Servant of the Mutsuki Family and captain of Novus Orbis Librarium: Hibiki Kohaku is Kagura’s secretary and right-hand man, who is highly skilled in the art of stealth and silent assassination. About strength; he was on par with people like Jin and Tager, able to appear behind them undetected until he was too close; Jin even praised Hibiki’s ability.
Playstyle – Hibiki Kohaku
- Has many anti-zoning tools
- Beginner-friendly character
- Large damage output in Overdrive mode
- Highly portable, as well as rich mobility options between cloning and displacement
- The pressure can be pushed out easily with the barrier
- Most standards have a short-range
- Matching options are limited and a bit gimmicky
- Anti-broadcast can be difficult due to the 2C angle
Drive: Double Chase
Hibiki’s drive allows him to use a shadow clone in a parallel attack. One of these Hibiki is a clone and the other is the real Hibiki Kohaku, but it is not clear who his opponent is until the clone disappears. Even if they are fake, replicas can still do damage if they’re an attacker.
The clones themselves can be attacked with any attack, destroying them instantly, but Hibiki will not take any damage. To aid in a false redirect effect, the game’s camera will not re-adjust Hibiki’s change of position after using any of his drives until the clone disappears.
Hibiki clones can serve a variety of purposes: in the blockchain, using them to move the screen, in combos, and to localize opponents. These are just a few of the many applications of cloning.
Overdrive: Schwarz Reis
Hibiki’s Overdrive increases the speed of his clones, as well as improves their properties when blocking and hitting, allowing access to new combo paths and enhanced zoning.
Drive Moves – Hibiki Kohaku
- 5/6D: Unlike 5D who brought the ball forward, 6D let Hibiki Kohaku attack on his own. This can be great for re-pressure if your opponent doesn’t expect 6D over 5D in a blockchain. It also commended the use of the 5D to neutralize the ground space as a way to sneak in and close the gap between you and your opponent.
- 2/3D: Version sending Hibiki Kohaku forward. 3D is a great tool for localization because of its ability to teleport you to the opponent, allowing you to both dodges the bullet and close the distance between you and the opponent. However, 3D doesn’t have its flaws. For starters, the opponent can hit you while you’re bouncing off the ground before you strike for a good penalty. Also, 3D tracking happens pretty early in animation, meaning it is possible to create full 3D with fast movements like backward or forward a little.
- j.D/j.6D: j.6D considers most of its use as a composite piece in some corner combiners. However, in situations where you find yourself directly above an opponent that no longer has a choice in the air and is in danger of being kicked back in the back lane, you can use j.6D to move yourself to a better position.
- j.2/3D: Similar to j.6D, j.3D can be used to escape situations where you find yourself above an opponent without having an aerial pick and risking being countered. The difference is that j.3D will bring you back to the ground closer to your opponent than when you used j.6D. This may be better for you depending on the situation and the match, or it could be worse. Evaluate the situation and decide which one to use accordingly.