Capcom vs SNK 2/Hibiki/Strategy

From SuperCombo Wiki


Videos and Other Links

Hibiki Video Guide by Master Luke. https://www.youtube.com/watch?v=XQNAirzus9M
A great visual summary of all of the basics.

Tricks of the Trade - Hibiki by DJ-B13. https://www.youtube.com/watch?v=361Qfn6c2k4
From a classic series of CvS2 video guides. Be forewarned that many things the Tricks videos are completely unrealistic or impractical against a competent opponent, but watching it will still give you a fair general summary of character gameplay.

Spacing BnB for safer combo vs Bison (K-Groove) by RagingStormX https://youtu.be/0OvFOz9DuSE
An example of how slow chained BnB is safe from Bison's HK Knee Press punish.

Quote Translations

Bugs & Glitches

No Fear Feint Unsafe on Hit?!?

After landing a No Fear Feint (Blackout) super, there is a rare circumstance where Hibiki will enter her special win pose even though the round has not ended and the character she "killed" is still alive!

This can only happen against K-Groove opponents when they have very specific health and meter levels. Their meter needs to be full enough so that getting hit by the super will fill it and activate rage. The amount of health they must have should be low enough that the super would otherwise kill them, but high enough that so that after the 12.5% defensive bonus kicks in, they will survive.

To put approximate numbers on this, assuming both are Ratio 2 characters and there are no other groove buffs in the equation, if the opponent is on the verge of raging and has less than 5500 health (the damage of the super) but more than 4813 health (damage received after raging), the bug will trigger.

When this happens, Hibiki will execute the super as normal and enter her special win pose. However, there is no KO flash on the screen, and the win pose animation still has the red "shadow" of a Level 3 super. By the time she finishes and snaps back to a ready stance, the opponent has already recovered!

This appears to happen as a result of the game failing to account for the rage defensive bonus when calculating if Hibiki needs to enter the win pose, which actually starts at the same time as the KO frame (that never happens).

Should this bug occur, Hibiki will be at an approximate frame disadvantage of -8. Given that the opponent will have activated rage, there is ample time for them to respond with a Level 3 super punish of their own! Bummer, dude.

This is a bug that Hibiki players should be aware of, but one so rare you may only see it two or three times in your lifetime. It's alright to worry about this potentially happening should a K-Groove opponent's meter and life bars start to line up—especially in a tournament situation!—but odds are you're going to be fine. If you have the opportunity to land a No Fear Feint, don't hesitate!

This bug is easily replicated:

  • In a standard versus match, choose N-Groove, R2 Hibiki, and any other R2 character. (Use N-Groove to avoid any super damage meter bonuses. You can also use P-Groove, but the meter takes longer to fill.)
  • The opponent's team should be K-Groove R1 Yun, plus another R3 character.
  • Start the round and have the other player taunt to fill your meter up, as needed. Do not taunt to fill Yun's meter.
  • Perform exactly two raw No Fear Feint supers.
  • The first one will put the health and super meters exactly where they need to be for the second to trigger the bug.

Beckoning Slash/Dash Super Post-KO Meter Drain

This bug only occurs on early builds of the Japanese arcade version of CvS2.

If Hibiki wins a round with a passthrough Beckoning Slash, the game will still detect inputs for a follow-up Distance Slash or Heavenly Spirit of Victory super. Should the super come out, Hibiki will LOSE meter after the KO!

Once a round ends, health and groove meters will normally freeze. However, the early Naomi JP builds of the game have the infamous Post-KO Meter Build Glitch that allows players to continue to build meter on whiffed medium and heavy normals before the character enters their win pose. It turns out that the "Meter Build" glitch is only half accurate since meter can also be used and lost during this window... including the meter that is necessary for a post-KO Dash Super.

If you are playing on the JP arcade cabinet, and it has a a version of CvS2 that allows post-KO meter building, use extreme caution if winning a round with Beckoning Slash. Although you will get meter for performing the Distance Slash post-KO, you will lose a lot more if you accidentally input the super or the game recognizes your Distance Slash attempts as one. It's best practice to just take your hands off the stick immediately at the KO.

They fixed the post-KO meter bug on US arcade versions and the console versions, so in them go ahead and show off that post-KO super.


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