=====HIBIKI=KOHAKU=====
Made using the information from Dantarion's boxdox (http://boxdox-bb.dantarion.com/#/)
and running BlazBlue Centralfiction on training mode.
GFX and SFX extracted using Hipster by Labryz and XWB/ZWB files unpacker by Luigi Auriemma.
Some visual effects couldn't be extracted and were redrawn from scratch using Adobe Illustrator/Photoshop,
Feel free to use them in your projects.
With credit to:
- JustMorphPointman
- Deoxgigas
- Muteki
Information also present in the main cns.
BBCF "SIDE BY SIDE" COMPARISON:
https://streamable.com/1j9mnt
https://streamable.com/32jazi
Spoiler, click to toggle visibilty
- Sword VFX color is different per palette.
- AI included.
- He is not small, the stage is zoomed out.
Please note: The character has the same button config as when you play with a pad, If you want the character to use the arcade layout, modify the cmd file included and remap the buttons accordingly.
By the way, this is the first character I release, not my first work ever. Includes an options text so you can adjust the HUD easily.
Please report any bug you find. If you are trying a combo and it is not working, just reply or PM me a video, I will fix him ASAP.
CHANGELOG (Latest update: 10/28/2024)
Spoiler, click to toggle visibilty
06/28/19
- Standard resolution portrait and icon.
- Changed j5BB upwards knockback.
- Changed j5C upwards knockback.
- Changed 214B upwards knockback.
- Fixed unblockable 214C. (Thanks for letting me know Mr. Fael)
- Fixed P1 (proration) so 214C does damage if it's the first hit.
- 214C hits twice now.
- Changed a 214D trigger (now uses body distance instead of a hitbox).
- Air normals are now cancelable into j236A.
- 236AC last hit moves Hibiki to a source accurate speed.
06/26/20
- Fixed airdash speed conservation.
- RC now costs 1000 power. (...yeah, I forgot about this.)
- Hitboxes more accurate. (Easier to land 236A[D])
- j214A didn't had hitboxes on its first 3 frames, now it does.
- Fixed 63214D's dust misalignment against winmugen chars, added screenshake too. (Thanks for the video Mr. Giang)
- Changed 214C properties so it can't be used for infinites anymore.
- Changed 214D so Hibiki should always appear from behind even when opponent has his back to the wall.
- Fixed 214D startup when too close to opponent.
- Remade the jump cancel system (The old had some problems).
- Made an ASSIST for those who use add004.
- Can't jump cancel from a 6B or 6C anymore.
- Can cancel 4BB, 6B, and 6BB into 6A and 6C.
- Can cancel air normals into j214A.
- j214A's knockback is more accurate.
- Can now RC from a 63214D and j214A.
- Now uses the animation standard for Throw tech.
- Added electrocution animation.
- Remade the overdrive refill graphics (with 10x more divisions).
- IAD buffer is more lenient now.
- Didn't noticed the forward airdash sff group number was 101, now it's 110, same with 106, now it's 115.
- Added sparks to the slash effects.
- Added almost every GFX that was missing.
- Added a lot of voices.
- Clears afterimage if TKs 214A.
- Removed some unnecessary lines of code.
06/28/20
- Fixed the overdrive regen counter when player is on teamside 2.
07/03/20
- Can now burst in custom states (like wallslam or Sol's 6P, but not while grabbed or in supers).
- Burst lock works better (The X sometimes did not appear when burst was not possible).
- Added feathers and white stripes to 236A[C] (just a visual change).
- AI no longer spams 5B,5BB after winning.
07/09/20
- DWS:Void added.
- Overdrive now saves the speed you had before activating it.
- Speed lines added to various moves.
- Forward Throw is more accurate and can be canceled into drives (not overdrives).
- Realized that the untech time in BlazBlue stops completely when in hitstun (unlike Mugen). So many moves have increased untech time now.
- Can cancel j5D and j6D into specials (not supers).
- Crush trigger won't come out if a barrier break was done (a short 4AB, not a barrier crush).
- The OD helper no longer duplicates when blocking (problem originated when I allowed the use of burst in custom states).
- SFX added for forward throw (but not the voice).
- Removed speed momentum for air backdash (only forward airdash has it).
- Modified 236AB knockback so now you can combo off it.
07/11/20
- Air blockstun has been increased in 2f (as in the source game).
- 214A knockback is more accurate.
- OD 63214D doesn't send you to space anymore (problem from the previous version).
- Can't use barrier before round state 2.
- Added screenshake for ground bounces (236AB and 214A).
- 632146D: Removed a voice clip that played when it didn't have to. Also added more VFX to the OD version.
- Added the Overdrive sound from BBCF (was BBCP sound, still uses that one for the OD extension of Nue).
- Exceed Accel now corrects the position of enemy.
- Added more sound effects.
- Removed some lines of code.
- Crush trigger: Does not plays the voice clip twice. Cost fixed.
- Fixed the cost of counter assault/dead angle.
- Added the voice clips for throws.
- 236AA: Voice clip added. Slash VFX now has random angle.
- 236AB: Added alt voice clip.
- 236AC: Added voice clips.
- 236AD: Voice clips added.
- 2D/3D: Added visual effects and voice clips.
- Added voices for 214A and 214B.
07/21/20 "The Combo Update"
- Increased button buffer by 1f. Instant air dashes are easier.
- Continue/Survival Results now use the proper palette.
- Astral finish now adjusts to 4:3 resolutions. It also corrects the enemy position if it didn't kill.
- Removed many unused explods.
- Fixed a problem where burst would accidentally activate while being hit, after using it during a custom state and gaining burst again (Hard to trigger in a real match).
- Overdrive activation has a longer pause.
- Intro has 3 different voice clips now.
- Added the voices that play when his shadows are hit.
- Counter hits make the enemy flash red for 10f (Still implementing this, only normals do this at the moment).
- 3C: Knockback more accurate to the source game. Now it can be canceled into supers.
- 2D/3D: More startup before the clone, 1f decreased after the teleport/spawn. Changed the knockback. 2D can be canceled on contact into specials (can combo into 214A)
- 236AB: Increased hitstop by 3 frames, increased blockstun.
- 5B: Increased blockstun.
- 5BB: Decreased hitstop by 2 frames.
- 6B: Increased blockstun, Decreased startup by 1 frame. Changed enemy animation on hit. Fixed a problem that made the attack start 1 or 2 frames earlier (randomly). Hibiki jumps higher.
- 6BB: Increased blockstun, Increased startup by 1 frame.
- 2C: Decreased startup by 1f, increased recovery by 2f. Cannot be hit by air strikes from frame 8 to 16.
- 6A: Increased corner push, Increased blockstun. Changed enemy animation on hit. Can be canceled into 3C.
- 6C: Decreased startup by 2f. Decreased hitstop by 3f. Increased blockstun by 2f. Increased startup by 4f for the second hit. Increased untech time by 4f for the third hit. The last hit can be canceled into j5D/j6D/j2D/j3D.
- 5D/6D: Increased startup. Increased untech time. Clone now pushes enemy. Can be canceled into 2D/3D. 5D can be canceled into 6B (6D was already able to do that).
- j5D/j6D: Increased vertical knockback. Increased untech time. Increased blockstun.
- j2D/j3D: Increased untech time.
- Adjusted 214C startup, hitstop, and knockback. Fixed a problem where enemy would get stuck if RC'd too quick on the first hit. RC window is bigger now.
- j214A/j236AA now give knockdown against standing enemy.
- 236AC: Starts falling earlier. Changed hit effect. Fixed a problem when sometimes hibiki would swap sides and put himself in the corner. Small visual improvement. Better compatibility with characters.
- 214A: Decreased startup by 1f. Increased vertical knockback. Now it's considered an airborne move.
- 236AA: Leaves the ground 2f earlier.
- 214D: Many changes, some combos from BBCF challenge mode are now possible.
- Throw (normal/forward): Fixed a problem where certain characters that were missing the tripping animation, or had small hitboxes would not get hit at the end, causing them to get stuck in the air.
- Air Throw: Small visual change.
10/27/20 Hotfix
- Fixed a problem where 5A would not come out.
- Astral now works as normal; win a round, and once your nearest enemy is at 35% or less health, you can perform it.
08/04/21 Major Update (Part 1)
- Fixed a bug where you can mash j5A after a 6C and go through the floor.
- 5BB and jC can no longer hit enemies lying down.
- Many air normals/drives were realigned (Now they are centered properly).
- Reduced Double Wing Cyclone [623C/j623C] hitstop.
- Shrunk some of the hurtboxes when Hibiki is lying on the floor.
- Divine Nightfall [222D/astral] now has hitboxes where it didn't had before so it's easier to punish.
- Hurt animations look better now (The animation was too fast).
- Added sword effects for Catastrophic Strike (236AD/the parry/counter).
- Catastrophic Strike now works WAY better.
- Added sword effects for Shadow Dance [632146C].
- Added more effects to Shadow Dance [632146C].
- Added sword effects for Exceed Accel [ABCD].
- Some of the sword effects were re-added as RGB 24-bit (They look better).
08/06/21 Major Update (Part 2)
- Clone fades out when hit (instead of just spawning crows).
- Slash effect does not appear when a clone is hit.
- 5C guard effect was lowered.
- 214A/214B guard effects added.
- Changed 3D (Drive) yAccel so it's the same as 2D.
- Readded 5C, 2C and j5C sword effects as 24-bit PNGs.
- The first hit of 6C won't hit crouching opponents.
- Cannot longer do air backdash and instantly attack.
- Air backdash now carries some vertical momentum (If you instant backdash).
- j5C can hit lying opponents again (It can in the source game).
- 6A won't bounce the opponent high if they were lying on the floor.
- 6C now wall splats on counter hit.
- Pulverizing Fin [236AC] is now RC-able.
- Taunt voice added for the second part (When he talks).
- Backwards Throw now has its proper effects.
- Fixed the sword effect color for some palettes.
08/07/21
- Backdash: Reduced the time required to be able to cancel into attacks.
- Normals: Reduced the time window where you can cancel into another attack.
- 5D/2D/6D: Now the clones make Hibiki freeze in place during hitstop.
- 5D/6D: Changed the direction of the feathers (only a visual change).
- Piercing Feather [236AA]: Now does damage and each knife does 50 dmg (Previously was a pyramid hitbox).
- Pulverizing Fin [236AC]: Fixed a problem that caused the opponent to get stuck if Hibiki was hit (By a proj/helper).
- Catastrophic Strike [236AD]: Active time is the same as in the source game (It is longer now).
- Catastrophic Strike [236AD]: Recovery increased (Cannot instantly block when you touch the ground).
- Catastrophic Strike [236AD]: Now causes wallsplat, instead of wallbounce.
08/27/21 Important Update
Misc:
- Sounds added when Hibiki hits the ground.
- Overdrive timer added. (Adjust the offset on HibikiConfig.txt)
- Added more animations for compatibility. (Such as knockout flip)
- Other minor changes to the overdrive explods. (Support for simul mode)
- Aura and smoke visual effects now auto align if you are crouching or lying.
- Background transition now shows properly on 4:3 displays.
- Changed the overdrive finish background animation.
Run:
- Footstep sounds added.
- Some sprites were realigned.
Drives:
- The clones hitstop now affect Hibiki. (Previously the clone's hitpausetime was ignored, controls may feel heavier).
Overdrive:
- Duration is now the same as in BBCF2.
- The code has been improved.
6C: Knockback is more accurate to the source game.
5D: Can now be cancelled into almost any ground normal, special or super (not 5A/2A/5D).
j5D/j6D: Velocity is reduced on frame 3 (It was on frame 1 previously).
j5D: Increased the minimum time the clone takes to attack, but is summoned earlier.
j3D: Cancels into landing animation if you touch the floor.
623C: Fixed a bug that made Hibiki stand on the air if he got hit.
632146C:
- Projectile appears 1 frame earlier, travels faster too. Superpause time was decreased.
- Should now prevent victim from getting stuck in some situations.
- Minor visual changes.
632146C(OD):
- Various visual changes.
- Damage was increased.
- Victim animation has changed.
632146D:
- Superpause time was decreased.
- More visual effects.
ABCD/Exceed:
- Invincibility ends earlier.
- Additional hit at the beginning.
- More visual effects.
03/23/22 Important Update
- Lowered the Astral Heat BGM volume.
- Even if damage reduction is at max, the minimum damage is 1.
- Combo untech is not reduced during hitstop (Longer combos are possible now).
- More and better animation standards.
- Added voice clips for Exceed Accel and ground tech/recover.
- Exceed Accel enhanced will be performed when the health is below 20% (Temporary, will use Active Flow in the next version).
- Added SFX for high jump.
- Reduced high jump buffer time.
- 2BB: Fixed a variable that allowed him to do extremely long blockstrings.
- 4B: Sword VFX is now affected by the palette selected. Guard effect was changed.
- 4BB: Sword VFX is now affected by the palette selected.
- 6A: Causes a ground bounce when hitting airborne opponents.*
- 6B: Increased horizontal velocity. Sword VFX is now affected by the palette selected.
- 6BB: Increased horizontal velocity. Can hit armored opponents. Fixed a variable that allowed him to do extremely long blockstrings.
- 6C: Vertical knockback increased. Sword VFX is now affected by the palette selected.
- j5B: Increased recovery.
- j5BB: Added more active frames.
- j5C: Fixed the 2nd active frame hitbox.
- j5D/j6D: Remade all the hitboxes.
- j214A: Can be Rapid Cancelled.
- 214D: Changed victim animation when they don't have a "spin out" anim.
- 623C: Frame advantage on block is more accurate to the source game.
- Forward Throw: Forces the enemy to enter a custom state even if their hurtbox is weird.
- Thrashing Claw: Added guard effect. Improved VFX. Sword VFX is now affected by the palette selected.
- Pulverizing Fin: Has a limited range (it cannot grab from too far).
- Soaring Slash follow-up (sideswap) will always appear behind the opponent if they are against the wall (did not work previously on IKEMEN).
- The wakeup animation after falling face-up was fixed.
- Chip KO animation is more accurate.
- Added a frame that was missing on "crumple" animation.
- Remade hurt animations.
- Every sprite has the same offset as in the source game.
- Improved the sword VFX quality.
- Changed Palette 09: Seth from Under Night In-Birth).
- Changed Palette 10: Hisame from Fire Emblem Fates, they have the same VA).
- Moved some palettes around.
- Removed some unused lines of code.
04/12/22
- Fixed a line of code that made Hibiki stuck on a falling animation in some cases
- Changed the heavy hit effects so they are the same as in the source game (Not 100% faithful yet but it looks good)
- 5C/2C/j5C slash rings only appear on counter hit now.
- All throws are rapid cancellable now.
- Astral Heat BG has changed.
- Slight file size reduction.
01/15/23 Pre-Final version
- 5A: Fixed a problem that made Hibiki face away from the enemy in specific scenarios.
- 2B: Travels further if previous state was not walk (Less friction).
- 2BB: Can now be cancelled into 5D and 6D.
- 4B: Untech increased from 17f to 30f.
- 4BB: No longer plays the same voice clip as 4B. Untech increased by 11f.
- 5B: Has less friction.
- 6B: Has a special property when hitting mid-air opponents (New combo routes possible).
- 6BB: Untech increased by 9f.
- 2C: Has less friction.
- 5C: Has less friction.
- 3C: Can now be cancelled into 5D and 6D. Enemy has more vertical knockback.
- 6C: Victim trajectory on first hit has changed, now it's possible to combo with 236AB.
2nd hit can no longer hit crouching opponents. Different hitbox when the enemy is standing but it's too short.
- 5D: Clone has less friction (Has more reach). Requires less distance to attack. Added "air.fall" to the HitDef.
- 6D: Less friction (More reach). Added "air.fall" to the HitDef.
- j5D: Clone now pushes the opponent (Enabled the collision box).
- 214C: Changed victim velocity so it's easier to combo with RC > 5D/6D.
- 214C: Victim does not slide when RC'd anymore.
- 214C: No longer absorbs a target from far away in simul mode.
- j236A: Buffer for the follow-up starts earlier. Less vertical speed.
- 236AD: More consistent, removes enemy invul if countered a DP.
- 632146C: Added something to prevent enemy getting stuck for a long time if Hibiki gets hit during this super.
- 632146C: Enemy no longer slides upwards when KO'd on specific situations.
- Forward Throw: Victim bounces higher, making easier follow into j5D/j6D.
- Changed animation for the enemy during wall splat state (If animation not present).
- Fixed a bug that made Hibiki get stuck on his Idle animation after winning with 236AD.
- Fixed OD activation on mid-air combo not causing a pause.
- OD activation on ground now pauses earlier, and for a longer time.
- Fixed OD Raid not ocurring sometimes during blockstun.
- Fixed Burst state showing an incorrect graphic in some cases (Green Hibiki).
- Burst no longer ignores the opponent's hitpause (Can be baited).
- Burst is no longer unblockable.
- Exceed Accel: Now has full invul during startup.
- Exceed Accel can also be used with Drive+RC (MUGEN buttons A+C).
- Fixed some damage scaling problems that resulted in less damage than intended.
- Improved the AI a bit.
01/24/23 Hotfix Pre-Final Version
- Victory quotes against Kagura.
- Fixed a problem that made the character unplayable (bad syntax).
11/28/24 Final Version
- Active Flow implemented.
- Many sprites realigned.
- Reduced Max Life.
- Reduced Attack Multiplier.
- Removed unused PlaySnd sctrls.
- Minor fix for chars that do not have anim 5061.
- Increased character width (collision box).
- Reduced character height by 2 (collision box).
- Accurate character velocities.
- Backdash distance increased.
- Backdash invulnerability reduced by 2f, now also invulnerable to projectiles.
- Ukemi sound effect added. Fixed a bug that would cause Hibiki to play his damage sound while recovering.
- Recovery voice lines added for different types of ukemi.
- Slash particle formula has been simplified to improve performance.
- Burst: Flashes green before doing the burst animation (As in the source game). Adjusted knockback.
- Rapid: Reduces player horizontal speed if the player was on the ground.
- Back Throw: Velocity Adjustments. Removed an explod that should not have been there.
- 5B: Reduced blockstun. Now resets the 5BB>2BB>5BB gatling variable if previous state was idle.
- 2B: Hitboxes adjusted to match the source game. Startup reduced. Recovery increased.
- 2BB: Hitbox adjustments. Blockstun reduced.
- 5C: Reduced blockstun.
- 2C: Reduced blockstun. Reduced knockback on block. Reduced move priority.
- 3C: Untech time reduced for grounded enemies. Increased recovery.
- 6D: Can now be Rapid Cancelled.
- 2D: Can now be RC'd. Frame data adjustments. Hitbox adjustments.
- 3D: Adjusted frame data to match the source game. Reduced recovery.
- j.5B: Added minimum damage parameter.
- j.5BB: Can now be canceled into if j.5B was blocked.
- j.5C: Added minimum damage parameter. Reduced move priority.
- j214A: Changed sound on block. Increased player guardpause. Adjusted velocities.
- 214A: Adjusted hitboxes. (Source accurate and increased vertical range)
- 214B: Adjusted hitboxes. (Source accurate and taller hurtbox at the end)
- 214C: Hitbox Adjustments. (Source accurate. Taller hitbox, wider feet hurtbox)
- 623C: Hitbox Adjustments. Can now be hit earlier.
- 632146C: Changed sound on block. Slightly increased projectile speed. Adjusted guard effect position. Guard effect no longer appears twice.
- 632146C(OD): Simplified particles to improve performance.
- 632146D: Greatly reduced recovery if blocked.
- Exceed Accel: Realigned sprites. Adjusted hitboxes. Added Active Flow variant. Fixed a problem with a custom state that would set an unwanted animation on specific characters.
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old version (With indexed sword effects)