========================================================================
                       Capcom vs SNK 2 Hibiki Guide
                        Version 5.1, by Brian Lui. 
========================================================================

v5.1 27/9/01  Minor changes to normal move ratings.

v5.0 27/9/01  Improvements to special move section, description of
              defense/offense strategies.

v4.0 23/9/01  Large improvements to gameplay section; super cancel QCB+P
              noted.

v3.3 20/9/01  Eliminated useless special moves from guide, noted only
              as footnote.

v3.1 16/9/01  SOWLOR riskiness against Blanka/Rock type characters                    noted.

v3.0 16/9/01  Lag times of special moves added to guide.
  
v2.5  5/9/01  Groove information added to guide.

v2.0 31/8/01  Gameplay section started; preliminary summary of Hibiki's
              play style.

v1.6 27/8/01  All special moves and supers noted; cancellable moves
              indicated.

v1.1 26/8/01  Corrected several errors in move descriptions.

v1.0 25/8/01  First released version. Basic description of moves.
               

The latest version of this guide can be found at:
http://www.gamefaqs.com/

Please feel free to email me at _imavrean@hotmail.com_ any suggestions
or other comments you may have.


Contents
--------

1.	Introduction
  1.1     Purpose of this document
  1.2     Who is Hibiki?
2.      Moves
  2.1     Normals
  2.2     Specials
  2.4     Supers
3.      Gameplay
  3.1     Groove choice
  3.2     Ratio choice
  3.3     Strategy
4.      Credits


------------------------------------------------------------------------
1. Introduction
------------------------------------------------------------------------


1.1  Purpose of this document
-----------------------------

To provide a guide for Hibiki in Capcom vs SNK 2 so that you can win
your matches.

1.2  Who is Hibiki?
-------------------

Some girl from Last Blade 2.  I mean, who really cares?


------------------------------------------------------------------------
2. Moves
------------------------------------------------------------------------

When describing Hibiki's moves I'll rate each one's usefulness on a
scale of one to five "stars," a technique pioneered by Andrew Park and
Greg Kasavin in their excellent KOF '97 Kim and Yashiro guides
respectively (both are available at http://www.gamefaqs.com).  


2.1  Normals
------------


Standing LP
-----------

This is your normal, run-of-the-mill, interruptable standing LP. You
have better.
Usefulness: [*----]


Close MP
--------
This is the most damaging comboable normal move you have. However, if
you are playing Hibiki, you will probably not use this move that much.
Usefulness: [**----]

Far MP
------
Abusable! Hibiki's Far MP of Doom (tm) lets her control space
effortlessly. Feeling bored? Stick out 50 of these things. Opponent want
to get in close? Stick out 50 of these things.  Want to zone your
opponent to optimum range? Stick out 50 of these.
Usefulness: [*****]

Close HP
--------
This is a two hit slash which is great cross-up defence.  Combined with
far HP, this makes jumping not a viable option for the opponent.
Usefulness: [*****]

Far HP
------
Even more abusable! Using this move all but shuts down jumping, unless
you are playing against one of the few people with delayed air moves
like Kim's qcf+K or Akuma's air fireball super.  It's an easy one button
flawless air defense, what more could you want?
Usefulness: [*****]

Standing LK
-----------
A kick.  You have better.
Usefulness: [*----]

Far MK
------
A very long ranged poke with a bit of startup but no end lag. Use this
liberally with far MP.  Bored after doing 50 far MPs?  Do a few far MKs!
Watch your opponent scream in frustration as his every move is shut down.
Usefulness: [****-]

Far HK
------
A sword slice.  You have better.
Usefulness: [**---]

Low LP
------
A quite long ranged, cancellable jab. Won't combo into itself but will
combo from a crouching LK.  Part of your bread and butter combo.
Usefulness: [***--]

Low LK
------
Hibiki sticks her foot out.  Three of these will chain into each other if
close enough. Your standard light kick attack.
Usefulness: [****-]

Low MP/MK/HP/HK
---------------
You have better.  Feel free to e-mail me at imavrean@hotmail.com if you
disagree.
Usefulness: [*----]

Jump LP
-------
Hibiki sticks her sword out in front of her.  Has pretty good stuffing
priority and horizontal range, although don't expect to combo with it
much.  Also stays out quite a bit.
Usefulness: [***--]

Jump LK
-------
A stuffing type move, it is angled downwards, but is hard to combo off
of.
Usefulness: [***--]

Jump MP
-------
Your main jump attack.  Attacks quite far horizontally and is slightly
angled downwards.
Usefulness: [****-]

Jump MK/HP
----------
Limited usefulness.
Usefulness: [*----]

Jump HK
-------
A circular type sword slash thingy, use this in the rare situations
where you get to crossup.
Usefulness: [**---]


2.2  Special Moves
------------------

Despite what the move list may say, Hibiki only has three special moves.
They are listed below with a brief footnote on the other moves.

Slash Out With Lots Of Range (QCF+P)
------------------------------------

This is the most fundamental Hibiki move.  With rare exceptions, this
move is safe when blocked or hit at maximum range. If it hits someone in
the air, they will be knocked down.  If it hits them on the ground, they
will not be knocked down.

This move is *fast*.  Very, very fast.  It forms your bread and butter
combo of cr LK x 3, cr LP, SOWLOR.  Quite damaging too.  It also makes a
long ranged and fast if risky poke.

The main danger when using this move is that, if it whiffs entirely, you
are very much open to punishment.  Your enemy, therefore, will jump
(easily shut down with 500,00 far HP), or roll.

The HP version hits low and knocks down, but has more recovery at the
end of it. It can pass under mid-fireballs like a hadoken.

Unfortunately, against certain people such as Blanka or Rock, this move
is never safe to use when the opponent is on the ground.  People with
very fast DMs.. um, I mean, supers.  Yeah.  People with very fast supers
can retaliate against you whether or not you hit them with the SOWLOR.
So don't use this too much against them.
Usefulness: [*****]

Run And Slash At Your Back (QCB+P)
----------------------------------

This move you will use rarely.  However, it is a good move to use in
situations where the opponent is very defensive, as, spaced rightly, it
can crossup and be cancelled into a super.  It will also combo from a
close MP if you get the chance.
Usefulness: [**---]

Counter (HCF+K)
---------------

Yummy.  Hibiki will stick out her hand and any mid-high hitting moves
will be caught by it.  This can be followed up by a SOWLOR or a super
(!). Because of the damaging follow-ups, this will make your opponent
even more scared of attacking you if used judiciously.
Usefulness: [****-]

Note:  Hibiki also has moves with commands DP+K, 3K.  Use them as you
would use a taunt.

2.3  Supers
-----------

Hibiki has three supers.  However, you will only need one of them.

Running Slash Super (QCB, HCF+P)
--------------------------------

Mediocre at levels 1 or 2.  However, at level 3, this move turns into a
monster. A L3 RSS is totally invincible, will through fireballs, is
perfect air-defense if timed well, combos from a HCF+K, combos from a
cr LP/LK, and has no start-up at all.  Once you have a full super. you
can randomly do the qcb, hcf motion, and press P if you see your
opponent do anything at all.  It's sort of like a half screen air hyper
viper beam.
Usefulness: [*****]

Screen Turns Black Super (F, HCF+P) (Level 3 only)
--------------------------------------------------

Pretty good range, and looks cool.  Could substitute for the RSS as air
defense. But all-around, not as good as RSS, and it's not unblockable
anymore.
Usefulness: [****-]

Speed Mode Combo (HCB, F+LK) (Level 3 only)
-------------------------------------------

Well, I guess it looks cool.
Usefulness: [*----]


------------------------------------------------------------------------
3. Gameplay
------------------------------------------------------------------------

Ah, the juicy part.

3.1  Groove Choice
------------------

It goes without saying that you should choose a groove based on your
team, not just on one character.

However, some notes for Hibiki.

Hibiki is, in general, a very defensive, turtle type character.  You
won't get much mileage out of C, A, or N groove for her.  S groove suits
her style, but choosing S groove seems so.. wrong, somehow.

I prefer to use her in P groove, since she will not need to attack or
jump much.  She is also powerful in K (which is an abbreviation for
'scrub') groove.


3.2  Ratio Choice
-----------------

Because she is a turtle, Hibiki works well as a ratio 1 or 2.  I like
her as ratio 1 because, if you play her well, you will slowly inflict
damage and receive almost none in return.

3.3  Strategy
-------------

If they jump, far HP.
If they roll, cr LK x 3, cr LP, qcf+P.
If they poke, far MP.
If they fireball, qcf+HP.

Just do those four things all day.

[end of document]


























ehehehehehehehehe!! That FAQ joke never gets old.  Sorry. :)

Seriously, though, that's all you have to do.  Lets start by examining
the first one.


If they jump
------------

The vast majority of characters can do nothing against Hibiki's far HP.
Those that can fall into two groups.

a) A very fast jump, combined with a jump attack with lots of vertical
range (e.g. Blanka jump HK, Vega (claw) jump HK).

b) An air move that changes their trajectory (e.g. Akuma's air super,
Morrigan's air fireball, Rugal's dark barrier, Kim's kicky kicks).

For situation a, you will trade with them but not hit them cleanly out
of the air.  In this situation, you must weigh the consequences of
repeatedly trading.  Is it in your favor?  If not, block, or use your
groove's method of dealing with repeated jump attacks (e.g. parry,
roll.)

For situation b, you can often anticipate their air move if your st HP
has scared them enough.  Thereafter, change your timing to take
advantage, or use another standard way of dealing with anticipated
attacks.

If they roll
------------

Rolls have been slowed down very much in CvS2 and are more vulnerable at
the end.  If they roll will end up in front of you, use the bread and
butter combo.  If they roll from close (what? you didn't zone them?) and
will end up behind you, just throw them.

If they poke
------------

Very, very few characters have the priority and variety of pokes that
Hibiki has. Even Vega or Yamazaki cannot out-poke you if you use your
full poke arsenal well.

If they fireball
----------------

This depends on what kind of fireball it is.  Mid fireballs are easy to
deal with by getting in range and using qcf+HP.  Low fireballs take a 
different approach. Either use your groove ability (parrying), or else
save up to a level 3 super and punish them next time they fireball you.


Gameplan
--------

That should be enough to shut down any offense.  What can Hibiki do now?


Pokes
-----

First of all, whenever you are in range, poke with st MP, st MK, or
qcf+P.  With practice, you will intuitively know which one to use at
any given moment.  It is hard to teach, but can be picked up with more
play time.

Hopefully, with some poking, you will have your opponent at Hibiki's
optimum range, which is 'just inside maximum QCF+MP range'.  Then, you
can whittle slowly away at your opponent, while waiting for them to make
and error out of desperation (it is very frustrating playing against a
good Hibiki turtler).

Retaliation
-----------

What do you do when they do something stupid, like try to psychic DP a
poke?  Use your standard retaliation.

A mistake up close:  Bread and butter combo
A small mistake at medium range: L3 super, or qcf+P
A large mistake at medium range: L3 super, or qcb+P into super.

Jumps
-----

Do not jump much at all when using Hibiki.  Her jump is slow, and she
loses much of her zoning ability while in the air.  Her jump attacks are
also average at best.

If you feel compelled to attack and not zone, hopping is a slightly
better idea, although still risky.  Hibiki is just not a rushdown
character.

Combos
------

Finally, the combos you will need to punish.

Bread and butter:  cr LK x 1-3, cr LP, qcf+P.
Damage: close MP, qcb+P, qcb, hcf+P.


------------------------------------------------------------------------
4. Credits
------------------------------------------------------------------------

Thanks to:
Capcom for the game.
SNK for the SNK characters.
Arcades in Hong Kong for challengers.
Chinatown Fair in New York for different style challengers.
Whoever handled SNK's distribution and marketing efforts in North
America.  No, seriously, what were those guys thinking? "Hi, we're SNK's
marketing guys and we think stupid english which would cost five dollars
to fix won't hinder our marketing efforts here!"  

About the author:
Brian Lui plays arcade games.  He likes CvS2 and KOF 98, but will play
KOF 2000, CvS, or MvC2 if compelled to.