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Combo List
For a look at more Hibiki combos, take a look at the combo doc here. These are some BnBs that work anywhere on the screen. The more difficult routes introduce the 6C > j.236Ad.B loop:
BnBs 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 | ||
5A > 5A > 5B.B > 6B.B > 6A - 665C > 6C(1) > j236A.dB - 66B > 6D > 4B > 6A > 3C > 214C | 2297 | 16 | Requires opponent crouching | ||
5A > 5A > 5BB > 6C(1) > j236A.dB > 66B > 6D > 4B > 6A > 3C > 214C | 1981 | Requires opponent Standing |
Combo | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5B> 5C > 6C(1) > j236A.dB > 66B > 6D > d.5C > 6C(1) > j236A.dB > 66B > 6D > 4B > 5C > 2C > 6C(1) > j236A.C | 3122 | 22 | |||
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 |
Other BnBs
Forward Throw > j.6D > jc > j.3D > 2C > 236AB > 2C > 236AC
- Damage: 2890
- Notes:
Back Throw > 2C > 6D > 6BB > 2C > 236AB > 2C > 236AC
- Damage: 3014
- Notes
Air Throw > d.j.3D > 6B > 5D > 6D > 4B > 6A > 3C > 214C
- Damage: 2985
- Notes
2C > 236AB > 2C > 236AC
- Damage: 2375
- Notes:
- Basic antiair combo
2C > 236AB > 66B > 5D > 6D > 4B > 6A > 3C > 214C
- Damage: 2905
- Notes:
- Antiair combo with great corner carry. You may need to delay the B followup to 236A depending on the height of your opponent.
5BB > 3C > 214C > RC > 6B > 214D > 5C > 2C > 236AC
- Damage: 3420
- Notes
- A sideswap combo, costs 50 meter.
3D > (Dash) > 6B > 5D > 6D > 4B > 6A > 3C > 214C
- Damage: 2774
- Notes:
- A neat confirm from 3D. Useful when you call out a projectile with 3D.
5BB > 3C > ODC > 5D > 6D > 6B > d.3C > 5D > 6D > 6B > EA
- Damage: 3953 (Without Active Flow)
- Notes:
- Requires: 70% Health, Overdrive
- A basic Overdrive loop. The delay on 3C is important so that you can 5D > 6D again. With more OD time, you can loop 3C > 5D > 6D > 6B
Corner
5BB > 3C > 214C > 5B > 5C > 2C > 214AC
- Damage: 3068
- Notes:
- 214C can extend combos in the corner. This is a basic application of that
5BB > 5C > 6C > j.6D > djc > j.3D > 3C > 214C > 5B > 5C > 2C > 236AC
- Damage: 3761
- Notes
- Requires opponent standing. The jump cancel into j.3D is very fast. Sometimes it helps to jump backwards.
5BB > 6BB > 2C > 5D > 6D > 6BB > 6A > 3C > 214C > 5B > 5C > 2C > 236AC
- Damage: 3627
- Notes
- Requires opponent crouching.
6C CH > 6C > j.6D > djc > j.3D > 6B > 4B > 3C > 214C > 5B > 5C > 2C > 236AC
- Damage: 4619
- Notes
- A big punish after baiting a reversal or slow move
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.
Sideswaps
Most of Hibiki's combos open up for a sideswap. 214D is the goto move to switch sides. You can set it up in most combos by landing air hit 6B or 4B. Both grant amazing untech time on air hit and special cancel into 214D.
6C > j.236AB Loops
In CF2 Hibiki gained access to new loops using 6C > j.236AB (Thrashing Claw). These loops are difficult and can vary from character to character, but they're an amazing tool used in most of Hibiki's optimized combos. The most difficult part of these loops is often landing the second j.236AB, or linking 6B after the second j.236AB. Usually you need to delay both j.236ABs in order to land on the ground and continue the combo. Done too early, and Hibiki will whiff a followup attack. Done late, and j.236AB will whiff entirely and your opponent will air tech.
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Video Examples
CF2 Combos
CF1 Combos (Still Works In CF2)
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