BBCF/Hibiki Kohaku/Strategy

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 Hibiki Kohaku



General Tactics

Check the tutorial below for an idea on how Hibiki functions. This was made in CF1 so it doesn't cover a few CF2 specifics, but it's an amazing introduction to the character.

Tutorial


Important Moves

  • 236A~C: Combo ender, damage reset, and call out tool in neutral.
  • 2C: Antiair
  • 5C/3C: Go-to midscreen pokes.
  • j.C: Amazing jump-in option.
  • j.BB: Go-to air to air poke.
  • 5D/6D: Great moves for keeping opponents on their toes. 6D is great for suddenly approaching people, but only when mixed in well with 5D.
  • 2BB: Amazing low profile. Good filler for blockstrings and combos.
  • 3D: Solid antizoning tool.

Blockstrings

Like many characters in Blazblue, Hibiki's blockstrings are very freeform and will change to suit your needs. These are some basic blockstrings that'll get you started and confirm into combos without too much trouble.


5BB > 6BB > 6A/5C > 3C

A common part of Hibiki blockstrings. 5BB > 6B is a builtin frame trap. 6BB > 6A is another frame trap, while 6BB > 5C is a true blockstring. Loses to Instant block DP and Overdrive.


5BB > 6D > 5BB > 4BB > 2BB > X

This string is an example of gatling limits on Hibiki's normals. The 6D is a pressure reset. After 4BB, you can't gatling into 5BB because you've used it twice in the sequence, so you have to use another button like 2BB instead. This also means you can't combo into 6B if 4BB lands. This sequence gets blown up by mashing.


5A > microdash > 5A > 5A > X

A quick example of microdashing in pressure as Hibiki. Hibiki's 5A is very useful as a stagger tool because it hits crouchers. Very useful for opponents using Barrier trying to keep you out. On instant barrier, you'll have to dash up farther. This will cause you to get hit by certain 2As, or your opponent will escape.


5BB > 2BB > 5BB > 6BB > 5C > 3C

An example of the blockstrings you can get if your opponent doesn't actively use Barrier and Instant Barrier. If your opponent uses these tools properly, you'll get pushed out very quickly.

Okizeme

214C Safejump

214C is a Hibiki's primary combo ender for setting up midscreen oki. Any B or C normal that leaves Hibiki grounded can combo into 214C and grants the same Oki. Of particular note is the easy hitconfirm of ... > 3C > 214C. Additionally, anytime 236A~B or j.236A~B (low to the ground) can be combo'd into you can followup iwht 214C.

At midscreen, you can use a 214C ender and then input > 669 > j.C in order to safejump and catch rolls. The key is timing the j.C when Hibiki is low to the ground and can catch both roll directions. This requires some practice in training mode to get used to the timing.


Izuna Drop > 5C > 6C

In general, Izuna drop leads to decent oki. In the corner, you can use this oki specifically. 5C catches all techs aside from emergency tech, and you can hitstop OS 6C so that it'll only come out if 5C lands. From this situation, you can input a high damage confirm such as 5C > 6C > j.6D > jc.3D > 6B > 5D > 6D > 4B > 3C > 214C > 5B > 5C > 2C > 236A~C.

Tips and Tricks

  • Use DP > RC! After the rapid cancel, you can j.C or land and 2B to create a 50/50 for your opponent if they block it.
  • Try using 3D to close in on zoners! It's plus on block, so you can usually take your turn even if they block it.
  • Use 236AC as a reset on opponents teching in the air. It deals great damage, unscaled.
  • Use Nue (632146D) to call out other Distortion Drives or slow projectiles at full screen.
  • Use microdashes to continue pressure against Barrier and Instant Barrier.
  • Fake people out at midscreen with 5Ds, and then use 6D to suddenly close in on them

Fighting Hibiki

Barrier Blocking (especially IBB, though riskier) is an easy way to make Hibiki's offense difficult to run. Extra buttons to push on block and run stagger pressure means extra buttons to push away with barrier. This will force him to entertain different options to continue pressure with jump cancels, oddball specials, spending resources on things like DP RC, etc.

  • A lot of things he'll use to work around this like microdashing back in, as well as gatlings into 6B, 4B, 6D, and 6A are susceptible to reversals, and sometimes mashing as well. Making Hibiki be the respectful one on his own offense can go a very long way.
  • While it is important to identify good windows of opportunity to contest Hibiki's blockstring pressure, be mindful of a staggered 3C if you're in range. It might not be a fatal counter, but aside from 6C and the unusual 236A~D, CH 3C is one of his best starters.
  • It's worth knowing that Hibiki cannot cancel his first of a pair of B normals into the first of another. For example, he cannot do 5B > 4B, though he can do 5BB > 4B or 5B wait 4B. Additionally, 5B(B) is the only B normal he can gatling into a second time.
  • Similarly, Hibiki can only do each standing drive once in a single blockstring, so if you block 5D and the same startup animation occurs, it will be 6D and you can stuff it.
  • While jump back barrier is a relatively safe answer to most of his pressure options, Hibiki would love for you to do that and 236A~C you for it, especially if he has at least 40 meter.


Hibiki has a lot of ways to reset the opponent for tremendous damage, usually with his air unblockable command grab Izuna Drop: 236A~C. A solid rule of thumb is to avoid holding tech during combos - while you might not get out of combos that you should of, sometimes taking extra damage and having to deal with tough okizeme, if Hibiki catches you out of the air with 236A~C and ends up with 50 meter, you can eat at least an extra 4000 damage.

  • This is a threat he poses in neutral as well - the recovery is long and the commitment is high, but a predictable air approach can cost you half your health bar.
  • Another option Hibiki has for resetting is using RC after the first hit of 214C. This leaves you standing, and you don't have to press tech to get reset. weak to mashing and reversals, but of course, reversals can be baited.


Another big reason to not hold tech is one of Hibiki's common enders, 214C. IAD j.C, or ideally 669 falling j.C, is a safejump when timed appropriately, that will hit meaty, block most reversals, and catch rolls. delay tech in place is one of the best options against this to avoid a safejump or combo from attempting to roll.

  • If they're consistently doing the 669 version, they retain their air action and can air dash low to the ground on top of you. with proper timing, this can also result in a similar safejump against delay tech, so other options should be considered if and when the Hibiki starts to play around delay tech.
  • Another good reason to delay tech is the run up 2BB, which will cross under instant tech. delay tech will get hit by this, and depending on the scaling, Hibiki can cap it off with air buttons into j.214A, but that scenario is far better than eating an entire extra combo off the cross under.


Hibiki has a lot of oddball moves, drives and specials, where a similar animation is shared by pairs and he's either bluffing or teleporting in. Many of these options are too slow and have answers that are too ubiquitous to be ran as legitimate mix by themselves - here are a few.

  • Against 214C and 214D, you can instant block under the assumption that it's 214C - if it is, most characters can 5A or 2A punish. If it's not, you have plenty of time to OD, mash, or reversal (or block and punish, but with 50 meter he can make it safe).
  • Against 214A and 214B, you can fuzzy jump back barrier, blocking 214A and jumping over 214B to come down and punish. Of course, if Hibiki conditions you to do this before even committing to the move, he can 236A~C you for it.
  • Hibiki can also RC immediately at the start of 623C. It's front-loaded meter spending, but on block, it is a genuine 50/50, even as a wake up option against your okizeme. If you knock him down and he has 50 meter, consider going out of your way to make it whiff.
  • Ultimately, these are still viable in that anything Hibiki can present to load up on your mental stack is valuable. A savvy Hibiki will pepper in these more "gimmicky" options and raw 236A~C's in conjunction with disciplined stagger pressure and a strong strike/throw game, which is the making of an exceptional offense.


Additional miscellaneous details:

  • While Hibiki's 2C may autocorrect sometimes, it doesn't cover the area above and behind him too well.

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