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| |cancel= | | |cancel= |
| |tech= | | |tech= |
| |description=On hit it'll look like this.<br \>Click on show hitboxes to see the boxes | | |description=On whiff it'll look like this.<br \>Click on show hitboxes to see the boxes |
| <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> |
| LB2_Hibiki_f+hcf+Bw.jpg|Whiff | | LB2_Hibiki_f+hcf+Bw.jpg|Whiff |
Revision as of 18:27, 29 May 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
|
Power
|
- Outstanding neutral, punishes deals about 1/4 health sometimes.
- Neutral/Defensive gameplay.
|
- Has to commit to reads against certain MUs, which can be dangerous.
- Optimized combos can be somewhat hard to do, requiring hard links.
|
Speed
|
- Good, intuitive combos and damage.
- Offensive gameplay, great mixups.
|
- You have some trouble getting in, you'll need reads.
- You're very negative on your normals, so you'll get punished often, if you don't cancel properly
|
EX
|
|
- Getting punished is even worse, as you take more damage
- You can't 623B into 236A/B
- The extra damage is minimal
|
Strategy
Hibiki's best way of dealing damage is by zoning out her opponents, but in Speed and EX modes she works aggressively as well. If you're going to play with her in power, learn how to use your B normals, especially 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.
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
|
|
|
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
Your best move
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
P 30/3 S 16/0
|
3
|
4
|
---
|
Any
|
P -2/-10 S -2/-22
|
P 8/4 S 3/1
|
M
|
P ○/○ S ○/○
|
Air
|
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
|
P 30/3 S 16/0
|
-- (11 in total)
|
2
|
21
|
Any
|
P +6/-10 S +6/-14
|
P 8/4 S 3/1
|
M
|
P ○/○ S ○/○
|
Air
|
- Hibiki slashes in a circular motion, her best move.
- For startup and active frames, It's 3f>air boxes (4f)> 2f>Ground boxes(2f, 2f)>Recovery.
- Hits once.
|
|
6B
Bye life
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
P 50/6 S 23/0
|
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.
|
|
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
|
|
|
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
|
|
|
Universal Mechanics
Throw
EEEY!
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
P28/-- S22/--
|
33
|
--
|
--
|
Any
|
P --/-- S --/--
|
P 2/-- S 1/--
|
--
|
P --/-- S --/--
|
--
|
Throw. You can always do a 3b after it, dealing 49 (Power) or 43 (Speed) points of damage. Pretty useful, if it whiffs, you'll listen a gasp. You can hold any direction while doing it
|
|
Power
5B+C
"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.
|
|
Speed / EX
5B+C
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.
|
|
Special Moves
Distance Slash 236A/B
A version B version
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Forward slash that hits mid and deals good damage. Do it on round start to catch aggressive opponents, the only way they can escape is by dashing backwards, so you'll be safe. Click on show hitboxes to see the startup boxes
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Low slash that hits low (wau) and deals reasonable damage. Do it on round start as well, or as combo ender. You'll only reset neutral because you can't OTG after this, you can try to make an okizeme, but it'll most likely not happen. Click on show hitboxes to see the startup boxes
|
|
Beckoning Slash 623B
HAKKEN!
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
P △/× S ○/×
|
-
|
This bad boy hits differently with the time it has been held for some weird reason. On power it's your super cancel, on speed, you can cancel into every other special except itself. Click on show hitboxes to see the startup boxes
|
|
Piercing Moon Pounce 623C
Please wait warmly, girls are preparing...
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
P ×/× S ×/×
|
-
|
Very slow attack and usually not worth it, has some nice setups in the corner. You can hold C and it hits overhead.No it's not unblockable. Click on show hitboxes to see the startup boxes.
|
|
Heavenly Being Blade 41236C
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.
|
P --/-- S --/--
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
P ×/× S ×/×
|
-
|
Counter movement. You'll probably never use it in a real match. Click on show hitboxes to see the rest of the move
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
P ×/× S ×/×
|
-
|
If you do, however, hit them with this button since it deals more damage.
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
BC
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
P ×/× S ×/×
|
-
|
It's her other option. You don't really have to do it. In certain circumstances you can do a 3b after it.
|
|
Kami Hitoe ni te Kawasu Nari AB
*Loses half of her height*
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
P --/-- S --/--
|
-
|
--
|
-
|
Any
|
P --/-- S --/--
|
P --/-- S --/--
|
--
|
P ×/× S ×/×
|
--
|
This move can dodge from high attacks. It is pretty good, however, there's not much reason to use it. You can dodge some fireballs but it's a high commitment.Plus, you might get punished here. Follow up with Ma O Tsumeru Koto Kanyou Nari (6C) to dash forward. Follow up with Ma O Oku Koto Kanyou Nari (4C) to hop backwards Probably has potential, still unexplored.
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
4C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
You can dodge some projectiles, but the timing is very specific.
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
6C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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..
3rd part (Stop holding forward)
|
|
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.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
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.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
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.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
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.
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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.
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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.
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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 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 641236B
Stylish
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Version
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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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.
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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
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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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.
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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.
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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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Startup Boxes
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Any
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--/--
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Unblockable
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×/×
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None
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Her SDM which you'll probably never use in a real match, it's very stylish and hard to combo into.
- If connects near opponent, makes a flash of light and deals %50+ damage (On Hit ver)
- If opponent is a distance away, will strike upwards with less damage (On Whiff ver)
Click on show hitboxes to see the startup boxes
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Version
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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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.
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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
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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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.
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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.
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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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On Hit
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See above
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See above
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See above
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Any
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0/0
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Unblockable
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×/×
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None
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On hit it'll look like this. Click on show hitboxes to see the boxes
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Version
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DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
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StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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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.
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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
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MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
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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.
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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.
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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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On Whiff
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On whiff it'll look like this. Click on show hitboxes to see the boxes
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Combos
Hibiki is a very fun character, during matches you won't be doing much more than your BnBs, but it's possible to make her a powerhouse. One of her best characteristics, is that both her Power and Speed damage outputs are similar, so you can freely choose the one who best suits our playstyle. Power for a more defensive gameplay, and Speed for a more offensive gameplay.
NOTE: Before every combo, except those with 623C and 6[6]A/B (Dash A/B) starters, you can use a jX starter.
NOTE: In both modes, you can exchange a 4A for a 2C (except during chain combos on Speed mode), with a harder link but a low starter. The damage is the same.
Power Mode
For a more in depth view of Power Hibiki combos, please see the doc in #External Links.
Meterless BnBs
- If it crosses sides, end with a 3B
Metered BnBs
- 5B 2146AB
- 6C 2146AB
- j.X 641236B
- You're not going to use this one much
- Sometimes it won't 'combo' but will connect, you can do a 6A to start buffering
Optmized meterless BnBs
- 4A 4A 5A 236A/B
- 4A 4A 4A 4A 5A 236A/B
- Only works on crouching Mukuro. If he's not crouching, do 4Ax3
- 5B 623B Dash 3B
- Dash A/B 623B Dash 3B
- j.X 4A 5B 236A/B
- Only works on Juzoh, Amano, Kagami, Shigen and Kouryu. j.X starter is obligatory
Optmized metered BnBs
- You can't buffer 214A>6A>AB. You have to buffer it on the 5A
- 623B has to cross sides
Corner and near corner only
- A version has to be done exactly in the corner
Speed and EX Mode
- EX can't cancel 623B into 236A/B
Bread and Butter combos
- If you're in the corner, you don't need to dash for the 3B to reach
- Doing 4AAA works as 4A 5AA
- You have many variations on how to end Speed and EX combos, and they'll be listed in the next section
Combo Enders
- Range dependant
- DM
- 236A/B
- 623B (Can Delay) 236A/B
- 623B DM
- 3C (3B)
- 5BC Normal
- 5BC 5B Setups a 236B if you can time it right, high risk
- 5BC nA/C Only works in the corner
- 5B 5BC Will sometimes whiff, can't be recommended
- 5BC 236A/B
- 5BC (Wait for the fall) 3B
Super Speed Combos
- A + B + C + A + B + C + A + B + 236C
- A + B + C + A + B + C + C + B + A + 236A
- A + B + C + 2C + A + 2C + 6BC
- A + B + C + 2C + A + 6BC + A + 236B
External Links
How to P-Hibiki by Sakurako Oomuro