As is customary for Weapon Flip Techniques in Samurai Shodown, it's a high-damaging attack which disarms the opponent but can only be used while Rage is active. This is a move basically straight ripped from The Last Blade 2, so fans of Hibiki Takane from before will definitely recognize the attack. What's far more deadly and must be mentioned regarding Hibiki and good reactions, though, is how much of a game-changer her Heavenly Spirit of Victory, which is her Weapon Flip Technique, can be. The fact that Hibiki has a fairly long-ranged cancellable move in her crouching medium makes this even more scary of course since it can lead to big conversions before the knockdown even happens at the right ranges. The mid-range control mentioned above is obviously much more deadly when attached to high-level reactions, as Hibiki can easily transition to or even do a raw long-ranged knockdown move in response to whiffed attacks. Samurai Shodown is obviously a very reaction-heavy game to begin with, but this is even more exemplified when it comes to Hibiki. Still, it's a big risk to just throw out, which means the reward attached to it isn't necessarily unfair even if it's quite high. It's also quite negative on block, though when spaced correctly it can be quite difficult to punish for many characters. If you do a Distance Slash when the opponent was trying to move in from the air or are outside of the distance of it, you'll be left open for quite a long time. She can also easily go to air-to-airs though with her jumping light or even sometimes medium to push the opponent out of the air.Īlthough this mid-range is where Hibiki excels the most, it's also not something that comes without risk. While it's not nearly as big of a problem as someone like Charlotte who has probably the best jump in the game, she does come in at an angle some characters can struggle a bit to anti-air and also fast enough where some anti-air buttons may not be fast enough to get her.Īs for her anti-airing, she has a crouching heavy which can catch a lot of jumps though it must be done quite early to work well and may be a bit inconsistent due to this. Her jumping heavy and jumping medium are both very good and it's easy to get high damage conversions off of them.
#Samurai shodown 4 rage? full#
Other tools that help her with this type of gameplay is that she has a quite fast jump with a high arc and quite strong jumpin tools that aren't hard to convert to full combo and her own anti-air capabilities. This move isn't quite as potent at space control as her Distance Slash, but it's another tool in her arsenal which the opponent needs to be wary of when battling at the midscreen range. It's not just the Distance Slash that makes her good at controlling space, though, as her medium and heavy attacks have very good range as well, and with her crouching medium she can keep you at bay and cancel to Distance Slashes or even Beckoning Slash when needed.īeckoning Slash is another interesting tool as it advances Hibiki forward and she can either stay in front of her opponent or switch sides with them as well as lead into strong followups in certain situations. Since it has such long range, it's also effective when you're far away from the opponent on said hit. Given that the low one also leads to a knockdown, it's a very powerful tool for her to employ not only in the midscreen game but also as a confirm tool off of stray hits. This is hardly surprising given it's one of the areas she excels at in The Last Blade 2 as well, and a large part of it is her Distance Slash which can be done either as a mid or as a low, much like in her game of origin. The first thing that was readily apparent when trying out Hibiki is her exceptional space control.