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- Archived Entry -
07.26.2004 - CvS2 Reverse Run
Game Version: Capcom vs SNK 2 / Dreamcast / Japan / 2001
Hibiki is such a foreign character to me. Every time i pick her, i find new special moves i didn't know existed. So when i discovered that she can use her Kami Hitoe (KKK) -> Ma o Tsumeru (F + K) to continue running even after crossing up an opponent, i had to ask Buktooth whether it was known. It's surprising that even though Hibiki players were aware of this trick, nobody thought of generalizing the technique to the universal form of running.
For those unfamiliar, Hibiki has a command dodge which she can cancel into either a sustainable forward run with distinctive trailing shadows or a small backward jump which allows her to perform air attacks. The command run variation has a fixed minimal duration accompanied by a short period of invincibility allowing her to pass through opponents. After the first few steps, she becomes vulnerable again and gains the option to stop or to continue running by holding the appropriate input direction.
Oddly enough, the appropriate direction is defined as the one pointing to the opponent, and not necessarily the direction Hibiki faces. To keep running after changing sides, simply switch directions to track the opponent before she gains the ability to stop.
Of course, Maki can run backwards without any gimmicks, making her the perfect aesthetic compliment to Hibiki's inventive retreat. While running, Hibiki ducks low enough to avoid many of Maki's normal attacks, but not all. As soon as she's hit, Hibiki automatically turns to face her opponent and assumes the usual hit stun animation.
The analogous maneuver using the universal form of run available to all SNK grooves requires two instances of one-frame accuracy. First, the direction switch must be executed without any intermediate neutral inputs. Second, the switch must occur on the frame that the running character changes sides with the opponent, which itself requires the opponent to get out of the way somehow. If successful, the character will continue running indefinitely. The invincible startup period of Hibiki's command run allows her to circumvent all of these strict requirements.
Furthermore, the running charge trick explained in the CvS2 Guile Exhibition (Revised) video is also available while running away from the opponent. Just to be clear, Honda's unusual behavior following the Sumo Splash is totally unrelated to the subject matter. For those of you who don't get the joke, Honda's simply scared of Eagle so he tries to keep his distance.
The weirdest thing of all is that Morrigan in any SNK groove can continue flying after passing over her opponent without any input direction switch. Which came first - the rules or the exception?