Introduction
Hibiki joins the cast as a crossover character from The Last Blade 2, another weapon-based series developed by SNK. She retains the majority of her special moves from that game as well as her signature playstyle.
Generally speaking, Hibiki functions as a technical, well-rounded character: she has solid pokes, mobility options, and space control scattered between her normals and specials, and fairly high damage output, especially during Rage. These traits also wind up giving her a really strong countering and punishing game at both close-range and mid-range. This is all offset by her slighly lower defense, a lack of reliable and readily available anti-airs in her kit, long recovery times on some of her special moves, and heavy technical aspects to her gameplay and combos, such as her parry followups and measuring the distance of her 623S for proper pass-through combos.
As a nod to her branching storyline in The Last Blade 2, you can access an "alternate" form of Hibiki by highlighting her on the character select screen and pressing the default Light Slash button (Square on PS4, X on Xbox); you can toggle between normal and Alternate Hibiki by pressing the button again. Alternate Hibiki is much more aggressive and actively enjoys fighting and killing people; to reflect this, she will have a different set of selection screen quotes, a different theme, a slightly altered version of her SSM, and a different win screen with different winquotes.
Strengths |
Weaknesses
|
- Excellent tools for poking and spacing, notably her 236S moves.
- High damage output, especially with Rage.
- Good aerial buttons.
- Unique combos and techniques (623[S] and its brakes, 623D okizeme, 214S parries and followups).
- Decent counterplay and punish ability at close & mid range.
- Good WFT with super speed, anti-air, and cross-up potential.
|
- Lacks a good reliable anti-air technique.
- Specials have long recoveries.
- Short-ranged SSM makes it difficult to be used after deflect.
- More complicated techniques (eg., 214S followups and adjusting spacing for 623S) can be tricky.
|
Data
- Damage Taken: 105%
- Rage Factor: 0.24
- Rage Duration: 10 seconds
- Jump: 46 frames (Average)
- Forward Walk Speed: 0.3 (Average)
- Back Walk Speed: 0.23 (Average)
- Dash Speed: 1.25 (Average)
- Back Dash: 27 frames
- Weapon Pickup / Drop: 40 / 47 frames
Gameplan
Hibiki's pokes and solid, flexible combos with great damage lends well to a style where she can can push her advantages at midrange or otherwise irritate people that try to approach her carelessly, get a knockdown, then move closer or maintain her distance.
Neutral
As far as her normals go, 5B and 2B are her most flexible mid-range pokes; 2B in particular is especially useful since it can be canceled with 236A/B or Rage 236C.
On its own, her 236A makes a great poke too; it has the same start-up as her mediums but has the range of almost half screen, and unlike 5B or 2B, it’s not deflectable.
Her dashing moves are also fairly solid: 66B is a great punish tool that you can cancel with 236A/B/Rage C or WFT at any range. 66B can also combo into 623A then 236S for a full zig-zag combo, though the 623A might not crossover at max range 66B. Once you get a crossover with 623S, you can use use 236A if you don’t want a knockdown, 236B for a knockdown, or 236C during Rage to get both. Her 66D is one of the best slides in the game, as it’s hard to punish if spaced right and it has a great range.
Her air normals are also generally decent with good hitboxes. Her j.B can hit as a cross-up, and her j.C covers space below, in front, and slightly above her, making both a good air to air and jump in.
Where Hibiki tends to struggle in neutral is anti-airing. Her n.5B is her best option as it is super fast and it has a great hitbox above her head. Her 2C can also do the job, but has to be spaced carefully and timed correctly. Her WFT is also an anti-air option, as is her 214S parry, but the timing for either is a bit tricky and the recovery time of either is not ideal. Generally speaking, against a jumping opponent, the best option is to try contesting with air-to-air via j.B or j.C.
Okizeme
Hibiki doesn’t have good high/low oki per se. Her parry can counter any wake-up DPs and other high or mid attacks if opponents are reckless with those. Additionally, her 623D hits as overhead and can be charged up; you can directly cancel into 236S, 623A, or WFT on a fully charged hit, but it’s easy to react to so the best setup for this move is still under-discovered.
When Hibiki has Rage, she has the option of trying to use her WFT as a cross-up on wake-up, no matter which way the opponent rolls to avoid it. With perfect timing, she will dash to the opponent's other side and leave a hitbox behind her when the opponent gets up, leaving them to be hit by it as a cross-up. A common setup for this is after Rage 236C knocks down: buffer 5B, jump forward, and buffer WFT on a forward roll.
Heavenly Being Blade (214S)
Heavenly Being Blade is a parry that will check high and mid normal moves and special moves, including kicks and unarmed punches, as well as most WFTs. However, it cannot parry lows (or mid moves that go under its hitbox), projectiles, SSMs, Rage Explosions or Issens. WFTs that can't be parried include: Yashamaru, Galford, Jubei, Tam, Hanzo, Yoshi, Shiki (the hitbox is too low), Wu, Rimururu, and Wanfu.
Without Rage, it's best to use the D followup after a successful 214S, and then use 236A/C to strike after that. When in Rage, use the A/B/C follow-up instead and directly cancel into WFT.
Some good setups for 214S: Use it as a recoil cancel, use it after 66D is blocked at max distance, use it after 66A on hit or block, or after anything that has short recovery.
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
7
|
-
|
-
|
-
|
-4
|
-5
|
5
|
Yes
|
Yes
|
Yes
|
No
|
Fast poke that can cancel into 236S and WFT.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
11
|
-
|
-
|
-
|
0
|
-12
|
10
|
No
|
Yes
|
Yes
|
No
|
Decent poke with decent range but can't be canceled on hit. 2B is more useful for trying to convert into a combo from a poke.
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300
|
Mid
|
20
|
-
|
-
|
-
|
-7
|
-16
|
25
|
No
|
Yes
|
Disarm
|
No
|
One of the most damaging 5Cs in the game, but has limited reach.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Low
|
6
|
-
|
-
|
-
|
0
|
-5
|
5
|
No
|
Yes
|
No
|
No
|
Her only low slash, a great poke.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
8
|
-
|
-
|
-
|
-2
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Similar reach as her 5B, but can be canceled, allowing for combos into 236B or 623A. One of her main combo tools.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Mid
|
17
|
-
|
-
|
-
|
-3
|
-28
|
25
|
No
|
Yes
|
Disarm
|
No
|
A slash with anti-air potential against far-out jumps due to its horizontal and upward hitboxes.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
-
|
-
|
-2
|
-5
|
5
|
Yes
|
No
|
No
|
No
|
Cancels into 236S and WFT. Can be hard to confirm, but useful to punish guaranteed short recovery windows along with 5A.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
8
|
-
|
-
|
-
|
-1
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Another main combo tool up close, and her best grounded anti-air due to its hitbox above her. The damage is relatively low, though.
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
220 [120,100]
|
Mid
|
13
|
-
|
-
|
-
|
-5
|
-28
|
25
|
Yes (First hit only)
|
Yes
|
Disarm
|
No
|
Two fierce slashes; hits twice. Cancels on the first hit. Pretty wide cancel window, too, so you really shouldn't let the second hit rock.
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
11
|
-
|
-
|
-
|
-3
|
-7
|
5
|
No
|
-
|
-
|
Yes
|
Slow kick with decent range but that's otherwise not very useful.
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Low
|
12
|
-
|
-
|
-
|
-6
|
-9
|
5
|
Yes
|
-
|
-
|
Yes
|
Low kick that combos into 236A/B, WFT, and Rage 236C.
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
5
|
-
|
-
|
-
|
0
|
-3
|
5
|
No
|
-
|
-
|
Yes
|
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
9
|
-
|
-
|
-
|
KD
|
-17
|
5
|
No
|
-
|
-
|
Yes
|
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
-
|
-2
|
-9
|
5
|
No
|
No
|
No
|
No
|
A fast hand attack that can be used as an approach.
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
8
|
-
|
-
|
-
|
-6
|
-35
|
10
|
Yes
|
Yes
|
Disarm
|
No
|
Her main combo tool at any range.
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
Mid
|
14
|
-
|
-
|
-
|
KD
|
-14
|
20
|
No
|
No
|
Disarm
|
No
|
Dashing heavy with okay anti-air potential if spaced correctly. Needs to be timed well.
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
10~20
|
-
|
-
|
-
|
KD
|
-15~-5
|
5
|
No
|
-
|
-
|
Yes
|
Good slide if spaced correctly, knocks down on hit.
|
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
9
|
-
|
-
|
-
|
-
|
-
|
5
|
-
|
-
|
-
|
No
|
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
12
|
-
|
-
|
-
|
-
|
-
|
10
|
-
|
-
|
-
|
No
|
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
High
|
14
|
-
|
-
|
-
|
-
|
-
|
20
|
-
|
-
|
-
|
No
|
Her best aerial for air to air or jump-in.
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
5
|
-
|
-
|
-
|
Yes
|
Jump kick with downward hitbox.
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
-
|
-
|
-5
|
-10
|
5
|
No
|
-
|
-
|
Only
|
Basic, quick hand attack.
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
-
|
-
|
-4
|
-9
|
5
|
No
|
-
|
-
|
Only
|
Another hand attack. Slightly weaker than u.5S.
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
5
|
-
|
-
|
-
|
Only
|
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
-
|
KD
|
-10
|
5
|
No
|
-
|
-
|
Only
|
Standard dashing hand attack for weapon retrieval.
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 5/6C+D / 4C+D Neutral / Forward Throw Neutral / Forward Throw Back Throw Back Throw
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
Throw
|
3
|
-
|
71
|
74
|
+20
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
Back
|
0
|
Throw
|
5
|
-
|
69
|
74
|
+25
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
70
|
High
|
21
|
-
|
-
|
-
|
+1
|
-12
|
10
|
No
|
-
|
-
|
No
|
|
Unarmed
|
70
|
High
|
21
|
-
|
-
|
-
|
KD
|
-16
|
10
|
No
|
-
|
-
|
Only
|
Unarmed universal overhead. Knocks down on hit.
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
N/A
|
1
|
16
|
22
|
38
|
N/A
|
N/A
|
-
|
N/A
|
-
|
N/A
|
Yes
|
Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.
Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.
|
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
0
|
No
|
-
|
-
|
Yes
|
|
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
11
|
34
|
46
|
+35~+59
|
N/A
|
N/A
|
N/A
|
N/A
|
N/A
|
No
|
Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.
|
Disarmed
|
0
|
N/A
|
2
|
12
|
9
|
22
|
KD
|
N/A
|
N/A
|
N/A
|
N/A
|
N/A
|
Yes
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.
|
|
Rage Explosion
Rage Explosion 5A+B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Unblockable
|
21
|
1
|
-
|
58
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
Unblockable pushback attack.
|
|
Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300~709
|
Mid
|
9
|
-
|
-
|
-
|
KD
|
-44
|
-
|
No
|
No
|
No
|
No
|
Has full invincibility and can anti-air. Damage scales up based on remaining health.
|
|
Special Moves
Distance Slash
Distance Slash 236S A and C version have the same animation without rage. A and C version have the same animation without rage. B hits low. B hits low. C version hits twice in rage. C version hits twice in rage.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
120
|
Mid
|
8
|
-
|
-
|
-
|
-10
|
-17
|
5
|
-
|
-
|
-
|
No
|
Hibiki draws her sword and slashes straight forward. All versions don't seem to extend her hurtbox, so in general this move is great for whiff punishing many attacks, especially 236A. However, all three have huge recovery times, which makes you very vulnerable to jump-ins if you whiff.
|
B
|
120
|
Low
|
10
|
-
|
-
|
-
|
KD
|
-21
|
5
|
-
|
-
|
-
|
No
|
Hibiki draws her sword and slashes at the opponent's feet. Slightly more startup than 236A but still combos in many of the same situations; ideal for getting a knockdown when punishing an opponent.
|
C
|
120
|
Mid
|
22
|
-
|
-
|
-
|
-6
|
-5
|
10
|
-
|
-
|
-
|
No
|
A slower variant of the A version with more range and more safety on block. Its slower startup makes it a bit dangerous to use recklessly, and it shouldn't be used in close quarters.
|
Rage
|
200 [120,80]
|
Mid
|
12
|
-
|
-
|
-
|
KD
|
-13(-27)
|
20[10,10]
|
-
|
-
|
-
|
No
|
Hibiki does the A version and then adds an additional slash to it. While the second hit is -13 on block and can be punished, the pushback is so high that Hibiki is generally spaced away into safety.
|
|
Beckoning Slash
Beckoning Slash 623S HAKKEN! HAKKEN!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100/60
|
Mid
|
18
|
-
|
-
|
-
|
KD/-10
|
-12~-10
|
12
|
No/Yes
|
-
|
-
|
No
|
Hibiki runs forward and slashes out after a short delay. Hitting with this move from afar does more damage and knocks the opponent down; if she's close enough to the opponent when she draws her sword to slash out, she'll pass through them, leaving them standing but doing less damage. The pass-through version can be followed up with any version of 236S, just don't reverse the input.
|
B
|
100
|
Mid
|
21
|
-
|
-
|
-
|
KD
|
-13~-10
|
12
|
No
|
-
|
-
|
No
|
Similar to the A version with slightly more startup on the time before she slashes. You must use the hold variant (see below) to get the pass-through slash.
|
C
|
100
|
Mid
|
24
|
-
|
-
|
-
|
KD
|
-13~-8
|
12
|
No
|
-
|
-
|
No
|
Similar to the A version with more startup than the B version on the time before she slashes. You must use the hold variant (see below) to get the pass-through slash.
|
|
Beckoning Slash (Hold)
Beckoning Slash (Hold) 623[S] It looks exactly like her dash. It looks exactly like her dash.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
60
|
Mid
|
-
|
-
|
-
|
-
|
-10
|
-
|
12
|
Yes
|
-
|
-
|
No
|
Hibiki will continue running as long as the button is held, up to a point. If the button is released, Hibiki will slash, and will pass through if close enough to the opponent just like the non-charged version. If the button is held to its limit, Hibiki will stop without attacking.
|
B
|
60
|
Mid
|
-
|
-
|
-
|
-
|
-10
|
-
|
12
|
Yes
|
-
|
-
|
No
|
Similar to 623[A], with more hold time allowed. To get a pass-through slash, you need to hold the button for about 3 steps (a little longer than a second).
|
C
|
60
|
Mid
|
-
|
-
|
-
|
-
|
-10
|
-
|
12
|
Yes
|
-
|
-
|
No
|
Similar to 623[A], with a longer hold time allowed than 623[B]. The pass-through slash hold timing is approximately the same as 623[B].
|
|
Beckoning Slash (Stop)
Beckoning Slash (Stop) During 623[S], 44/D Put the brakes on. Put the brakes on.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
N/A
|
-
|
-
|
-
|
13
|
24/27/30
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
Cancels Beckoning Slash. The three versions can be cancelled at 24/27/30F respectively.
|
|
Piercing Moon Pounce
Piercing Moon Pounce 623D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60 (65)
|
High
|
18 (35)
|
-
|
-
|
45 (62)
|
-2 (-7)
|
-13
|
15 (15)
|
No(Yes)
|
-
|
-
|
No
|
Hibiki jabs the opponent with the butt of her sheathed sword. It hits overhead, and you can hold D to charge it up. When charged it deals slightly more damage and can be canceled into 236S, 623S, or WFT on hit.
|
|
Heavenly Being Blade
Heavenly Being Blade 214S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
N/A
|
-
|
-
|
-
|
-
|
-
|
-
|
N/A
|
-
|
-
|
-
|
No
|
Hibiki sticks her hand out to catch an incoming attack. On a successful parry, she'll throw the opponent behind her. It will parry high and mid normal moves and special moves, including kicks and unarmed punches, as well as most WFTs. However, it cannot parry lows (or mid moves that go under its hitbox), projectiles, SSMs, Rage Explosions or Issens. WFTs that can't be parried include: Yashamaru, Galford, Jubei, Tam, Hanzo, Yoshi, Shiki (the hitbox is too low), Wu, Rimururu, and Wanfu.
|
|
Draw and Die
Draw and Die After 214S, S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
N/A
|
-
|
-
|
-
|
-
|
-
|
-
|
N/A
|
Yes
|
-
|
-
|
No
|
Hibiki slashes the opponent with her drawn blade after throwing them from Heavenly Being Blade. Does more damage than the other follow up, Draw and Hit, and can be canceled into WFT or Issen with the proper timing. It has full invulnerability.
|
|
Draw and Hit
Draw and Hit After 214S, D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
N/A
|
-
|
-
|
-
|
-
|
-
|
-
|
N/A
|
Yes
|
-
|
-
|
No
|
Hibiki slashes the opponent with her sheathed blade after throwing them from Heavenly Being Blade. Does less damage than Draw and Die but can be canceled into 236S; 236A/C will hit with suitable adjustments to match the timing of the move. It has full invulnerability.
|
|
Supers
Weapon Flipping Technique
Heavenly Spirit of Victory 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
420(490)
|
Mid
|
1+9
|
-
|
-
|
-
|
KD
|
-37~-21
|
0
|
-
|
-
|
-
|
-
|
Available only during Max Rage or Rage Explosion. Disarms on hit. It's one of the best WFT in the game.
|
|
Super Special Move
No Fear Feint 641236C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
650[100,550]
|
Mid
|
10~22
|
-
|
-
|
-
|
KD
|
-41
|
0
|
-
|
-
|
-
|
-
|
Available only once per match. Short ranged SSM.
|
|
Combos
List combos, use numpad notation.
Midscreen
- 66B xx 623A xx 236B
Long range punish combo without rage. (Do not need to reverse input 236S after the 623S)
- n.5C xx 623D(charged) xx 623A xx 236A/B/C
New combo as of patch 2.40. 623D has to be released as soon as its charged, which is when she raises the scabbard a second time
- n.5C xx 623B(charged) xx WFT
New WFT combo. 623B has to be charged for a short time.
- (n.5B/2B) xx 623A xx 236B
Close range punish combo, same damage as 66B. 623A won't go through to the other side on the tip of 2B.
- 2B xx 236B
Mid to close range quick punish combo, always connects after 2B.
- 6D xx 236B
Quick combo from a low kick.
- (66B/n.5B/2B) xx 623A xx 236C
Rage punish combo.
- (66B/n.5B/2B) xx WFT
WFT combo.
- (n.5A/5A) xx (236A/B/Rage) / WFT
Combos from lights.
- 5CD/4CD...
- 66B xx 623A xx 236B
Grab combo with knock down.
- 5C...
Most damage without rage but no knock down.
- 66B xx 623A xx 236C
Rage combo.
- 66B xx WFT
WFT combo.
- Deep j.C...
- n.5C/5C...
Universal j.C deep hit combo.
- (66B/n.5B/2B) xx 623A xx 236B
Without rage.
- (66B/n.5B/2B) xx 623A xx 236C
Rage combo.
- (66B/n.5B/2B) xx WFT
WFT combo.
- Lightning Blade
Universal issen combo.
- 214S...
Parry...
- D...
- 236A / C
Without rage, same damage. (Go for Slash then WFT when in rage)
- S...
- WFT
- Lightning Blade
A small delay is required for issen to connect.
Corner
All of Hibiki's combos from above work in or near the corner too, but you should avoid the 623A combos as they side switch and will put you in the corner instead unless you space the 623A correctly. Use the ones below instead; the first three in particular can double as throw or punish combos with the proper spacing.
- (66B/n.5B/2B) xx 236B
Without rage.
- (66B/n.5B/2B) xx 236C
Rage.
- (66B/n.5B/2B) xx WFT
WFT combo.
- 214S...
Parry...
- D...
- 236A
Delay a little to connect. (Go for WFT when in rage)
- S...
- 623D(Charged)...
Fully charged...
- 623A xx 236B
Without rage.
- 623A xx 236C
Rage combo.
- WFT
Combo into WFT.
Guard Crush
- n.5C...
Combo from second hit...
- 623A xx 236B
Without rage.
- 623A xx 236C
Rage combo.
- WFT
Combo into WFT.
- Lightning Blade
Universal Issen combo, combo from second hit.
- 5C...
After recovery...
- 66B xx 623A xx 236B
Without rage.
- 66B xx (623A xx 236C) / WFT
Rage combo or WFT combo.
- n.5C...
Cancel second hit...(Her cancel and combos are pretty technical)
- 623[S] xx 44 / D...
Hold her 623 and cancel it with back dash motion or kick (D)...
- SSM
SSM. (A easy way to input this is 623[S] then do 6(C+D)41236(C+D) if you have the C and D macro, cancel the 623 hold with the macro) There's many ways to input this, find something you prefer.
- Deep j.C xx 66B xx 623A xx 236B
Without rage, use the one that combo from second hit if you do not want the deep J.C.
- Deep j.C xx 66B xx (623A xx 236C) / WFT
Rage combo or WFT combo, use the one that combo from second hit if you do not want the deep J.C.
- 5C...
Cancel recovery...
- Lightning Blade
Universal Issen combo.
- 623[S] xx 44 xx SSM
Hold her 623 and cancel it, then SSM.
- Can also go for the ones for n.5C with j.C but don't have to, can just wait after the recovery and do the combos in the "After recovery" section.
Videos
Hibiki Tutorial and Combos By LegendaryWolf Shirou (2021)
Hibiki's English textbook By 伝説のオタク(Den-taku)/PGW (2021)
Colors
External Links
Link to docs hosted in other sites.