------------------------------------------------------------------------------- Capcom vs SNK 2: Hibiki Guide by Grolin This unpublished work (c) Grolin. Capcom vs. SNK 2 is (c) Capcom. The Street Fighter series, the Justice Schools series, and the Darkstalkers series, along with all characters from those games, are (c) Capcom. The King of Fighters series, the Last Blade series, the Fatal Fury (Garou Densetsu) series, and the Art of Fighting series, along with all the characters from those games, are (c) SNK. __________ You should find this Guide only at the following site(s): www.GameFAQs.com __________ If you want to use something from this guide in your own work, ask my permission first. My email address is: crimsondisaster@yahoo.com. Feel free to download this onto your own computer. Anything that happens as a result of that action is no fault of mine. Do not think about distributing this Guide for monetary gain. It's illegal. __________ Disclaimer- I assume you know standard SF notation. If you don't... read another guide? It saves space if I can just ditch the notation section. ---------- Updates: 9/11/03- Added another, more reliable reset Added some juggle CCs 3/16/04- Added some character matchup notes Added some info on close s.forward ---------- Table of Contents: 1) Why Use Hibiki? 2) Normals 3) Specials & Supers 4) Grooves 5) Strategy -- Matchup guide 6) Combos 7) Misc. 8) Closing ---------- 1) Why Use Hibiki? That's actually a very good question to ask yourself. She has several poor matchups in the top tier (especially Bison) and more than a few poor matches in the middle tier. Hibiki is VERY punishable if played the way she was back when the game came out. To be brutally honest, the way she's still being played by the majority of Hibiki players in the US anyhow... no wonder she's losing popularity. However... that is the "old" Hibiki. The "new" Hibiki doesn't get rid of her biggest weaknesses, but it does allow her to capitalize on her strengths just as well as before... and now she has a killer mixup game that makes her look like Magneto or Millia. If you don't know what that means... it means "oh crap which way do I block?" style mixups and resets. Strengths- 1) Good pokes- namely c.jab, s.strong, c.strong. Quick, long reach, good priority. 2) Damage- unlike several other characters who rely on footsies as their main game, Hibiki is able to dish out damage quickly. It may not be much compared to heavy hitters like Sagat... but it's substantial. 3) Okizeme, aka "wakeup pressure." In other words, Hibiki is really good at mixing it up on knocked down opponents. The Millia of CvS2. 4) CC resets. She can reset her Custom Combo in several ways, which leads to big damage. The Magneto of CvS2. 5) Great normals. Hibiki's normals simply overwhelm a good majority of the cast. Weaknesses- 1) Lag. The big killer. Her most important moves for establishing an offense or generating damage (jab running slash and jab/strong Distance Slash) are laggy enough to be punished by several characters... in some cases even when Hibiki hits them. 2) Stamina. Hibiki has less than average life. She dies fast when she gets pressured. 3) Unreliable wakeups. Hibiki's standard wakeup options are to c.short or to wakeup with a RC running slash. Both of which are risky. Other than burning a super, she has little to threaten her opponent from going for meaty attacks or to stop effective okizeme. 4) Reliance on specific moves. Characters that shut down Hibiki's primary options leave Hibiki with almost nothing to fight with. She can only hope for risky tactics and a knockdown in those situations... not likely to work, sadly. ---------- 2) Normals What makes or breaks a Hibiki player is the usage of her normal moves. Learn them well, or Hibiki's gonna suck for you. Jabs- =s.jab: rapid fire elbow attack. Fairly useless- no range, so little that it can't even combo into itself reliably. It's primary use would be to avoid tick throws and such, though the damage potential isn't the greatest. At least you're relatively safe on a whiff. Same up close or far away. =c.jab: quick sword strike. One of Hibiki's best pokes. Quick, bufferable. Also part of her B&B combo. Fairly good at just inside it's max range to it's tip. Can be a low-risk whiff punisher when you have no meter or you're not sure you can score the counter hit s.strong XX Speed Mode super. =j.jab: downwards angled sword strike. Good priority, good reach... but it's a weaker j.strong. Not useless, but overshadowed. Strongs- =close s.strong: short ranged sword slice. Bufferable. Part of Hibiki's easiest combo to super. Other than that, it's not spectacular. Useful when you have small openings, I guess. =far s.strong: standing sword strike. Hibiki's primary poke. Super cancellable. Great priority, relatively quick, and can combo to her Speed Mode super from a good distance, especially on counter hit. Better poke than c.jab, except c.jab leads to more damage without meter, and is faster. =c.strong- a crouching s.strong. Good for the same reasons, except it hits lower to the ground; possibly more useful for hitting lower moves like Chun-li's c.strong or Blanka's slide. Super cancellable. =j.strong- j.jab, with more damage and hitstun. Probably Hibiki's jump-in of choice from further than Shoto sweep range. Fierces- =close s.fierce: a quick upwards sword slice. Hold fierce or hit fierce again, and Hibiki will follow up with a downwards sword strike. Super cancellable on the first hit. Hibiki's anti-air for people right above her. Conveniently, her AA for people coming in at an angle is far s.fierce. A weird thing about this move: If you hold down fierce so that the 2nd hit comes out, you can kara-cancel the 2nd hit for interesting results. =far s.fierce: sword slice at a 45 degree upwards angle. One of the best normal AAs in the game. A bit slower than Rock's s.RH, but it's decently fast. It'll trade if you do it too late, though. =c.fierce: a weird looking crouching upwards chop. Good range, probably Hibiki's best distance poke. Priority and speed are pretty good. Can't combo to anything, though. Pretty safe on block, which is important for Hibiki, who lacks other safe, high guard damage moves. Also a good whiff punisher on occasion, though you might want to stick to s.strong for that. =j.fierce: jumping c.fierce. Air to air dominance. It's her wannabe Blanka jump fierce. Shorts- =s.short: little step, as if aiming for the toes? Not very useful, the range and speed are bad. Maybe it hits low? Will test it... still, not the greatest move ever. I'm almost certain it's bufferable, but I could be wrong. =c.short: extremely fast low kick. It's fast, hits low, leads to Hibiki's B&B, recovers quickly... overall a great move. When your opponent is close, this is a good choice to deal with them. A good way to interrupt stuff at close range. =j.short: downwards angled kick. Great priority, great angle... poor damage and hit/blockstun. Well, Hibiki's not one to go for jump-in combos anyhow. Useful from just inside the range where you'd want to use j.strong to a bit closer. If you jumped on top of them, this is probably the best move to use. Forwards- =close s.forward: hilt strike, bufferable. Frame advantage, so it can be useful if you manage to get close enough. Link a c.short off it. Still, don't go crazy with this move. =far s.forward: spin, hilt strike. Good range, knocks down... and about as punishable as Distance Slash when blocked. It's a decent move to keep in mind, since it's got some priority and range, but it can be an unnecessary risk. =c.forward: downwards angled hilt strike. Hits low, I'm almost certain it's super cancellable... and that's about the extent of it's good points. The move has no range, and that's what hurts it. Almost everything it does, c.short does better with more range. It's not even that quick. Don't know about priority, the range is too bad to try against any decent poke... =j.forward: horizontal hilt strike. Good for air to air on occasion. The range, again, is lacking compared to Hibiki's other moves, but the priority is pretty good. It's like a poor man's Rolento j.jab. Except not as fast. Roundhouses- =close s.RH: downwards sword stab. Hits low, bufferable. Great move. Leads to some damaging knockdown combos. Range isn't spectacular, but it works. A little sluggish, though. =far s.RH: big sword slice. Hibiki's longest reaching normal. That's its main selling point. Priority isn't bad, though nothing great. It recovers slowly- if your opponent jumps or has a decent Roll, you're gonna get punished. Otherwise, at the range where Hibiki COULD whiff a s.RH against someone walking back, there isn't much that's gonna reach her. Kinda slow. =c.RH: chop at the legs. A sweep. A little slow... hits low, knocks down. It sets up her okizeme... but the range is pretty bad for Hibiki. It feels shorter ranged than a Shoto sweep. Weird, but oh well. Useful when you have the opening. =j.RH: flipping slice. Crazy priority and angle- beats out Chun-li's c.RH cleanly if you do it high enough, otherwise it'll trade. Crosses up... and it's one of the few moves that are not only ambiguous as to whether they'll crossup or not... but also as to which side you'll land on. It's crazy. Very good jump for when you're inside, or just a little outside, the range where it'll crossup. Obviously a good meaty move. Also, sj.RH is an instant overhead. __________ Command moves and throws =Punch throw- Hibiki tosses her opponent over her shoulder. Her throw from LB2. It's okay for gaining space, and setting up the P2 glitch, though Hibiki doesn't have too much use for that. Not recommended only because it resets the stun meter. =Kick throw- Hibiki grabs her opponent and close s.fierces them. Better throw because you can combo her CC off of it. Also, stun meter stays where it is. ---------- 3) Specials and supers QCF+jab/strong: horizontal Distance Slash Hibiki does a long reaching iai-jutsu style slash. Very fast, priority is good, too. Standard combo ender. The lag is HORRIBLE, though. You can HIT certain opponents and still be punished. If you whiff, you're dead. Keep it for combo enders, or RC'd against Low Jumps. Dangerous move, but very important. It can also be used as a poke of sorts, just be really careful... not a good choice against jumpy opponents. QCF+fierce: Distance Slash sweep Hibiki ducks down and does a long reaching swing at the legs. Slower than the regular Distance Slash, but hits low and knocks down. Combos from close s.strong and anything that does as much or more hitstun, too slow to combo off a c.jab, though. Sets up Hibiki's okizeme game beautifully, also a critical part of her okizeme once it gets started. However, you really never want to use this move except when it's combo'd into... or when you're REALLY confident fighting someone who's dancing back and forth. QCB+P: Beckoning Slash, aka running slash. Hibiki, well, runs and slashes. If you get close enough to your opponent, the slashing part also gets a REALLY fast dash behind her opponent. If Hibiki does the crossup dash part, you can cancel the running slash into Distance Slash or her DSoV super. Jab version is Hibiki's standard way of getting in. If blocked at it's max range, it's relatively safe. Crucial distance to learn. There are a few fast moves that can punish you, though. Really, the primary purpose of this move is Hibiki's okizeme game. It's a killer crossup... more on that in the appropriate section. Chain into fierce Distance Slash whenever you connect it. You want the knockdown. Also a critical part of her CC resets... more on that later. Use this after a kick throw to punish Safe Falls. DP+K: Piercing Moon Pounce, aka overhead Hibiki's old overhead- she winds up and smacks her opponent with her scabbard. Doesn't really look like an overhead, but it is. Chains into Distance Slash or DSoV, fierce Distance Slash is recommended. Great for her okizeme game, though it's a bit slow. Not a move to be abused, but very good, and important. Part of Hibiki's CC resets, too. HCF+K: Melding Being Blade, aka counter Hibiki holds up her hand- if attacked by a mid or high hitting move (not super or projectile) she'll grab her opponent and lob them into the air. SNK Juggle State setup. Best followup is probably a DSoV for the knockdown and damage. Useful... also counters things that don't look like they should get countered sometimes... I think I've countered Terry's sweep with it. Weird. -moves that don't look they should be countered but are: Blanka Electricity 1st hit of Mai's flame twirl Terry's sweep? If so, I'm guessing Iori's sweep may be fair game, too... I'll have to test, but I don't think it works. KKK: Narrow Escape, aka dodge -fwd+K: Essential Crunch, aka dodge run -bk+K: Essential Crunch(again?), aka command low jump, dodge hop, etc. Hibiki does her S Groove Dodge, just you can't chain them together, it's not as invincible.. and you can RC it. RC dodges are good stuff. The followups... the run one is kinda iffy, maybe if you RC dodge and immediately dodge run you can get some tricky stuff going... something to try out if nothing else is working. RC dodge into immediate low jump is good for AA. In fact, regular dodge > immediate low jump fierce is a good AA. You can also repeat dodge > immediate lj.fierce/RH for meter when your opponent is really passive. __________ Supers QCB HCF+P: Divine Spirit of Victory Hibiki's only multi level super... in other words, her only L1. Hibiki dashes forward, if she connects there's a dramatic "slicing as you run by," Hibiki sheathes her sword, and then her opponent takes damage. Great move- hits REALLY fast, decent invincibility even at L1. Seriously, I've gone through meaty Cammy close s.fierce, meaty Ken s.RH with just the L1 version... decent AA. L3 is more or less the same, except faster, longer range, more invincibility, more damage. Great move overall, great way to cash in on a connected running slash or overhead. In general, if you only have L1 or L2, followup running slashes and overheads with fierce Distance Slash and save meter for CC or L3, unless you need that fast damage. (L3 only) fwd HCF+P: No Fear Feint, aka "blackout," "screen goes black," whatever. Hibiki does a quick iai-jutsu slash... if it connects up close, the screen goes black with silhouettes of Hibiki, and her opponent in hitstun. Hibiki says some stuff, puts her sword away, again with the delayed taking damage. If you finish an opponent off with this, Hibiki has a special winpose with her hair down. She also goes into the winpose if the super WOULD have finished off her K Groove opponent but they Raged and the defense bonus saved them... then she's screwed. The super has longer range than the close up good part... it'll just thwack people away at its tip. Utter crap at that range. Which is like the only useful range for it anyhow... and the move isn't unblockable anymore. Best used after a counter- you can Dash after a successful counter and land this move. Other than that... a point-blank counter move, I guess. (L3 only) HCB fwd+K: Going My Way, aka Speed Mode super (for this section I'm gonna use "LP" style notation since it's easier to read) - LP > MP > HP > LP > MP > HP > LP > MP > QCF+HP: Root 1 - LP > MP > HP > LP > MP > HP > LK > MK > QCF+HK: Root 2 - LP > MP > HP > LK > MK > LK > HK: Root 3 Hibiki runs up and does a close s.fierce. If that connects, she goes into the combo that you input. Root 1 does the most damage on its own, but it's the hardest to stop and follow up on. Root 2 is recommended. Stopping at forward(MK), you can easily combo after it for more damage and a closer knockdown. Roots 1 and 2 have a little timing, since some of the hits are delayed. Root 3 is braindead speed, just tap it out fast. Root 3 is weak, but it's an SNK Juggle State setup, so it leads to easy combos to a L1 DSoV... though you could do a slightly harder combo off a Root 2 and get more damage and stun anyhow. Combos off c.short, which is good, but most important move to be able to combo it off of is s.strong. Turns Hibiki into a ghetto Chun-li. ---------- 4) Grooves A/K/P, N, C, S C- Hibiki is good in C primarily because she's a solid character already. The thing is, not much about C benefits Hibiki greatly. The fast meter you can sit on does make Hibiki's footsie game stronger. RC is a plus. Tactical Recovery is okay, but Hibiki's best advantage after getting knocked down is that she gets up faster than most other characters... overall, a good choice, but not one that specifically benefits Hibiki much. I suppose Air Block has its uses, but Hibiki isn't jumpy and has means of punishing stuff that other characters need to Air Block to punish anyhow. I'll say this here, since it's important- Hibiki's Roll sucks. Oh, her Dash is good. Best point is sitting on a fast charging L3 so you can punish with s.strong XX speed mode. A- Hibiki's mixup Groove. In CC mode, Hibiki becomes Magneto; resets abound. And her non-reset CCs do respectable damage, or at least can be landed off her counter and RH throw. Definitely takes practice, though. She becomes a solid battery in A, and can put the meter to good use. RC again. Her Roll sucks. Her Dash is good. P- With Parry, Hibiki deals with one issue that she has some trouble handling- ground fireballs. Yes, ground fireballs aren't the greatest thing ever, but Hibiki wants to be on the ground, and she has no grounded means of dealing with them... similar situation to Cammy vs ground fireballs, except Cammy can occasionally Dash over them. Otherwise, it's like C Hibiki with Parry and only L3. She excels as a battery in P Groove, since she rarely uses meter anyhow. Again, Hibiki can put the meter to use if need be, and make it count. No RC... but she gains Low Jump. Useful at the max range of lj.strong, which can be used as a poke of sorts. S- Hibiki's worst Groove, IMHO. Not because she "doesn't need Dodge because she has one already," though. Mostly because her Dodge attacks are pretty sad. And she can't build meter for her team or herself without disrupting her game- dangerous for someone who's so risky to begin with. Though with infinite supers, she gets decent damage every time she lands a overhead, running slash, or counter... not a bad Groove, but she's so much better in other Grooves. Low Jump and Run, though. Running isn't as good as Dash for Hibiki, IMHO, but Run does allow her to quickly move in after a knockdown, and it disguises your intentions for your grounded opponent. N- The reason why you wouldn't use S Hibiki... everything S Hibiki has, N Hibiki has better. Run and Low Jump, plus RC. Builds meter, which is good for Hibiki's teammates. Eh.. take everything positive said about Run, Low Jump, and RC, and everything negative said about her Roll... and you have N Hibiki. Random note: off a counter, Hibiki can break stock, DSoV, and it'll connect. K- Like P, Hibiki gets a way to handle ground fireballs. More importantly, JD is just plain easy sometimes- fast meter. Rage means more damage... the GC bonus isn't the greatest, since Hibiki guard crushes so slowly anyhow. Best thing is Run, Low Jump, and JD. Since meter isn't an issue (you get it so fast unless you're dominating or blocking Sakura CCs), Hibiki can just play her game and burn meter on supers whenever she has an opening, and not worry about her teammates as much. ---------- 5) Strategy Hibiki in a nutshell: Far pokes- c.jab, s.strong, c.strong Close pokes- c.short, c.jab Whiff punishers- s.strong, c.fierce AA- s.fierce B&B- c.short x3, c.jab XX QCF+strong Traditional Hibiki: Traditional Hibiki play is very much a distance oriented game. More than anything, you want to put yourself at s.strong range and stick to it. At this range, you have the added advantage of being able to AA pretty much any jump with s.fierce for free. QCB+jab at it's max range allows you to offensively maintain that range, should your opponent attempt to back out of range, or for whatever reason you're pushed out of range. Risky, though; if you mis-distance it, you'll end up too close and get punished hard. Some characters can punish regardless, actually. Keep that in mind. People get the impression that Hibiki is primarily a turtle- that isn't the whole truth. Yes, played traditionally, Hibiki isn't aggressive; that isn't to say she's passive. She relies more on her superior range and priority to maintain her range, and draws out stuff to punish- in other words, she's a footsie character. Hibiki doesn't really require meter; good thing, since she doesn't build it quickly playing the footsie game anyhow. If she does have meter, it gives her a good defensive tool in her DSoV super. It also gives her much better whiff punishing power with s.strong XX Speed Mode super. Close mistakes get punished with her B&B. Not too much to say there, actually. Just beware people who can punish the Distance Slash. Hibiki's ability to score the initial knockdown is pretty crappy... fortunately, her game doesn't revolve around getting close, so it's a moot point... that is, unless... "New" Hibiki: Hibiki still needs to know her distances. The footsie game is crucial to Hibiki. However, there is an increased emphasis on landing the knockdown. Hibiki rewards you for that first knockdown with perhaps the best okizeme mixup out of the whole cast. Thus, mixing it up on your opponent to score the first knockdown is something to work at... that or getting that random RC running slash XX fierce Distance Slash. Either way... Hibiki's knockdown options: 1) fierce Distance Slash- best combo'd off a s.RH, DP+K overhead, or a QCB+P running slash. 2) c.RH- her sweep isn't too bad... but it's not great, either. Fortunately, it's good enough; decent if you're not confident punishing something REALLY obvious like a whiffed DP or something. 3) far s.forward- RISKY. About as bad as a Distance Slash in terms of risk... maybe not that bad, but you get the point. However, it's a respectably long reaching knockdown. So now your opponent is floored. Hibiki's options are: 1) c.short x3, c.jab XX QCF+strong. Simple, her B&B. I only list this because it's a high stun combo for Hibiki (22 stun) and it's easy. Plus it starts low. Sure, everybody blocks low on wakeup normally. Condition them to do otherwise is all I can say. I wouldn't recommend this option anyhow- it doesn't knockdown, can be punished... only real reason to do it is if you're sure it'll stun them and they haven't been blocking low. 2) DP+K XX QCF+fierce. Overhead into knockdown. 19 stun. Hits high (duh), which is good since people like to block low on wakeup if they're not gonna try to reversal out. Since it knocks down, this option resets the okizeme game. Good stuff. 3) s.RH XX (QCB+fierce XX) QCF+fierce. Standing low hit into knockdown. 34 stun with running slash, 24 stun without. Hits low, but sorta looks like the overhead. Resets okizeme game. 4) QCB+fierce XX QCF+fierce. Kinda duh, regular move, doesn't even hit weird or anything. Why is this even listed? Because of the next, almost identical option. 21 stun. 5) crossup QCB+fierce XX QCF+fierce. Timed correctly, the running slash hits from behind. In every other way, same thing as option 4. 6) sj.RH. Instant overhead. 11 stun. If you're REALLY dedicated, keep track of how much stun you've done, and bust this out when you KNOW it'll dizzy. Otherwise, try to avoid it... punishable is an understatement. 7) RH throw. Beats RC wakeups. 8) tick into RH throw. The "new" Hibiki style is seen at its naturally completion in A Hibiki's CC resets. While you can theoretically do the resets off her standard ground CC, they work best (if at all) when done during her crossup running slash CC. In any case, standard resets are: 1) DP+K. Overhead again. The original. Can be mashed out of, ie people can jab/short you out of the overhead... that's if they know they can. 2) Delayed QCB+fierce. Just a bit too slow to combo, but it's a crossup. I'm pretty sure it can be mashed out of, too. 3) Delayed QCF+strong. For when they try to mash out; counter hit back into CC. 4) QCB+fierce XX KKK > bk+KKK, j.RH. The "unblockable" reset. You cancel the crossup dash part of the running slash into a dodge into an immediate dodge hop into a dodge hop RH. The side you appear on is "random," it's an overhead, and you can continue the CC. Can be avoided by standing. 5) c.short, kick throw. Ends all hope of resetting again, and eats a lot of time, too.. can be mashed, can be teched... but unexpected, too. 6) s.RH XX DP+K. s.RH into overhead. Normally, this wouldn't hit (pushed back too far) but in the middle of a CC, the s.RH can be cancelled much earlier, making this possible. This can't be jabbed, due to the hitstun, and is a quick low hit, then high hit. A not so standard reset to be used on people who like to stand up too much; c.fierce XX QCB+jab, s.RH. Hits low. __________ Matchup Guide Starting with top tiers for now... and this is gonna be very incomplete for a while. Though really, most of what's said is "Crap, Hibiki needs a random knockdown to stand a chance!" Except against Chun... :A Bison: Horrible match... he can punish the Distance Slash easily, hit or not. Worse yet, Hibiki's B&B gives him time to charge regardless of what he was doing before. He can trade often enough to make poking a viable strat against Hibiki, especially if she doesn't have L3 to punish whiffs. So what does Hibiki do? The big thing is hoping for knockdowns. If you can ever score a knockdown, let Bison have it with the okizeme game... Other than that, you'll have to drop the Distance Slash from your B&B, but RC Distance Slashes make good AAs... Horrible match... all you can do is hope for that lucky knockdown, or take the match REALLY slowly and wear him down, and hope that he doesn't just kill you... More on this matchup when I get to play against some more A Bisons with Hibiki. (Edit 3/16/04) Well, the match isn't as bad as I thought. Bison can't really deal with j.RHs that drop on top of him. Patience is a big key to the fight, you can't let Bison draw you into his game. Just because you can punish him with c.shorts into B&B doesn't mean you should. Footsies are risky, but necessary. Hibiki's not fast enough to draw out whiffs by just walking, so you're gonna have to get creative... :A Blanka: The assumption is that he can RC. That said... Hibiki isn't the only one who has trouble. If he wants to be Pikachu, that gives you a shot at a knockdown- worth the chance, IMHO. If he starts jumping around, Hibiki's s.fierce should deal with his jump-ins. Blocked Blanka balls are punished with Distance Slash. other than that, it all comes down to whether he can RC or not. If he can, CCs off throws are a good thing to learn... if he can't RC, he's still a pain, but the match is a lot lot more winnable. For one thing, the slide is punishable with Distance Slash. :A Sakura: Random quick notes- RC strong Distance Slash to stop dive kicks, counter to CC to punish RC hurricane kicks and dive kicks. :C Chun-li: Freaking easy fight, actually. Chun-li can't really cross-up Hibiki up or rush her down, or turtle up against Hibiki. Ouch. Hibiki can win if you play it safe and don't stick out too much- just zone Chun-li out and she doesn't really have weapons to fight Hibiki. Well, except s.strong XX death. C Guile :C Sagat: Random quick notes- punish blocked sweeps with Distance Slash. Don't use c.fierce for AA unless Sagat jumps from far away, j.RH goes over it and kicks Hibiki in the head. If you corner Sagat, j.RH on top of him, he can't do that much about it. In fact, most of the time, Sagat can't deal with Hibiki's j.RH if you plant it right on top of him... just don't jump from too far out or you get DP'd. K Cammy NK Blanka ---------- 6) Combos Most combos can be started off a jump-in j.strong or a crossup j.RH. Not every possible combo is listed, just noteworthy ones. No meter: c.short x3, c.jab XX QCF+strong Hibiki's B&B. Punishable by some... it's a decently strong combo, though. Take out a few c.shorts if you're too far away. c.short x4, c.jab XX QCF+strong If you start at point blank, you can actually hit 4 shorts on normal sized characters and larger. s.RH XX QCB+fierce XX QCF+fierce Knockdown combo. Crazy stun, too. DP+K XX QCF+fierce Overhead to knockdown. (fullscreen) jump-in sj.strong, c.jab XX QCF+strong Eh... kinda unlikely, just good to know. __________ With meter: -At least L1- close s.strong XX QCB+fierce XX QCB HCF+P Classic combo to super. You can replace the close s.strong with s.RH if you want. c.short x2, c.jab XX QCB HCF+P Take out a c.short if you're too far. HCF+K, counter, QCB HCF+P DSoV off a counter. -With L3- for all Speed Mode super combos, I'll use "LP" style notation for the super inputs. far s.strong XX HCB+K LP > MP > HP > LP > MP > HP > LK > MK, s.RH XX QCB+fierce XX QCF+fierce The only super combo you need to know. Great damage, great stun, knockdown and okizeme setup. Easy enough, too. far s.strong XX QCB HCF+P At almost s.strong's max range, only L3 DSoV will combo. Good if you're too lazy to do the Speed Mode super. HCF+K, counter, break stock, QCB HCF+P After a successful counter, you have enough time to break stock in N Groove and still hit the DSoV. HCF+K, counter, Dash, HCB fwd+P Counter, dash, blackout. -With 3 stocks, or in red life and full meter- far s.strong XX HCB+K LP > MP > HP > LP > MP >HP > LK > MK, s.RH XX QCB+fierce XX QCB HCF+P Same deal as standard L3 super combo, but with a super ending. Less stun, more damage. far s.strong XX HCB+K LP > MP > HP > LK > MK > LK > HK, QCB HCF+P Root 3 into DSoV. For the lazy. -With full A Groove meter- activate, [c.fierce x3 XX QCB+jab]x2, [c.jab x4, c.fierce XX QCB+jab]x2, c.RH XX QCB HCF+P Standard ground CC. Alternatively, you can use [s.RH x2, c.fierce XX QCB+jab] for the 1st 2 sets, then go into the jab sets. activate, [s.RH XX QCB+fierce] xN, QCB HCF+P The crossup running slash CC. Practice it... it's not as hard as it seems. activate, s.RH XX QCB+fierce XX QCB+strong xN, QCB HCF+P The more confusing running slash CC. Less damage than the standard one, a LOT harder... but much harder to keep track of, making it better for resets, if you can pull it off. kick throw, activate, QCF+jab XX QCB+strong x corner, c.fierce XX whiff c.short, [j.fierce x5]xN, QCB HCF+P activate, kick throw, QCF+strong XX QCB+strong x corner, c.fierce XX whiff c.short, [j.fierce x5]xN, QCB HCF+P Combos off of RH throw. You can do the same kind of CC off the counter. ---------- 7) Misc. Stuff to be added, but I want to post this ASAP with useful info. ---------- 8) Closing & Thanks Capcom and SNK for the games. Stargate for competition, Lollicup, and a place to experiment. Sugar Land Crew for free comp, rides to SG, and a reason to play Hibiki again. GameFAQs for posting this.