BBCF/Hibiki Kohaku/Combos: Difference between revisions

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|5BB > 6BB > 2C > jc > j.B > j.C > djc > j.B > j.C > 236AC || 3087 || 22 || || || Requires opponent crouching
|5BB > 6BB > 2C > jc > j.B > j.C > djc > j.B > j.C > 236AC || 3087 || 22 || || || Requires opponent crouching
|-
|-
|5BB > 6BB > 6A > 5C > 2C > 236AB > 2C > 236AC || 3075 || || || ||
|5BB > 6BB > 6A > 5C > 2C > 236AB > 2C > 236AC || 3075 || || || || Requires opponent crouching
|-  
|-  
|'''5A > 5A > 5BB > 6C(1) > j236A.dB > 66B > 6D > 4B > 6A > 3C > 214C''' || 1981 ||  ||  ||  || Requires opponent Standing
|'''5A > 5A > 5BB > 6C(1) > j236A.dB > 66B > 6D > 4B > 6A > 3C > 214C''' || 1981 ||  ||  ||  || Requires opponent Standing

Revision as of 04:05, 21 December 2020

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo List

For a look at more Hibiki combos, take a look at the combo doc here

A Starters for Anywhere On The Screen
Combo Damage Heat Gain Works on: Difficulty Notes
5A > 5BB > 3C > 214C 1674 12 Starter combo
5A > 5B > 5C > 6C > j.236AB > 2C > 236AC 2154 15 Needs to be close to opponent. Requires opponent Standing
5BB > 6BB > 2C > jc > j.B > j.C > djc > j.B > j.C > 236AC 3087 22 Requires opponent crouching
5BB > 6BB > 6A > 5C > 2C > 236AB > 2C > 236AC 3075 Requires opponent crouching
5A > 5A > 5BB > 6C(1) > j236A.dB > 66B > 6D > 4B > 6A > 3C > 214C 1981 Requires opponent Standing
B Starters for Anywhere On The Screen
Combo Damage Heat Gain Works on: Difficulty Notes
5BB > 5C > 6C(1)> delay j236A.B > 66B > 6D > d.5C > 6C(1) > j236A.dB > 66B > 6D > 4B > 5C > 2C > 6C(1) > j236A.C 3044

Combo Theory

Thankfully, almost all of Hibiki's routes from CF1 still work in CF2. Barring any major changes in CF1 patches, most video examples of CF1 combos still work. CF2 gave Hibiki some changes that lead to better damage midscreen, especially the use of 6C(1) > j.236A~d.B in his BnBs.

Video Examples

BBCF Hibiki Kohaku Combos (By Inuniyako)

BBCF2 Hibiki Kohaku combo collections


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