BBCF/Hibiki Kohaku/Combos

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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. 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

A Starters
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


B Starters
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.

Visual Example


Video Examples

CF2 Combos

CF1 Combos (Still Works In CF2)


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