LB2_Hibiki_qcf+A1.jpg
{{MoveData|image=LB2_Hibiki_qcf+B1.jpg|caption=*Tries to okizeme*|name=236B, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |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.}}}}
|caption=Shinken shoubu...
{{MoveData|image=LB2_Hibiki_qcf+B2.jpg|caption=*Fails and resets neutral*|name=236B, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Same as above.}}}}
|name=236A, 1
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|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.}}}}
{{MoveData
|image=LB2_Hibiki_qcf+A2.jpg
|caption=HAJIM-
|name=236A, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Same as above.}}}}
{{MoveData
|image=LB2_Hibiki_qcf+B1.jpg
|caption=*Tries to okizeme*
|name=236B, 1
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|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.}}}}
{{MoveData
|image=LB2_Hibiki_qcf+B2.jpg
|caption=*Fails and resets neutral*
|name=236B, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Same as above.}}}}


'''Beckoning Slash''' - 623B
'''Beckoning Slash''' - 623B
{{MoveData|image=LB2_Hibiki_dp+B1.jpg|caption=Charge!|name=623B, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=This bad boy hits differently with the time it has been held for some weird reason.<br \>You can hold B so you can keep running, it'll deal 39 damage.<br \>If you do it right away, will do 26 damage.}}}}
{{MoveData
{{MoveData|image=LB2_Hibiki_dp+B2.jpg|caption=Cross-counter|name=623B, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=If you release early, it'll hit like this.<br \>If you're close, it'll crossup and you can dash df+B for optimized damage.}}}}
|image=LB2_Hibiki_dp+B1.jpg
|caption=Charge!
|name=623B, 1
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=This bad boy hits differently with the time it has been held for some weird reason.<br \>You can hold B so you can keep running, it'll deal 39 damage.<br \>If you do it right away, will do 26 damage.}}}}
{{MoveData
|image=LB2_Hibiki_dp+B2.jpg
|caption=Cross-counter
|name=623B, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=If you release early, it'll hit like this.<br \>If you're close, it'll crossup and you can dash df+B for optimized damage.}}}}


'''Piercing Moon Pounce''' - 623C
'''Piercing Moon Pounce''' - 623C
{{MoveData|image=LB2_Hibiki_dp+C1.jpg|caption=Please wait warmly, girls are preparing...|name=623C, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |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.}}}}
{{MoveData
{{MoveData|image=LB2_Hibiki_dp+C2.jpg|caption=Stomach Blow!|name=623C, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=No it is NOT unblockable.}}}}
|image=LB2_Hibiki_dp+C1.jpg
|caption=Please wait warmly, girls are preparing...
|name=623C, 1
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|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.}}}}
{{MoveData
|image=LB2_Hibiki_dp+C2.jpg
|caption=Stomach Blow!
|name=623C, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=No it is NOT unblockable.}}}}


'''Heavenly Being Blade''' - 41236C
'''Heavenly Being Blade''' - 41236C
{{MoveData|image=LB2_Hibiki_hcf+C1.jpg|caption=Looks too much like a throw|name=41236C, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Counter movement.<br \>You'll probably never use it in a real match.* Follow up with '''Nukaba Kiru Nari''' (C) to slash airborne opponent<br \>* Follow up with '''Nukazuba Kiranu Nari''' (BC) to hit opponet with scabbard}}}}
{{MoveData
{{MoveData|image=LB2_Hibiki_hcf+C2.jpg|caption=This likely won't happen|name=41236C, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Same as above.}}}}
|image=LB2_Hibiki_hcf+C1.jpg
{{MoveData|image=LB2_Hibiki_hcf+C3.jpg|caption=Press buttons here|name=41236C, 3|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Same as above.}}}}
|caption=Looks too much like a throw
{{MoveData|image=LB2_Hibiki_hcf+CC.jpg|caption=Text|name=41236C>C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=If you do, however, hit them with this button since it deals more damage.}}}}
|name=41236C, 1
{{MoveData|image=LB2_Hibiki_hcf+CBC.jpg|caption=Text|name=41236C>BC|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=It's her other option.<br \> You don't really have to do it.}}}}
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Counter movement.<br \>You'll probably never use it in a real match.* Follow up with '''Nukaba Kiru Nari''' (C) to slash airborne opponent<br \>* Follow up with '''Nukazuba Kiranu Nari''' (BC) to hit opponet with scabbard}}}}
{{MoveData
|image=LB2_Hibiki_hcf+C2.jpg
|caption=This likely won't happen
|name=41236C, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Same as above.}}}}
{{MoveData
|image=LB2_Hibiki_hcf+C3.jpg
|caption=Press buttons here
|name=41236C, 3
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Same as above.}}}}
{{MoveData
|image=LB2_Hibiki_hcf+CC.jpg
|caption=Text
|name=41236C>C
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=If you do, however, hit them with this button since it deals more damage.}}}}
{{MoveData
|image=LB2_Hibiki_hcf+CBC.jpg
|caption=Text
|name=41236C>BC
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=It's her other option.<br \> You don't really have to do it.}}}}


'''Kami Hitoe ni te Kawasu Nari''' - AB
'''Kami Hitoe ni te Kawasu Nari''' - AB
{{MoveData|image=LB2_Hibiki_AB1.jpg|caption=*Loses half of her height*|name=AB, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=This move can dodge from high attacks.<br \>Probably has potential, still unexplored.}}}}
{{MoveData
{{MoveData|image=LB2_Hibiki_AB2.jpg|caption="Ha! I'll dodge this!"|name=AB, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=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.}}}}
|image=LB2_Hibiki_AB1.jpg
{{MoveData|image=LB2_Hibiki_AB3.jpg|caption="OH NO!"|name=AB, 3|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Plus, you might get punished here.<br \>* Quick evasion move<br \>* Follow up with '''Ma O Tsumeru Koto Kanyou Nari''' (6C) to dash forward.<br \>* Follow up with '''Ma O Oku Koto Kanyou Nari''' (4C) to hop backwards}}}}
|caption=*Loses half of her height*
{{MoveData|image=LB2_Hibiki_ABf+C1.jpg|caption=Run hibiki run!}|name=AB>6C, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |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}}}}
|name=AB, 1
{{MoveData|image=LB2_Hibiki_ABf+C2.jpg|caption=Run hibiki run!!!|name=AB>6C, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Same as above}}}}
|data=
{{MoveData|image=LB2_Hibiki_ABf+C3.jpg|caption=Stop running already!|name=AB>6C, 3|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Same as above.}}}}
{{AttackData-LB2
{{MoveData|image=LB2_Hibiki_ABb+C1.jpg|caption=Jump!|name=AB>4C, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Hibiki jumps backwards, may or may not dodge a ground projectile.}}}}
|damage=  
{{MoveData|image=LB2_Hibiki_ABb+C2.jpg|caption=Dodge!|name=AB>4C, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Same as above.}}}}
|startup=  
{{MoveData|image=LB2_Hibiki_ABb+C3.jpg|caption=WAIT YOU'RE GOING INTO THE PROJECTILE|name=AB>b+C, 3|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Same as above.}}}}
|active=  
{{MoveData|image=LB2_Hibiki_ABb+C4.jpg|caption=Get hit anyway|name=AB>4C, 4|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Same as above.}}}}
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=This move can dodge from high attacks.<br \>Probably has potential, still unexplored.}}}}
{{MoveData
|image=LB2_Hibiki_AB2.jpg
|caption="Ha! I'll dodge this!"
|name=AB, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=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.}}}}
{{MoveData
|image=LB2_Hibiki_AB3.jpg
|caption="OH NO!"
|name=AB, 3
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Plus, you might get punished here.<br \>* Quick evasion move<br \>* Follow up with '''Ma O Tsumeru Koto Kanyou Nari''' (6C) to dash forward.<br \>* Follow up with '''Ma O Oku Koto Kanyou Nari''' (4C) to hop backwards}}}}
{{MoveData
|image=LB2_Hibiki_ABf+C1.jpg
|caption=Run hibiki run!}
|name=AB>6C, 1
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|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}}}}
{{MoveData
|image=LB2_Hibiki_ABf+C2.jpg
|caption=Run hibiki run!!!
|name=AB>6C, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Same as above}}}}
{{MoveData
|image=LB2_Hibiki_ABf+C3.jpg
|caption=Stop running already!
|name=AB>6C, 3
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Same as above.}}}}
{{MoveData
|image=LB2_Hibiki_ABb+C1.jpg
|caption=Jump!
|name=AB>4C, 1
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Hibiki jumps backwards, may or may not dodge a ground projectile.}}}}
{{MoveData
|image=LB2_Hibiki_ABb+C2.jpg
|caption=Dodge!
|name=AB>4C, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Same as above.}}}}
{{MoveData
|image=LB2_Hibiki_ABb+C3.jpg
|caption=WAIT YOU'RE GOING INTO THE PROJECTILE
|name=AB>b+C, 3
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Same as above.}}}}
{{MoveData
|image=LB2_Hibiki_ABb+C4.jpg
|caption=Get hit anyway
|name=AB>4C, 4
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Same as above.}}}}


'''Sanae O Okotaranu Kokoro Nari''' - Hold Start
'''Sanae O Okotaranu Kokoro Nari''' - Hold Start
Line 100: Line 756:
==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+AB1.jpg|caption=Text|name=qcb+db+f+AB, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Hibiki_qcb+db+f+AB2.jpg|caption=Text|name=qcb+db+f+AB, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Hibiki_qcb+db+f+AB1.jpg
{{MoveData|image=LB2_Hibiki_qcb+db+f+AB3.jpg|caption=Text|name=qcb+db+f+AB, 3|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=Text
{{MoveData|image=LB2_Hibiki_qcb+db+f+AB4.jpg|caption=Text|name=qcb+db+f+AB, 4|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|name=qcb+db+f+AB, 1
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Hibiki_qcb+db+f+AB2.jpg
|caption=Text
|name=qcb+db+f+AB, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Hibiki_qcb+db+f+AB3.jpg
|caption=Text
|name=qcb+db+f+AB, 3
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Hibiki_qcb+db+f+AB4.jpg
|caption=Text
|name=qcb+db+f+AB, 4
|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.
Line 110: Line 830:
==Super Desperation Move==
==Super Desperation Move==
'''No Fear Feint''' - f, hcf + B
'''No Fear Feint''' - f, hcf + B
{{MoveData|image=LB2_Hibiki_f+hcf+B1.jpg|caption=Text|name=f+hcf+B, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Hibiki_f+hcf+B2.jpg|caption=Text|name=f+hcf+B, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Hibiki_f+hcf+B1.jpg
{{MoveData|image=LB2_Hibiki_f+hcf+B3.jpg|caption=Text|name=f+hcf+B, 3|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=Text
{{MoveData|image=LB2_Hibiki_f+hcf+B4.jpg|caption=Text|name=f+hcf+B, 4|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|name=f+hcf+B, 1
{{MoveData|image=LB2_Hibiki_f+hcf+B5.jpg|caption=Text|name=f+hcf+B, 5|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Hibiki_f+hcf+B2.jpg
|caption=Text
|name=f+hcf+B, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Hibiki_f+hcf+B3.jpg
|caption=Text
|name=f+hcf+B, 3
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Hibiki_f+hcf+B4.jpg
|caption=Text
|name=f+hcf+B, 4
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Hibiki_f+hcf+B5.jpg
|caption=Text
|name=f+hcf+B, 5
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
* 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
{{MoveData|image=LB2_Hibiki_f+hcf+B1h.jpg|caption=Text|name=f+hcf+B hit, 1|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Hibiki_f+hcf+B2h.jpg|caption=Text|name=f+hcf+B hit, 2|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Hibiki_f+hcf+B1h.jpg
{{MoveData|image=LB2_Hibiki_f+hcf+B3h.jpg|caption=Text|name=f+hcf+B hit, 3|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=Text
|name=f+hcf+B hit, 1
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Hibiki_f+hcf+B2h.jpg
|caption=Text
|name=f+hcf+B hit, 2
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
{{MoveData
|image=LB2_Hibiki_f+hcf+B3h.jpg
|caption=Text
|name=f+hcf+B hit, 3
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}
* If opponent is a distance away, will strike upwards with less damage
* If opponent is a distance away, will strike upwards with less damage
{{MoveData|image=LB2_Hibiki_f+hcf+Bw.jpg|caption=Text|name=f+hcf+B whiff|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Hibiki_f+hcf+Bw.jpg
|caption=Text
|name=f+hcf+B whiff
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Description.}}}}


==Combos==
==Combos==
Line 183: Line 1,047:
  b+A AA/{A d+A} d+B BC qcf+A/B  
  b+A AA/{A d+A} d+B BC qcf+A/B  
Which is your bnb in that mode.
Which is your bnb in that mode.
{{Navbox LB2}}
{{Navbox LB2}}


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

Revision as of 18:52, 27 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.

Style Strengths Weaknesses
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.
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.
EX
  • Same as speed
  • Getting punished is even worse
  • Not really worth it.

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 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

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 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

5B, 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.
Hits once.

5B, 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

Same as above

5B, 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

Same as above

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 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

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 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

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 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.

5BC(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.

5BC(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.

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/-- 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

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 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.

2B
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.

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 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.

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 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

j.A
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.

j.B
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.

j.C
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 - 236A/B

236A, 1
Shinken shoubu...
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.
- - - - - - - - - -

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.

236A, 2
HAJIM-
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.
- - - - - - - - - -

Same as above.

236B, 1
*Tries to okizeme*
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.
- - - - - - - - - -

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.

236B, 2
*Fails and resets 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.
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Same as above.

Beckoning Slash - 623B

623B, 1
Charge!
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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This bad boy hits differently with the time it has been held for some weird reason.
You can hold B so you can keep running, it'll deal 39 damage.
If you do it right away, will do 26 damage.

623B, 2
Cross-counter
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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If you release early, it'll hit like this.
If you're close, it'll crossup and you can dash df+B for optimized damage.

Piercing Moon Pounce - 623C

623C, 1
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.
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Very slow attack and usually not worth it, has some nice setups in the corner.
You can hold C and it hits overhead.

623C, 2
Stomach Blow!
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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No it is NOT unblockable.

Heavenly Being Blade - 41236C

41236C, 1
Looks too much like a throw
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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Counter movement.
You'll probably never use it in a real match.* Follow up with Nukaba Kiru Nari (C) to slash airborne opponent
* Follow up with Nukazuba Kiranu Nari (BC) to hit opponet with scabbard

41236C, 2
This likely won't happen
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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Same as above.

41236C, 3
Press buttons here
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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Same as above.

41236C>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.
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If you do, however, hit them with this button since it deals more damage.

41236C>BC
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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It's her other option.
You don't really have to do it.

Kami Hitoe ni te Kawasu Nari - AB

AB, 1
*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.
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This move can dodge from high attacks.
Probably has potential, still unexplored.

AB, 2
"Ha! I'll dodge 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.
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It is pretty good, however, there's not much reason to use it.
You can dodge some fireballs but it's a high commitment.

AB, 3
"OH NO!"
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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Plus, you might get punished here.
* Quick evasion move
* 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

AB>6C, 1
Run hibiki run!}
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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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

AB>6C, 2
Run hibiki run!!!
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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Same as above

AB>6C, 3
Stop running already!
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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Same as above.

AB>4C, 1
Jump!
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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Hibiki jumps backwards, may or may not dodge a ground projectile.

AB>4C, 2
Dodge!
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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Same as above.

AB>b+C, 3
WAIT YOU'RE GOING INTO THE PROJECTILE
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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Same as above.

AB>4C, 4
Get hit anyway
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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Same as above.

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 - qcb,db,f + AB

qcb+db+f+AB, 1
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.

qcb+db+f+AB, 2
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.

qcb+db+f+AB, 3
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.

qcb+db+f+AB, 4
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, 1
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.

f+hcf+B, 2
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.

f+hcf+B, 3
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.

f+hcf+B, 4
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.

f+hcf+B, 5
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.

  • If connects near opponent, makes a flash of light and deals %50+ damage
f+hcf+B hit, 1
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.

f+hcf+B hit, 2
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.

f+hcf+B hit, 3
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.

  • If opponent is a distance away, will strike upwards with less damage
f+hcf+B whiff
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.

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