View Full Version : Ibuki Combo/FAQ v1.0
Xenozip.
04-24-2004, 07:39 PM
Ibuki Wiki (http://www.shoryuken.com/wiki/index.php/Ibuki_%283S%29)
=======Notations:
Low/Light Punch (LP), Medium Punch (MP), High/Heavy Punch (HP)
Low/Light Kick (LK), Medium Kick (MK), High/Heavy Kick (HK)
Crouching (c.) Jumping (j.) Super Jump Cancel (SJC)
- qcf (quarter circle forward)
- qcb (quarter circle back)
- hcf (half circle forward)
- hcb (half circle back)
- dp (dragon punch: toward, down, down+toward)
- rdp (reverse dragon punch: back, down, down+back)
- link (combo is a link, not a cancel)
- EX (Extra Special)
- SA (Super Art)
- {} (Strength of Super Art)
- throw (LP+LK, normal throw)
- UOH (MP+MK, Universal Over-Head)
- PA (HP+HK, Personal Action)
- * (Special Note)
=======Target Combos:
- Jumping/Air:
Veritcal or Diagonally Toward:
j.HP, toward+j.MK
Diagonally Toward Only:
j.LK, toward+j.MK
j.LP, toward+j.HP
- Ground:
HP, HP
toward+LK, LK, LK
close LP, MP (2 hit)
close LP, MP (1 hit), HP
close LP, MP (2 hit), c.HK, HK*
back+MP (1 hit), HP
back+MP (2 hit), c.HK, HK*
c.HK, close HK*
c.HK, HK*
close HP (2 hit), c.HK, HK*
LK, MK
LK, MK, HK
MK, HK
LP, MP, toward+LK
close LP, LP, MP, toward+LK
back+MK, toward+MK (does not combo)
*Note: Super jump cancellable on the last hit.
=======Combos:
rdp+K (Hien), (link) qcf+P (Kunai)
close LP, hcb+P (Raida)
close LP, MP (1 hit), hcb+P (Raida)
close LP, MP (1 hit), HP, hcb+P (Raida)
close LP, MP (1 hit), HP, (link) LP
close LP, MP (2 hit), c.HK
close LP, MP (2 hit), c.HK, HK
LP, (link) LK
LP, MP
LP, MP, toward+LK
c.LP, hcb+P (Raida)
c.LP, (link) LP
c.LP, (link) c.LP
c.LP, (link) c.LP, qcb+2K (EX Tsumuji)
back+MP (1 hit), hcb+P (Raida)
back+MP (1 hit), HP, hcb+P (Raida)
HP, hcb+P (Raida)
close HP (1st hit), hcb+P (Raida)
close HP (2 hit), c.HK*
close HP (2 hit), c.HK, HK*
LK, MK, hcb+P (Raida)
LK, MK, HK
c.LK, hcb+P (Raida)
c.LK, (link) LP
c.LK, (link) c.LK
c.LK, (link) c.LK, qcb+2K (EX Tsumuji)
MK, hcb+P (Raida)
MK, HK
toward+MK, (link) LP
toward+MK, (link) LK
toward+MK, (link) c.LP
toward+MK, (link) c.LP, qcb+2K (EX Tsumuji)
toward+MK, (link) c.LK
toward+MK, (link) c.LK, qcb+2K (EX Tsumuji)
toward+MK, (link) MP
toward+MK, (link) MK
toward+MK, (link) MK, qcb+K (Tsumuji)
toward+MK, (link) c.MK
toward+MK, (link) close HK*, (add follow up)
toward+MK, (link) close HK, SCJ, j.HP, j.toward+MK
toward+MK, (link) HK*
close HK, SJC, j.HP, j.toward+MK
close HK, (link) back+MP (1st hit), HP, dp+K (Kazekiri)
close HK, (link) back+MP (1st hit), HP, (link) lp
c.HK, HK*
c.HK, close HK, SJC, j.HP, j.toward+MK
c.HK, close HK, (link) back+MP (1st hit), HP, (link) LP
dp+2K, j.LP, j.toward+HP, (land) MK**** ->
*Note: Super jump cancellable on the last hit.
**Note: hcb+P (Raida), dp+LK/MK/2X (LK/MK/EX Kazekiri), and qcb+2K (EX Tsumuji) combo from any cancelable attack. qcb+LK/MK (LK/MK Tsumuji) dp+HK (HK Kazekiri) combo from cancelable medium and heavy attacks. qcb+HK combos from cancelable heavy attacks only.
***Note: Ibuki's cancelable attacks are: close LP, c.LP, c.LK, back+MP, c.MP, MK, close HP, HP, and back+MP(1-hit)->HP.
****Note: This only works on tall characters: Alex, Dudley, Hugo, Q, Remy, and Urien.
=======Vs. Crouching Opponents Only:
toward+MK, (link) c.MP*
toward+MK, (link) c.MP, qcb+K (Tsumuji)*
*Note: these combos only work on a crouching opponent. They also work on an opponent who has a flashing stun guage (just entering stun).
back+MP (1st hit), HP, (link) MK**
back+MP (1st hit), HP, (link) MK, qcb+K (Tsumuji)**
close LP, MP (1 hit), HP, (link) MK**
close LP, MP (1 hit), HP, (link) MK, qcb+K (Tsumuji)**
**Note: These combos only work on crouching: Akuma, Dudley, Hugo, Q, and Urien.
=======Super Art Combos:
SA.1
close HK, SJC, SA.1{LP/MP} (LP/MP Kasumi Suzaku)
c.HK, close HK, SJC, SA.1{LP/MP} (LP/MP Kasumi Suzaku)
air qcf+LP (LP Kunai) from front, cross up SA.1{LP/MP} (LP/MP Kasumi Suzaku) from behind
rdp+K (Hien), SA.1{HP} (HP Kasumi Suzaku)
dp+2K (EX Kazekiri), SC-SA.1{HP} (HP Kasumi Suzaku)
LP, MP (1 hit), HP, dp+2K (EX Kazekiri), SC-SA.1{HP} (HP Kasumi Suzaku)
*The button pressed determins the angle of the knives thrown. Mashing punch buttons throws more knives and sends Ibuki further into the air.
SA.2
j.HP, SA.2 (grab version Yoroi Doushi)*
j.LP, j.toward+HP, SA.2 (grab version Yoroi Doushi)*
*Note: These SA.2 (grab version) combos do not work on Elena or Urien.
SA.3
c.LP, SA.3{LP} (LP Yami Shigure)
close LP, SA.3{LP} (LP Yami Shigure)
c.LK, SA.3{LP} (LP Yami Shigure)
MP, (link) SA.3{LP} (LP Yami Shigure)
LP, MP, (link) SA.3{LP} (LP Yami Shigure)
back+MP, SA.3{LP} (LP Yami Shigure)
back+MP, HP, SA.3{LP} (LP Yami Shigure)
c.MP, SA.3{LP} (LP Yami Shigure)
MK, SA.3{LP} (LP Yami Shigure)
toward+MK, (link) SA.3{LP} (LP Yami Shigure)
toward+MK, (link) MP, (link) SA.3{MP} (MP Yami Shigure)
toward+MK, (link) MK, SA.3{MP} (MP Yami Shigure)
c.HP, SJC, (cancel superjump) SC-SA.3{LP} (LP Yami Shigure)
HK, SJC, (cancel superjump) SC-SA.3{LP} (LP Yami Shigure)
qcb+HK (2 hit) (HK Tsumuji), SC-SA.3{LP} (LP Yami Shigure)
LP, MP (1 hit), HP, qcb+HK (2 hit), SC-SA.3{LP} (LP Yami Shigure)
dp+K (Kazekiri), SC-SA.3{LP} (LP Yami Shigure)
*Note: The strength of the button pressed determines the range of the knives thrown.
**Note: The Yami Shigure combos from any cancelable attack. It also links from MP or toward+MK. And it can be comboed by super canceling dp+K (Kazekiri), or the second hit of qcb+HK (HK Tsumuji).
=======Vs. Crouching Opponents:
UOH (MP+MK) from far away, (link) SA.3{LP} (LP Yami Shigure)
toward+MK, (link) c.MP, SA.3{LP} (LP Yami Shigure)
toward+MK, (link) c.MP, qcb+HK (2 hit) (HK Tsumuji), SA.3{LP} (LP Yami Shigure)
*Note: All combos that apply to SA.3 (Yami Shigure) also apply to the fireball version of SA.2 (Yoroi Doushi).
--------
Please let me know if I missed anything. Thank you.
--------
04-26-2004 update: Added 2 more Yami Shigure combos.
04-26-2004 update: Added 4 more combos.
04-27-2004 update: Fixed some minor technical details.
07-09-2004 update: Fixed some typos.
09-21-2005 update: Massive overhaul. Added combos, removed redundant combos, changed formatting, changed acronyms.
09-21-2005 update: Added 2 more Kazekiri combos.
09-22-2005 update: Re-did Yami Shigure combos section. Fixed some things.
Thanks NineT9.
Xenozip.
04-24-2004, 08:03 PM
Note: The damage listed are for average defense characters. Characters with higher or lower defense will take more or less damage respectively.
(c.LK)
c.LK -> hcb+LP
Damage = 173 (15%)
Stun value = 8
c.LK -> qcb+2K
Damage = 219 (19%)
Stun value = 12
c.LK -> SA.3
Damage = 345 (30%)
Stun value = 20
c.LK -> (link) LP -> MP -> (link) SA.3
Damage = 391 (34%)
Stun value = 35
(LK)
LK -> MK -> hcb+HP
Damage = 230 (20%)
Stun value = 15
(close LP)
close LP -> MP -> HP -> qcb+HK
Damage = 253 (22%)
Stun value = 22
close LP -> MP -> HP -> hcb+LP
Damage = 265 (23%)
Stun value = 18
close LP -> MP -> HP -> qcf+2P
Damage = 276 (24%)
Stun value = 27
close LP -> MP -> HP -> qcb+HK (2 hit) -> SC-SA.2 (fireball version)
Damage = 334 (29%)
Stun value = 15
(MK)
MK -> qcb+MK
Damage = 207 (18%)
Stun value = 13
MK -> hcb+HP
Damage = 276 (24%)
Stun value = 24
MK -> qcb+2K
Damage = 288 (25%)
Stun value = 25
MK -> dp+2K
Damage = 253 (22%)
Stun value = 27
MK -> SA.3
Damage = 391 (34%)
Stun value = 29
toward+MK -> (link) SA.3
Damage = 380 (33%)
Stun value = 34
(c.HK)
c.HK -> close HK -> SJC vertical -> j.HP -> j.toward+MK
Damage = 322 (28%)
Stun value = 25
Condition = close
(close HP)
close HP (1st hit) -> hcb+HP
Damage = 230 (20%)
Stun value = 19
close HP (1st hit) -> qcf+2P
Damage = 253 (22%)
Stun value = 22
(jump-in)
diagonal j.LP -> j.toward+HP -> SA.2 (grab version)
Damage = 564 (49%)
Stun value = 27
Condition = standing opponent (does not work on Elena or Urien)
(specials)
dp+2K -> SC-SA.1
Damage = 311 (27%)
Stun value = 10
rdp+LK -> SA.1
Damage = 288 (25%)
Stun value = 10
==== Other ====
Note: These damages were taken from the PS2 training mode on average defense characters. Characters with higher or lower defense will take more or less damage respectively.
close LP -> MP -> c.HK -> HK
Damage = 29 (18%)
Stun value = 17
UOH -> c.LK -> qcb+2K
Damage = 30 (19%)
Stun value = 21
c.LK -> c.LK -> qcb+2K
Damage = 30 (19%)
Stun value = 21
close HK -> back+MP (1 hit) -> HP -> dp+LK
Damage = 31 (19%)
Stun value = 27
close HK -> SJC j.HP -> j.toward+MK
Damage = 34 (21%)
Stun value = 30
toward+MK -> MK -> qcb+2K
Damage = 47 (29%)
Stun value = 39
close HK -> SJC SA.1
Damage = 48 (30%)
Stun value = 12
j.HP -> MK -> hcb+HP
Damage = 53 (33%)
Stun value = 37
MK -> dp+2K -> SC-SA.1
Damage = 55 (34%)
Stun value = 27
Sleipnir
04-24-2004, 09:49 PM
very nice listing
Xenozip.
04-25-2004, 03:35 PM
====== [b][u]Misc. info[b][u] ======
j.MK can cross-up. j.LK can cross-up in the corner.
Ibuki has an air-throw (air LP+LK). This air-throw can be tech'd by anyone.
Ibuki's PA increases her damage for one combo if it sucsessfully hits an opponent. It can be blocked high or low, parried, or tech-hit out of (LP+LK throw-guard).
Moves that can be Super Jump Canceled:
HK (on hit only)
close HK (2nd hit) - (can be SJ cancelled on hit, block, or parry)
c.HP - (can be SJ cancelled on hit, block, or parry)
Ibuki's "best" kara-throws are:
MK
c.HP
c.toward+MK (slide) can go under mid/high projectiles. It can also go under Ryu's SA.1, SA.3, and Sean's SA.1.
toward+HK can go over mid/low projectiles.
rdp+K (Hien) can go over projectiles.
qcf+P (Kubi Ori) can go under mid/high projectiles.
The Jab or Strong versions of qcf+LP/MP (LP/MP Kubi Ori) can be comboed into in various ways:
far HP (1 hit), qcf+LP/MP (LP/MP Kubi Ori)
close HP (1 hit), qcf+LP/MP (LP/MP Kubi Ori)
LP, MP (1 hit), HP, qcf+LP/MP (LP/MP Kubi Ori)
Or comboed into against crouching opponents by :
MK, qcf+LP/MP (LP/MP Kubi Ori)
LK, MK, qcf+LP/MP (LP/MP Kubi Ori)
toward+MK, MK, qcf+LP/MP (LP/MP Kubi Ori)
close back+MP (1 hit), qcf+LP/MP (LP/MP Kubi Ori)
close LP, MP (1 hit), qcf+LP/MP (LP/MP Kubi Ori)
dp+K (Kazekiri) is super cancelable into SA.1 in the air if it hits an opponent, or if an opponent blocks.
dp+K (Kazekiri) is super cancelable into SA.2 or SA.3 if it hits an opponent.
During the start-up of dp+K (Kazekiri), Ibuki is considered partially airborn. She can be thrown out of it during it's start-up. However, if she is knocked out of it, she will be knocked into the air (unless hit by a knock-down move). Even if a reversal dp+K (Kazekiri) trades with a meaty attack, she will still be knocked into the air.
dp+2K (EX Kazekiri) has 6 frames of invulerability. The first 5 are full invulerability. The last frame is partial upper-body invulnerability.
dp+2K (EX Kazekiri) recovers in the air if it hits an opponent. During this time, Ibuki can perform any of her normal air attacks, any of her three air target combos, her qcf+P/2P (Kunai/EX Kunai), or SA.1 (Kasumi Suzaku). She can not air throw or air parry during the recovery state.
dp+2K (EX Kazekiri) can always be super canceled into SA.1 at any time after Ibuki leaves the ground, regardless of weather it hits an opponent, whiffs, gets blocked, or gets parried. In addition to it's 6 frames of invulnerability, this makes it an excellent wake-up reversal move when combined with SA.1.
On tall opponents, Ibuki can combo the dp+2K into her j.LP, j.toward+HP target combo, then follow up on the ground for additional hits. This only works on: Alex, Dudley, Hugo, Q, Remy, and Urien.
qcb+HK (HK Tsumuji) is normally too slow to combo from a standing close LP, MK, back+MP, or HP. However, it will combo from any of these moves if the opponent gets stunned before the move is activated, or if the opponent is crouching.
The second hit of the qcb+HK (HK Tsumuji) is super-cancelable (SA.2 or SA.3).
qcf+2P (EX Kunai) can be used to set up most of Ibuki's ground combos (instead of an air attack).
04-26-2004 update: best kara throws, most powerful and most stun added.
9-21-2005 update: Massive updates. Fixed some things.
Xenozip.
04-26-2004, 06:16 AM
Chart of Ibuki's Target Combos versus a crouching opponent.
1st hit
1st hit Close Close
Close Chain 2nd hit Chain Close Chain Close Chain 2nd hit
JP SP SP FP FP RK1 RK RK2 SP
-------------------------------------------------------------------------------
Akuma C C W C W C C C W
Alex C C W W W C C W W
Chun-Li W X X W W W W W W
Dudley C C C C W C C W C
Elena W X X W W W W C W
Hugo C C C C W C C W C
Ibuki W X X W W W W W W
Ken C C W W W W C C W
Mokoto C W X W W W W W W
Necro C C W W W C W C W
Oro W X X W W W W W W
Q C C C C W C C W C
Remy C C W W W C ?* C W
Ryu C C W W W W W C W
Sean C C W W W W W C W
Twelve C C W W W C W C W
Urien C C C C C C C W C
Yang C C W W W W W C W
Yun C C W W W W W C W
Key:
C: Connect (Hit).
W: Wiff (Miss).
X: N/A.
?*: Random. Sometimes hits, sometimes misses.
Explaination:
Colum1: Close standing Jab Punch.
Colum2: Strong Punch chained from a close standing Jab.
Colum3: 2nd hit of a Strong Punch chained from close standing Jab.
Colum4: Fierce Punch chained from the first hit of a Strong (Jab->Strong->Fierce).
Colum5: First hit of a close standing Fierce Punch (wiffs everyone but Urien).
Colum6: Round House Kick chained after a standing Forward Kick (or short->forward).
Colum7: Offensive Round House Kick (toward plus RH).
Colum8: The First hit of a close standing Round House Kick chained after a crouching Round House
(normally 2hit, sometimes 1st hit wiffs after the crouching RH).
Colum9: Defensive close standing Strong Punch (back plus SP).
If you're not sure weather a chain will hit or miss a crouching opponent, then the "safest" way to combo a crouching opponent is to use a combo that works on all crouching opponents :
Crouching Strong xx special/super
Far crouching RoundHouse, standing RoundHouse
Close crouching RoundHouse, standing RoundHouse (can be followed up, see combo list)
Standing Forward Kick xx special/super
Close standing Fierce (1hit, except on Urien), crouching RoundHouse, Standing RoundHouse
04-26-2004 update: reformatted the chart.
07-09-2004 update: fixed some typos.
Sleipnir
04-26-2004, 09:51 AM
Originally posted by Xenozip.
Ok, now that that is mostly finished, I have a few questions :
1) Should I bother making a detailed list of ES-combos (ie. ES Kunai set-ups, ES Tsumuji, etc.)?
2) Should I make a detailed list of ways to trap an opponent into the throw version of S.A.2 (and the Raida)?
3) Is my formatting ok? Easy to read/understand, etc?
4) Any combos I missed?
1. It would be nice
2. Definately
3. Type is a bit small on the chart
4. Only the few I know for SAII and Raida. Also I've heard of some PA combos and you put PA in your key but unless I missed it I don't see any PA Combos.
Xenozip.
04-26-2004, 10:35 AM
Originally posted by Sleipnir
1. It would be nice
2. Definately
3. Type is a bit small on the chart
4. Only the few I know for SAII and Raida. Also I've heard of some PA combos and you put PA in your key but unless I missed it I don't see any PA Combos. Ok, I'll get to work adding more stuff.
Ibuki's PA can be comboed in the exact same ways a RH Tsumuji (qcb+RH) can.
I added one PA combo to my list (in the Yoroi Doushi section), only because other than that combo, it has very little use.
The only way I know how to "combo" SAII is directly after a jumping Fierce (or jab>fierce air target combo). Any other applications don't increase the combo counter, thus aren't "true" combos. Unless there are other ways to combo it that I don't know about?
Xenozip.
04-26-2004, 01:32 PM
Ibuki ES Combos:
ES Kunai (qcf+2P), RH (2 hit) xx SJ up, ES Kunai (qcf+2P) - 44
d.SP xx ES Tsumuji (qcb+2K) - 45
RH (2 hit) xx SJ up, ES Kunai (qcf+2P) - 45
d.RH, RH (2 hit) xx SJ up, ES Kunai (qcf+2P) - 45
toward+FK xx ES Tsumuji (qcb+2K) - 47
ES Kazekiri (dp+2K) xx Kasumi Suzaku (qcf, qcf+P) - 48
ES Kunai (qcf+2P) xx Kasumi Suzaku (qcf, qcf+P) - 49
ES Kunai (qcf+2P), ES Kubi Ori (qcf+2P) - 50
ES Kunai (qcf+2P), ES Tsumuji (qcb+2K) - 51
j.JP, j.toward+FP, RH (2 hit) xx SJ up, ES Kunai (qcf+2P) - 54
ES Kunai (qcf+2P), d.RH, RH (2 hit) xx SJ up, ES Kunai (qcf+2P) - 54
ES Kunai (qcf+2P), JP, SP (1 hit), FP xx ES Tsumuji (qcb+2K) - 58
ES Kunai (qcf+2P), FK xx ES Tsumuji (qcb+2K) - 61
ES Hien (rdp+2K), Kasumi Suzaku (qcf, qcf+2P) - 63
j.JP, j.toward+FP, SK, FK xx ES Tsumuji (qcb+2K) - 63
j.JP, j.toward+FP, d.RH, RH (2 hit) xx SJ up, ES Kunai (qcf+2P) - 64
j.JP, j.toward+FP, JP, SP (1 hit), FP xx ES Kubi Ori (qcf+2P) - 65
j.JP, j.toward+FP, JP, SP (1 hit), FP xx ES Tsumuji (qcb+2k) - 67
j.JP, j.toward+FP, FK xx ES Tsumuji (qcb+2k) - 70
ES Kunai (qcf+2P), FK xx ES Kazekiri (dp+2K) xx Kasumi Suzaku (qcf, qcf+P) - 75
j.JP, j.toward+FP, FK xx ES Kazekiri (dp+2K) xx Kasumi Suzaku (qcf, qcf+P) - 85
Xenozip.
04-26-2004, 04:17 PM
Ibuki S.A.2 : Yoroi Doushi command throw tricks and traps:
*Note: these methods are not actual combos (except the combo in section 9) into the command throw version of the Yoroi Doushi, merely ways to set it up.
1) After you parry an enemies ground attack.
Probably the most obvious way to pull it off. If you see an obvious poke coming up, get ready.
This is completely inescapable unless the opponents attack takes them off the ground or moves them just out of range (ie. Uriens standing RoundHouse, Chun-Li's standing RoundHouse, etc).
2) After your opponent parries one of your super-cancelable moves.
Not the most obvious method, but definately worth learning. A good example of this would be to throw out a close standing Forward Kick when you *know* they will parry it, then immediately cancel into the Yoroi Doushi (qcf, qcf+P).
This is almost inescapable and works about 90% of the time. The only way an opponent can escape from this trap is if they immediately throw a standing or crouching Jab Punch or Short Kick, immediately cancel into a high priority Super Art, or if they immediately throw you with a normal throw. This trap will stuff most normal moves (except jab and short pokes), special moves, command throws, ES moves, and some supers (not all).
Most people who like to parry Ibuki for multiple hits will get nailed by this.
Another great example of this trap is to intentionally throw out a RoundHouse Tsumuji (qcb+RH) while up close to your opponent. If the opponent parrys the second hit, you can super-cancel the second hit into the Yoroi Doushi (qcf, qcf+P), even if the opponent parries. Though using this method is more risky than a normal move, since Ibuki can be punished after the first hit of the Tsumuji (if it was parried). However, if they don't react fast enough after the parry, the Yoroi Doushi will catch them.
3) Immediately after a Kasumi Gake (qcf+K).
This is probably the most risky, yet most popular set-up for the Yoroi Doushi. The reason for this being risky is that during the Kasumi Gake (qcf+K), Ibuki will take an additional 50% damage from all attacks (even more than if she were hit while crouching).
The reason it's popular is because the Kasumi Gake (qcf+K) is considered a special move, and therefor can cancel a cancelable normal move (ie. standing Forward Kick can be canceled by the Kasumi Gake)
However, the Kasumi Gake (qcf+k) can not be super-canceled, thus it requires accurate aiming and timing in order to be proficient. Though, it can be extremely successful.
There are several ways to set this up:
A) After a blocked far-ranged attack/poke.
Ducking Strong Punch can be canceled. Thus, if your opponent blocks this attack, you can cancel into the Kasumi Gake. Short Kick Kasumi Gake (qcf+SK) will set you close enough to the opponent.
Toward+Roundhouse is another good poke, though not directly cancelable into the Kasumi Gake, its range and priority makes it a good candidate for this type of set-up. Short Kick Kasumi Gake (qcf+SK) will set you close enough to the opponent.
B) After a launch and follow up.
Close standing Round House (or ducking Round House -> standing Round House) will launch your opponent into the air and will normally knock them to the ground if not followed up.
If it is followed up with a normal move, however, the opponent will land on their feet. A commonly used trap is to follow up a standing Round House with a standing Forward Kick, then cancel the Forward Kick into the Kasumi Gake (qcf+K).
A Forward Kick Kasumi Gake (qcf+FK) will end directly in front of the opponent as they land. A Round House Kasumi Gake (qcf+RH) will usually end directly behind the opponent as they land. The Forward Kick version is most often used.
Note that while using the Kasumi Gake and the Yoroi Doushi: The Kasumi Gake can not be super canceled, however, if timed correctly the button presses can be two QCF motions, rather than one. For example: qcf+SK, qcf+FP
If this is done correctly, the Kasumi Gake will end and the Yoroi Doushi will be activated.
Alternately, a Dash can be used in place of the Kasumi Gake (qcf+K).
C) After a Wake-Up.
Many players will crowd the opponent once they are on the ground, baiting a punishable attack. The same holds true for Ibuki players.
Ibuki can walk or dash backwards right as the opponent is getting up, then perform the Kasumi Gake followed by a Yoroi Doushi. Though this method is not very popular, it can be effective if combined with a lot of confusion tatics.
The Tsuiji Goe (dp+P) may seem like a good wake up move, however it is quite slow and highly punish able. Probably better used with S.A. 1 rather than S.A. 2.
An excellent wake up in most cases is to simply crowd your opponent, then jump strait up. If your opponent performs an attack that misses, you can land and perform the Yoroi Doushi. If you opponent does nothing, you can attempt a jumping Round House as you land, then follow up with a Kasumi Gake (qcf+K) followed by a Yoroi Doushi (qcf, qcf+P). Or a Dash instead of a Kasumi Gake (qcf+K).
An example of this would be :
(opponent is getting up), Jump strait up, then:
-A- Opponent wiffs an attack, land and plant the Yoroi Doushi
-B- Opponent does nothing, perform a jumping Round House, opponent blocks, land and dash (or use Kasumi Gake), then plant the Yoroi Doushi.
-C- Opponent does nothing, perform a jumping Round House, opponent gets hit, land and dash (or use Kasumi Gake), then plant the Yoroi Doushi.
On the other hand. If the opponent is crowding you while you are on the ground, the Yoroi Doushi might not be the best possible attack, but it can catch people who are not expecting it.
4) After an "Empty" jump-in.
Many people who play against Ibuki are use to blocking, parrying and throwing Ibuki any time she jumps at them. This is because while Ibuki is in the air, she has a lot of safe options for attacking.
On the other hand, you can jump in with no attack at all, and immediately perform the Yoroi Doushi as you land. This is highly punishable, and Ibuki can even be thrown out of it. However, if the opponent is the least bit slow, Ibuki can catch them with the Yoroi Doushi.
5) After a ground Chain/Target Combo.
Ibuki has quite a few target combos, both in the air and on the ground. Both her Punch and Kick target combos have 1 or more moves during the chain that can be canceled into a special or super. Most players who get hit by these chains will instinctively hold back (to block) during the corse of the whole chain, even while it is hitting, and usually for a short time afterward (expecting a follow-up, or hoping for a failed chain).
However, a good suprise set-up for the Yoroi Doushi is to cancel a move during the chain into the Kasumi Gake (qcf+k), then immediately perform the Yoroi Doushi (qcf, qcf+P).
Example uses are :
- Close Jab xx Kasumi Gake (qcf+K), Yoroi Doushi (qcf, qcf+P)
- Close Jab, Strong (1 hit) xx Kasumi Gake (qcf+K), Yoroi Doushi (qcf, qcf+P)
- Close Jab, Strong (1 hit), Fierce xx Kasumi Gake (qcf+K), Yoroi Doushi (qcf, qcf+P)
- Close Short, Forward xx Kasumi Gake (qcf+K), Yoroi Doushi (qcf, qcf+P)
Or even after an air chain :
- Jumping Short, Jumping toward+Forward, Kasumi Gake (qcf+K), Yoroi Doushi (qcf, qcf+P).
- Jumping Fierce, Jumping toward+Forward, Kasumi Gake (qcf+K), Yoroi Doushi (qcf, qcf+P)
- Jumping Jab, Jumping toward+Fierce, Kasumi Gake (qcf+K), Yoroi Doushi (qcf, qcf+P)
Or again, after a Jumping strait up RoundHouse:
- Jumping strait up RoundHouse, Kasumi Gake, Yoroi Doushi
Note that while using the Kasumi Gake and the Yoroi Doushi: The Kasumi Gake can not be super canceled, however, if timed correctly the button presses can be two QCF motions, rather than one. For example: qcf+SK, qcf+FP
If this is done correctly, the Kasumi Gake will end and the Yoroi Doushi will be activated.
Also note that this is punishable, but great for suprise and confusion.
6) After an opponent blocks a high Jumping Forward (or other light attack).
The oldest trick in the book. Dates back to Zangief and his Spinning Pile Driver.
Much like #5, however, if the opponent blocks then there's no need to perform the Kasumi Gake (except with a blocked RH).
Example uses:
- Jumping Short, Jumping toward+Forward, Yoroi Doushi (qcf, qcf+P).
- Jumping Fierce, Jumping toward+Forward, Yoroi Doushi (qcf, qcf+P).
- Cross-up Jumping Forward (blocked), Yoroi Doushi (qcf, qcf+P).
Or again, a jumping strait up Round House :
- Jumping strait up RoundHouse, Kasumi Gake, Yoroi Doushi
In the case of a deep hit, a slight pause is needed before performing the Yoroi Doushi. This is most easily done on tall opponents, like: Alex, Dudley, Hugo, Q, Remy, and Urien.
Note that like #5, this is punishable, but great for suprise/confusion.
7) After a Dash.
Ibuki's dash might not have the fastest recovery in the game, but it is still pretty fast and can be used to buffer a Yoroi Doushi (qcf, qcf+P) the same way a Kasumi Gake (qcf+K) can.
A good example of this is to simply dash toward a cornered opponent to cross them up, then immediately perform the Yoroi Doushi (qcf, qcf+P).
8) After "Advancing" Jabs and Shorts.
Another old, but good trick.
Crowding the opponent is practically the epitome of Ibuki strategy. Thus, working in a set-up for the Yoroi Doushi is logical if S.A. 2 is your usual pick.
Poking your opponent with standing Jabs while holding toward and poking with ducking Short Kicks will often cause the opponent to go into the defensive. This is a good time to play the guessing game and simply walk up (or Dash, or use Kasumi Gake) and performt he Yoroi Doushi.
However, if you never follow these pokes up with anything normally, the opponent will start to predict your movements and this tatic will be much less threatening.
In order to be truely effective with this tatic, you should mix in follow-ups with your normal pokes. Mixing in over-heads like a Universal Over-Head (SP+FK) or Ibuki's toward+Forward, or canceling a ducking short into an ES Tsumuji (qcb+2K) will keep the opponent guessing, and earn you some damage along the way.
9) Combo it.
Lastly, the only true way to combo the Yoroi Doushi (qcf, qcf+P) is to connect it with a jumping Fierce (or a jab->fierce air chain) :
- Jumping Fierce, Yoroi Doushi (qcf, qcf+P)
yeilds a 2 hit combo
- Jumping Jab, Jumping toward+Fierce, Yoroi Doushi (qcf, qcf+P)
yeilds a 3 hit combo
The reason this works is because Ibuki's Jumping Fierce will turn the opponent around, causing their back to be turned toward you. However, if the opponent is hit while crouching, the combo will fail (resulting in the fire-ball version of the Yoroi Doushi).
It works pretty much on the same principals as Alex's Fierce Flash Chop -> Hyper Bomb combo, except that his combo also works on crouching opponents (while Ibuki's does NOT).
-
So, to recap everything (or for those who just skimmed through it):
1) After you parry an enemies ground attack.
2) After your opponent parries one of your super-cancelable moves.
3) Immediately after a Kasumi Gake (qcf+K).
4) After an "Empty" jump-in.
5) After a ground Chain/Target Combo.
6) After an opponent blocks a high Jumping Forward (or other light attack).
7) After a Dash.
8) After "Advancing" Jabs and Shorts.
9) Combo it.
-
If you know of any more set-ups, tricks, and traps; then by all means please let me know.
Xenozip.
04-27-2004, 05:56 AM
Anything else?
Ibuki Strategy 101?
Xenozip.
04-27-2004, 09:47 PM
By the way.. I only included jumping attacks in the combos section for the sake of completeness.
At the risk of stating the totally obvious: Jump-ins are not going to happen frequently in battle.
Only mix in aggressive air when you have an obvious opening. If you're using S.A.1, you have a somewhat stronger air game with ES-Kunai support and Kasumi Suzaku cross-ups.
Xenozip.
05-14-2004, 03:24 PM
After a close standing Roundhouse, Ibuki can follow up with a super jump directly upwards, and connect with a FP, toward+FK in the air.
This works on everyone. And likewise, adding a crouching Roundhouse before the launch (ie. d.RH, s.RH, sj.up, sj.FP, sj.toward+FK) will also connect with everyone.
However, it is possible to connect with the FP, toward+FK air chain on certain characters when super jumping toward the opponent, after a Roundhouse launch.
Likewise, a d.RH, s.RH launch can be followed up with a super jump toward the opponent only on certain characters. In most cases, Ibuki will cross the opponent up during the super-jump, making a follow-up impossible (except with SA. I, of corse)
The primary benefit of doing this follow-up is the high level of damage and stun it provides. It will also bring you much closer to your opponent after the reset, then it would if you had jumped strait up.
However, the timing is more diffacult on a super jump toward than it is on a super jump up.
Here is a list of the characters and weather the jumping toward FP->FK air chain can connect with them after a launch.
Key:
Y = Yes (can hit)
N = No (miss)
C = Cross-up (you will cross the opponent up during the super jump).
1 2 3
-------------------------
Akuma Y Y Y
Alex Y N N
Chun-Li Y C N
Dudley Y Y Y
Elena Y N N
Hugo Y Y Y
Ibuki Y Y Y
Ken Y Y C
Mokoto Y Y C
Necro Y Y C
Oro Y Y Y
Q Y Y Y
Remy Y Y C
Ryu Y Y C
Sean Y Y C
Twelve Y Y C
Urien Y Y Y
Yang Y Y C
Yun Y Y C
Colum 1 represents who can be hit by the air chain during a strait up super jump, after a close RH or close c.RH->RH launch -- Everyone.
Colum 2 represents who can be hit by the air chain during a super jump toward the opponent, after a close RH launch -- Everyone except: Alex, Chun-Li, and Elena.
Colum 3 represents who can be hit by the air chain during a super jump toward the opponent, after a close d.RH->s.RH launch -- Only the following: Akuma, Dudley, Hugo, Ibuki, Oro, Q, and Urien.
07-09-2004 update: added a quick-list.
Irennicus
07-06-2004, 09:18 PM
You are a GOD. I love you. Post more Ibuki stuffs!
Tearbane
07-07-2004, 08:45 AM
Wow, really comprehensive...you have been doing your homework Xenozip.
I'm glad you're getting out the Ibuki stuff. But on another note, becareful of the combos you are performing, you're not Hugo or Ken, you don't have life! :D
Keep at it Xenozip!
Xenozip.
07-09-2004, 07:46 AM
Thanks for the comments.
More information on Ibukis normals, Specials, and Supers can be found at Karathrow.com
http://www.karathrow.com/ibuki.html
denjin
07-11-2004, 12:36 PM
Utterly ridiculous. I am amazed by the lack of non-Xenozip posts.
Can you post follow-ups? The first one that springs to mind is Jab Strong Roundhouse Down Roundhouse. Super-jump FOLLOW-UP. Like that. Know any? I think my Ibuki game lacks follow-ups.
On a side note, I talk about moves by the way they're performed. I know once I was talking to my friend and I said Ibuki's dragon, and he thought I was talking about the dragon-kick while I meant the flip. So, thank you VERY MUCH for posting all the commands for doing stuff as I haven't and don't plan on memorizing each moves Japanese names.
-Denjin-
Xenozip.
07-13-2004, 06:13 PM
Originally posted by denjin
*snip* I'll post follow ups when I can. Little busy lately.
I'll try and post everything once I'm finished with my current project.
Xenozip.
07-23-2004, 08:43 PM
During a rushdown or reset string, it is common practice to mix high and low attacks, in order to keep the opponent guessing weather you will hit high or low.
With the added ability to dash through opponents (thus, crossing up) of Ibukis forward dash. And the added ability to use a command dash (which never passes through opponents), it adds some other interesting mix-ups and feint possibilites.
A good example are a few key normal moves and even special moves.
When mixing c.SK, UOH (Universal Over Head [FK+SP]), normal throws, toward+FK, Hien (RDP+K), Raida (hcb+P), and Kasumi Gake (qcf+K) things can get very tricky for the opponent.
Since Ibukis dash can also pass through opponents; these moves can be performed on either side of the opponent at about the speed it takes to complete a forward dash.
Thus; when executed in various ways, it forces the opponent to guess weather they need to block left, block right, block down+left, block down+right, attempt a reversal, or attempt a tech-hit.
Sometimes the forward dash can even pass through opponents at the same time they are attempting a reversal, and allows Ibuki to pass harmlessly through the reversal attempt.
The Kasumi Gake (qcf+K) can be added into the mix and used as a feint. Since they appear some-what similar, it has the potential to trick the opponent into thinking you will cross them up, when in fact you did not.
Raida (hcb+P) can not be parried. Thus, it also adds another interesting dynamic. Since some people may choose to "option select" and attempt either a parry, or a very closely timed block. Thus, some attacks can either get blocked or parried simply because a single command was imput very late. However, the Raida (qcb+P) can be used to punish parry attempts. And if the opponent happened to push the opposite direction, a blocked Raida (qcb+P) is usually very safe (thought can be punished by several "instant hit" supers).
c.SK is most often used as the preferred low attack due to its speed and it's ability to cancel into special moves.
To futher add to the mix, normal throws can be used to punish both block and parry attempts.
There are quite a few various ways to set up such mix-ups, and are most commonly used immediately following a knockdown or reset.
Xenozip.
07-23-2004, 08:48 PM
Ibukis Grounders (Moves that knock down):
- Normals
c.RK
close FP (2nd hit), c.RK
back+SP (2nd hit), c.RK
close JP, SP (2 hit), c.RK
Throw
Air Throw
air to air j.RK
- Specials
Kazekiri (dp+K)
Kubi Ori (qcf+P)
EX Kubi Ori (qcf+2P)
EX Tsumuji (qcb+2K)
Raida (hcb+P)
The FK-Tsumuji (qcb+FK), followed by down+FK will cause knockdown, and combos only on crouching opponents.
Likewise, the EX Tsumuji (qcb+2K), followed by one or more sweeps, and ending with a sweep (performed by pressing down), will also knock down, but only combos against crouching opponents.
This does not apply to the SK or RK versions of the Tsumuji, because the sweep never combos.
* Review combo listings for various ways to lead into Ibukis special moves.
Follow-ups:
After:
- mid-range or far c.RK
- close FP (2nd hit), c.RK
- back+SP (2nd hit), c.RK
- close JP, SP (2 hit), c.RK
- Air throw
- No safe roll (opponent does not quick stand)
1) Single dash
Places you right in front of them. Opponent recovers after your dash ends.
2) Double dash
Crosses up. Your body over-laps their right before they recover. The dash ends slightly after they recover.
3) FK or RK-Kasumi Gake (qcf+FK or RK)
Places you right in front of them. Opponent recovers well after the dash ends.
4) Dash, SK-Kasumi Gake (qcf+SK)
Dash Feint. Places you right in front of them. The dash ends slightly after the opponent recovers. Useful when mixed with #2.
5) Jump toward, meaty air attack or air chain
Places you in front of them. A jumping FP can be placed high enough to also connect with a toward+FK (air chain). SK>FK and JP>FP can be diffacult due to how deep they land.
6) Jump toward, early Kunai (qcf+P)
Generally places you in front. Performing this early can be risky, though may also help to avoid parries or wake-up reversals.
7) Jump toward, deep EX Kunai (qcf+2P)
Generally places you in front. Can be followed up.
8) Super jump toward, early Kunai (qcf+JP)
Generally crosses up. Can be mixed with late Jab Kunai (qcf+JP) xx cross-up SA.I Kasumi Suzaku (qcf, qcf+P).
9) Super jump toward, late EX Kunai (qcf+2P)
Generally crosses up. Can be performed late and followed up.
10) Super Jump toward, early or late SA.I Kasumi Suzaku (qcf, qcf+P). When timed early, Ibuki throws the knives from the front. When timed late, Ibuki will throw the knives from behind. Can be mixed with late JP-Kunai (qcf+JP) xx cross-up SA.I Kazumi Suzaku (qcf, qcf+P).
- Safe roll (opponent uses quick stand)
1) Single dash
Dash ends just as they recover. Places you within far standing JP, or c.SK range.
2) Double dash
Crosses up. Opponent recovers just as the second dash begins. Can be risky.
3) FK or RK-Kasumi Gake (qcf+FK or RK)
Dash Feint. Can be useful for baiting an attack.
4) Dash, SK-Kasumi Gake (qcf+SK)
Dash Feint. Places you right in front of them. The Kasumi Gake (qcf+SK) begins just as the opponent recovers. Extremely risky.
5) Jump toward FP, or late FP (or FK)
Places you in front of them. A jumping FP can be placed high and has just enough reach to connect (hits at max distance, similar to FK). Can be risky. If timed late, the FP does not connect, and is a useful feint for baiting a reversal or high parry attempt.
6) Empty jump-in
Risky. Can be useful for baiting out reversal attacks and can be followed with a possible air parry.
7) Early or late Kunai or EX Kunai (qcf+P / qcf+2P)
Places you in front from a normal jump or a super jump.
After:
- Throw
- Kubi Ori (qcf+P)
- No safe roll (opponent does not quick stand)
1) Crouch and dash
Crosses up. Places you within back+SP range. The crouch is useful as a feint, making it appear as though you performed a Kasumi Gake (qcf+K), when you were actually performing a normal dash.
2) Crouch and Kasumi Gake
Places you in front of them. Good to mix with #1.
3) Step backwards, jump toward, cross-up j.FK
Places you behind them. Timing can be a bit strange.
4) Jump toward, whiff early j.FK, meaty c.SK
Places you behind them. Good to mix with #3, especially when you anticipate a parry attempt.
5) Step back, jump toward, late EX Kunai (qcf+2P)
Places you behind them. Makes it appear as though you are going to cross-up with the knives, however 2nd knife (the lower one) connects from the front. Good to mix in with #3 and #4. Can be followed up.
6) Whiff JP-Kubi Ori (qcf+JP), Dash
Crosses up. Good for baiting out reversals. Ibuki will pass through the opponent before the reversal connects (including reversal DPs). Alternately, if you anticipate a very late reversal (eg. a non-reversal wake-up), you can perform a backdash after the forward dash, or a backdash after the Kubi Ori (qcf+JP). Very risky if the opponent safe rolls (quick stands).
- Safe roll (opponent uses quick stand)
1) Dash
Places you in front of them. The dash ends before the opponent recovers, so it's safe against reversals (including wake up DPs). Good for baiting reversals and throw attempts.
2) Double Dash
Crosses up. Very Risky. Reversals, supers, and most wake-up pokes will hit Ibuki out of her second dash.
3) Jump toward, EX Kunai (qcf+2P)
Generally crosses-up. Risky. Timing the knives early can help to avoid some reversals.
After:
- Kazekiri (dp+K)
- No safe roll (opponent does not quick stand)
1) Just about anything.
If they don't safe roll (quick stand), they are on the ground for enough time for nearly any follow up, especially after a SK-Kazekiri (dp+SK), and even more-so if the opponent was juggled by it (during launch follow-up), or if it was used as an anti-air.
- Safe roll (opponent uses quick stand)
1) Double dash.
Various positions, depending on distance from opponent timing used. If timed extremely early and close, the dash could cross-up before opponent performs the safe roll, and the opponent will consequently roll the opposite direction. If timed slightly late and/or slightly far away, the opponent could roll the "correct" direction, but still be crossed up (you'll end up directly behind them), which happens most often after a RK-Kazekiri (dp+RK). If timed slightly later and/or from a greater distance, you could end up directly in front of them. Experiment with various timings and distances.
2) Dash, RK-Kasumi Gake (qcf+RK)
Generally sets you in front of them. Dash ends before opponent recovers.
3) Dash, FK-Kasumi Gake (qcf+FK), Dash
Crosses up. Ibuki overlaps the opponent just as they're recovering.
4) Dash, jump toward, late EX Kunai (qcf+2P)
Crosses up. The 2nd knife (bottom one) hits from the front and lands meaty (if timed right). Can be followed up.
5) Dash, jump toward, semi-late JP-Kunai (qcf+JP) xx cross-up SA.I Kasumi Suzaku (qcf, qcf+P).
Crosses up.
6) Dash, slight pause, jump toward, meaty cross-up jumping FK.
Crosses up.
7) Super jump toward, semi-late JP-Kunai xx cross-up SA.I Kasumi Suzaku (qcf, qcf+P).
Crosses up. If timed right, the JP Kunai (qcf+JP) connects meaty and the SA.I connects from other direction. This works best from a few steps away. If extremely close, you may require to take a step back before jumping, or pause slightly before jumping, or throw the knife slightly earlier (works best from just inside max JP range).
Xenozip.
07-23-2004, 10:02 PM
A "reset" occurs when you juggle your opponent with one or more normal moves. EG. the opponent lands on their feet, instead of being knocked down.
Strangely, a Kunai (qcf+P) and EX Kunai (qcf+2P) will also reset, even though they are both technically special moves.
Ibuki's Launchers (moves that set up a juggle) :
Close RK
c.RK
Note that the c.RK can only be followed up by a close RK or a far RK (via target combo). When used alone, the c.RK will simply cause knockdown.
c.RK, far RK
Ways to lead in:
- close FP (2nd hit), c.RK, RK
- back+SP (2nd hit), c.RK, RK
- close JP, SP (2 hit), c.RK, RK
Follow-ups:
- SJ cancel, j.JP, j.toward+FP
- SJ cancel, j.SK, j.toward+FK
- SJ cancel, j.FP, j.toward+FK
- SJ cancel, EX Kunai (qcf+2P)
There are many other variations or possible follow-ups, but these are generally the most useful and common.
Each of these follow-ups allow Ibuki to hit the opponent "meaty", and enables her to land in time to follow up with an additional attack and/or combo.
close RK
Ways to lead in:
- c.RK, close RK
Follow-ups:
- SJ canel vertical, j.RK
Knocks down. Places you just inside sweep distance. See knockdown strategy (above).
- SJ canel toward, j.RK
Knocks down. Places you directly in front of opponent. See knockdown strategy (above).
- SJ cancel vertical, j.FP, j.toward+FK
Resets. Places opponent far away. Does particularly good damage and stun. Can hit anyone. Ibukis strongest launch follow-up.
- SJ cancel toward, j.FP, j.toward+FK
Resets. Generally places opponent just outside sweep distance. Again, does particularly good damage and stun. May whiff certain characters (see chart above).
1) Dash
Generally places you in front of opponent just as they land. Can place you behind opponent as they land if distance was close and both SJ cancel and dash were timed early (expiriment with distances and timing).
1) Walk toward, Dash
Generally crosses up.
3) Kasumi Gake (qcf+K)
Places you in front of opponent (dash feint).
4) Double Dash
Crosses up.
5) SK-Kasumi Gake (qcf+SK), Dash
Crosses up.
6) Dash, SK-Kasumi Gake (qcf+SK)
Places you in front of opponent.
7) Jump toward, air target combo.
Places you in front of opponent. You're generally able to connect with j.FK, or the j.SK, j.toward+FK air chain. Though, it may be rather risky (due to reversals).
8) Jump toward, EX Kunai (qcf+2P)
Generallys crosses-up. Can be followed up.
- Late FK xx FK-Kasumi Gake (qcf+FK)
Resets. Places you in front of opponent.
- Late FK xx RK-Kasumi Gake (qcf+RK)
Resets. Places you behind opponent.
- Late back+SP (1st hit), FP xx SK-Kasumi Gake (qcf+SK)
Resets. Generally places you in front of opponent, though it will usually appear as though you are behind them (because Ibuki will turn around). Can sometimes place you behind opponent if distanced close enough and timed early.
- Late back+SP (1st hit), FP xx FK-Kasumi Gake (qcf+FK)
Resets. Generally places you behind opponent.
- Late back+SP (1st hit), FP xx Kazekiri (dp+K)
Knocks down. Generally places you just inside sweep distance.
- Late back+SP (1st hit), FP xx PA (FP+RK)
Resets. The PA whiffs. Places you in front of opponent.
- Extremely late (?) back+SP (1st hit), early (?) FP, far JP
Resets. Occurs seemingly randomly. Normally the FP resets. However, occasionally it does not, and can be followed up with a JP (which can be canceled into various attacks).
- Extremely late FP (1st hit) xx RK-Kasumi Gake
Resets. Places you in front of opponent, just outside of normal throw range.
9TNine
07-24-2004, 04:37 AM
<3 Xenozip.
-9
Billiam
08-17-2004, 06:03 AM
Thanks alot Xenozip.
hey xeno.. watup.. dang you've typed up so much.. i wanna see some of your vids :P
9TNine
08-25-2004, 03:04 PM
i wanna see some of your vids :P
Me too. Host that shit.
-9
lol, being a combo character... an ibuki video would run in at about 15-20 minutes most likely, which would take forever to compile... also sorting and such would be hard as to figure out where to put everything. Ibuki would make a great video though, starting out slow then cranking the level way up. She's very fun to use and play, but requires a lot of work and because of her nature, without working on her you can't pull off any lucky wins. The combos and such need to become nature to use her effectively, thinking about what to do often fails like with most characters~ I don't think Ibuki needs visual aid though, but 1. it'd be fun, 2. it'd increase her popularity a little, 3. something that won't happen unless you got thongboy/slimx and such to help, since it seems xenozip is really busy and just trying to type everything out in spurts of freetime which is gladly appreciated. Thanks for your FAQ xeno.
I'd offer questions, but right now only have comments ^ lol. Keep up the great work Xeno.
NyuuSentouryoku
09-06-2004, 11:58 AM
i must have not seen it whats her stun combo can u use lp lk mp mk hp hk please?
kal el
09-08-2004, 12:15 PM
:amazed:
holy.
that's a LOT OF READING :lol:.
looks awesome. if you put an Ibuki tutorial out, i think i'll learn some.
:clap:
LimeGreenNinja
09-08-2004, 06:03 PM
:amazed:
holy.
that's a LOT OF READING :lol:.
looks awesome. if you put an Ibuki tutorial out, i think i'll learn some.
:clap:
i think the only tutorial that could give ibuki justice would be a movie of epic length. She such an indepth character :wow:
sundu
10-22-2004, 07:52 PM
This should be stickied.
yes4me
11-19-2004, 01:17 AM
I don't know if I am supposed to be crying of joy or of sadness.
To read all of this after Twelve, Sean, and Alex... BIG F** OMG. This is really insane. Since when ninja girls are so complicated?
Bluefire
11-23-2004, 06:35 PM
Wow. This is gonna take some time to digest.
Is there a downloadable, formatted text version in the works? :D
yes4me
11-24-2004, 04:45 AM
My faq is coming out in a week... and has just a little bit of this.
Bluefire
11-30-2004, 04:58 PM
The following combos work, and I don't think they're part of your FAQ:
s.RH, s.RH
s.JP, s.SP, s.FP, Kazekiri (dp+K) :wow:
You can probably start that one with the opening air hits too, but I haven't tried yet.
yes4me
12-03-2004, 11:55 PM
If you are just talking about HK, here are all the combinations I got:
DAMAGE COMBO
15 HK
17 HK, uppercut.KKK
17 HK, uppercut.K
20 HK > qcb.KKK
22 HK*2
26 HK, b.MP, HP
27 HK, c.HP
34 HK > duf.(HP, f.MK)
38 HK > du.(qcf.P > SUPER#1)
If you are just talking about starting by a MK, here are all the combinations I got:
DAMAGE COMBO
25 MK, HK
28 MK > qcb.MK
28 MK > uppercut.LK
28 MK > qcb.LK
29 MK > uppercut.HK
31 MK > uppercut.MK
35 MK > uppercut.KKK
36 MK > hcb.LP
37 MK > hcb.MP
38 MK > hcb.HP
40 MK > qcb.KKK
Yo its Ibuki. :tup: .. Just got 3s on Sat. Ps2, should rock.
Already broke it w/ Ken. Fear me at Evo!
9TNine
12-22-2004, 01:20 PM
Yo its Ibuki. :tup: .. Just got 3s on Sat. Ps2, should rock.
Already broke it w/ Ken. Fear me at Evo!
... what?
-9
LamontG
01-05-2005, 05:42 PM
Hey, I can turn this into a nice PDF if I have the authors permission...
Tiger One
01-06-2005, 01:06 AM
...And dont 4get Ibuki's
cl.LP,MP(1 hit),FP,EX Kazekiri(DP+2k),Kasumi-Suzaku(qcf,qcf+p) combo!
maybe it isnt her best damage, but it's so flashy so it's can ez-lee scare ya opponent! hehehe LOL
DA NINJA STYLE!
Tiger One
01-06-2005, 01:26 AM
OK,
cl.LP,MP(1 hit),FP,HP Raida(hcb+HP) is simpe and stylaz...
...yeah. and not bad non-EX non-SUPER damager (38)
Tiger One
01-06-2005, 01:36 AM
OK,OK maybe not so simple as MK,HP Raida (hcb+HP)(38 tho), but stil SO GOD DAMN STYLOOOOOOOZZZZ hehehe
Xenozip.
03-19-2005, 03:40 AM
Sorry I haven't been around in a while. Glad to see people adding to the lists.
The only thing I really have to add is far Strong Punch links with SA.3 (Yami Shigure). You can also link far standing jabs from crouching short or jab, which leads to some interesting link combos.
Far SP, SA.3 - 63
Far JP, SP, SA.3 - 66
c.JP, far JP, SP, SA.3 - 68
c.SK, far JP, SP, SA.3 - 68
Close JP, far JP, SP, SA.3 - 70
toward+FK, SA.3 - 65
toward+FK, far SP, SA.3 - 72
toward+FK, far JP, SP, SA.3 - 75
Against crouching opponents, you can link SA.3 from a toward+RH
(vs. crouch or stun) toward+RH, SA.3 - 73
If you plan on using SA.3, I can't stress enough how important learning her links are. Linking it from a far strong or a toward+FK are both extremely easy and give you PLENTY of time to buffer and hit-confirm it. You can also cancel a QCB+RH on the second hit into SA.3, which is also very useful to know. However, I believe SA.1 is still her best super due to all the benefits it gives.
After a close RH, you can follow up with a late back+SP (1hit), FP, DP+SK
so
close RH, back+SP (1hit), FP xx DP+SK - 36
or
close RH, back+SP (1hit) FP xx qcb+SK/FK - 36
The back+SP has to be done late, or the opponent will be reset after the FP, making the DP+SK wiff. If timed right, however, the DP+SK will not wiff because the FP will not reset the opponent. The advantage to this combo is that it causes knockdown, and they land fairly close to you, allowing you time for a rushdown/mix-up. You can replace the DP+SK with a qcb+SP for the same damage, but this sets the opponent further away and they are able to recover faster. Her jumping target combo does more damage and stun as a follow up, but resets the opponent rather far from you.
As far as videos go.. Sorry, not now, and probably not for a while. I recommend getting match videos when available. They tend to teach better than tutorial/combo vids anyway.
Remember, combos tend to be flashy, but a lot of the time: Less is more. When starting with Ibuki, I recommend concentrating on her anti-airs, pokes, pressure, rushdown and mix-up.
amuse_me
03-20-2005, 08:24 PM
dude this ish is tizzight it realy helped me out with my ibuki game thanks alot dogg
UbeRPimP
04-13-2005, 10:26 AM
o shits niccuh, str8 whack gunna take me forever to learn her lolz(meaning longread/complexchick)
ANNNDD ....xeno is lubbed by all =3
Makoto36
04-17-2005, 10:38 AM
Very nice Xenozip. :tup:
Another ok combo with sa 1: close roundhouse xx neutral superjump sa1
I like this combo because there are not so many ways to combo her sa1. And it looks flashy.
denjin
05-03-2005, 06:58 PM
Xenozip (please tell me you still come to these forums)
Can you give me some advice on what buttons to use?
For instance, from down medium kick distance, I like down medium kick. I think I just might be using forward roundhouse too much.
From very close, I remember someone complaining about her jab being annoying, and usually, annoying = good, so I try her standing and crouching jab when close.
Any tips?
Dark Geese
05-25-2005, 06:46 AM
Yes her jab is annoying, it can be used as a counterhit setup or tick throw easily because of her fast walking speed, I use everything to my advantage with Ibuki, delayed standing FP, everything I use. St. Mk snuffs out a lot of things, you see the Japanese using that on their vids to snuff out people, obviously she doesnt have a "true cr. mp" because it is a mid move, but I even use that to get people, to me its all about keeping them guessing and thinking they know the timing of my moves and hitting them with delayed moves..so you can choose once to do the Back+mk then follow up with f+mk to train them, then choose the next time to use back+mk to cr. roundhouse as a little mixup to keep them guessing, then once you have them in that mindset you can start just blocking off the back+mk and watch "noobs with the shotos dragon punch" of anyone else do an attack because they expect you to do the followup with f+mk. Mix all this up with walk up throw and you got a pretty decent mindgame/fuck.
Xenozip.
09-21-2005, 03:08 AM
Big update. Updated the first and second posts on this thread.
Sorry, my computer has been messed up recently. I don't really check this section too much, either. Really sorry if I missed anyones questions or comments.
I wonder why this thread was never stickied?
[Edit]: I'll be making a new thread later today that hopefully can get some more posts from Ibuki players.
Xenozip.
10-02-2005, 10:20 PM
Updated second post and edited first post.
Sorry for the re-organization of posts.
Tizoc
10-18-2005, 01:05 AM
OK, WOW! I'm gonna read this! I liked Ibuki in DI, but I felt like her 'feel' was lost in 3S.
The only problem with you're FAQ is that the combos are 'clogged' underneath one another. Can you plz space them out (leave a line between combos). That way reading it'll be easier.
Thanks man!
heres a tip for everyone to be aware of.
when using qcb+KK on chun is not safe:
if you end this move low and she blocks it, she can reverse super you and you eat it. (most likely if the last low one whiffs too probably she can super on reation.. have to have someone test).
so if you play against a chun that knows this.. end the move with a high kick instead of low if chun has a super stocked
edit: thought this could go into your ibuki fax xeno. good job on it btw.
~TeN~
12-15-2005, 12:33 AM
Nice read good job Xeno....
help'n my Ibuki game out.... try'n to use sum1 else besides urien and ken in the acrades but dayum this girl is complicated got a lot of practicing to do
DevilJin 01
12-15-2005, 04:16 AM
heres a tip for everyone to be aware of.
when using qcb+KK on chun is not safe:
if you end this move low and she blocks it, she can reverse super you and you eat it. (most likely if the last low one whiffs too probably she can super on reation.. have to have someone test).
so if you play against a chun that knows this.. end the move with a high kick instead of low if chun has a super stocked
edit: thought this could go into your ibuki fax xeno. good job on it btw.
Using qcb+KK BY ITSELF on any character that short when crouching (Oro, Elena, Chun Li, Ibuki) is just asking for death. Never using that move by itself on those characters. You're just asking for trouble. Always follow up with a s.MK first. If the s.MK connects and you can verify that they are standing when it occurs...then yes you can get away with the qcb+KK for a 5 hit combo.
Otherwise on characters that have a short crouch box like Chun Li, just do s.MK to hcb+HP or s.MK to qcb+MK (hit MK repeatedly...hold down to combo into the sweep if she's crouching). Incase you didn't already know...if the opponent is crouching you can combo into the last sweep of qcb+MK.
Tomahawk
12-18-2005, 09:31 PM
I've been practicing with the little ninja for a second. She takes a whole lot of work. Thanks for the tips, these are really helping with my game.
Tizoc
12-19-2005, 12:33 AM
Imagine SA III was 2 stocks?
DevilJin 01
12-19-2005, 04:39 AM
Imagine SA III was 2 stocks?
It still wouldn't be that good. She still wouldn't have a good low attack to hit confirm it off of and the super would still generally just be used for EX.
fatkid
01-20-2006, 12:58 AM
What about c.lk (link) s.lp s.sp into sa2? that is one hell of a hitconfirm. But I have no clue about its exact propertys...
DevilJin 01
01-20-2006, 12:28 PM
What about c.lk (link) s.lp s.sp into sa2? that is one hell of a hitconfirm. But I have no clue about its exact propertys...
You must mean SA3 cuz SA2 is her throw super (Yoroi Doushi) which does crap for damage when you use the non throw version.
fatkid
01-21-2006, 12:31 AM
yea thats what I meant to say. So what do you think about the usability of that combo? i mean it seems like it is ibukis version of shotos short short to super. Not that I would use it as sa1 is much more flexible. But it does a great deal of damage and stun...
DevilJin 01
01-23-2006, 01:02 PM
yea thats what I meant to say. So what do you think about the usability of that combo? i mean it seems like it is ibukis version of shotos short short to super. Not that I would use it as sa1 is much more flexible. But it does a great deal of damage and stun...
Well...that's not a very easy hit confirm and certain characters (like Chun Li, Oro, Yun etc.) with small crouching hit boxes will completely duck under the s.LP. Making that combo useless. You could use it as a hit confirm but the timing for it is just too strict (and doesn't work against enough characters) to use as a viable option the majority of the time. It's good when you can work it in but...that's why most people just stick to SA1 and use c.LK to hcb+P (which works on everyone) or c.LK to EX qcb+K (which works on most characters, except for characters like Chun or Oro when they're crouching).
In Japanese tournaments that I've seen, people that use SA3 Ibuki just stick to EX and don't ever really try to combo into the super outside of c.LK to SA3 (which is not a hit confirm, just dumb luck).
fatkid
01-24-2006, 07:29 AM
ah thanks for the info! the timing is hard but its possible to mash the lp ;)
Iczer one
01-27-2006, 12:41 AM
c.LK -> s.LP is a link ? Well that's surprising, the frame data i got from Karathrow.com says c.LK is +3 and s.LP has 3 frames startup, so it souldn't link normally. But maybe the data is false on this ...
Beside that, there's no reason to use that link, since Ibuki already has an easy hit confirm starting with jab (LP-MP-HP xx whatever, LP-MP-HP xx qcb HK xx SA3). Against characters that can duck the punch chain, use the kick chain (LK-MK xx whatever) instead. It's not as easy to hit confirm, but still doable.
DeviousWind
02-07-2006, 07:41 PM
So i just started to learn ibuki, and i find when i get cornered i have a hard time getting out. Are there any tips to what i can do in corners or on wakeup other than EX Kazekiri?
DevilJin 01
02-08-2006, 05:54 AM
So i just started to learn ibuki, and i find when i get cornered i have a hard time getting out. Are there any tips to what i can do in corners or on wakeup other than EX Kazekiri?
Um...if you have trouble getting out of the corner with Ibuki then you probably have trouble getting out of the corner with everyone that doesn't have a 0 frame invincible super. LOL. EX Kazekiri should work in most situations but if they start anticipating it you can mix it up with different things. If they don't immediately attack you on wake up you can do a c.LK to qcf+LK and then you'll be in their face ready to start a combo. You can also dash quickly behind them to make them whiff their throw attempt and hit them with a combo on the other side.
Tiger Knee'd SA1 is excellent for espcaping the corner as well. You jump slightly forward very quickly and immediately do the super so the kunais push them away. Effectively going over any tick combo or whiffed meaty setups. If someone throws a crouching attack when you wake up and do TK SA1, that takes off a BIG portion of their life bar. Especially if it's someone with low defense. If you don't know how to do TK'd SA1 yet...learn it. It's an important part to Ibuki's game at higher levels of play. You can even use EX Hien (rdp+K) or Tsumuji Goe (dp+P) to get out. Even just jump straight up in the air and come down on them with kunai to SA1 or j.HP. Ibuki has so many options to get out of the corner it's ridiculous. If all else fails...just block low like the smart people. LOL. Best thing to do is just not put yourself in the corner to begin with. Ibuki has great maneuverability and a strong poking game so if you're good with her you shouldn't see yourself in the corner very often.
DevilJin 01
02-08-2006, 06:06 AM
c.LK -> s.LP is a link ? Well that's surprising, the frame data i got from Karathrow.com says c.LK is +3 and s.LP has 3 frames startup, so it souldn't link normally. But maybe the data is false on this ...
Beside that, there's no reason to use that link, since Ibuki already has an easy hit confirm starting with jab (LP-MP-HP xx whatever, LP-MP-HP xx qcb HK xx SA3). Against characters that can duck the punch chain, use the kick chain (LK-MK xx whatever) instead. It's not as easy to hit confirm, but still doable.
Yeah, I know c.LK, c.LP is a link but...I've never heard of c.LK to s.LP as a link. Either way c.LK, c.LP works on more characters. Just c.LK, c.LP is just not a link most Ibuki players really ever have to worry about using. c.LK to Raida or EX qcb+K is all you need.
glass
02-09-2006, 07:41 AM
so is this going on the SRK Wiki? it'll set a nice standard for what an entry could look like.
RagingKeela
04-04-2006, 10:40 AM
has this pseudo-combo been posted yet?
cr.rh,rh juggle with far st.rh sjc towards into SAI (prefebly fierce)
this combo is EXCELLENT when mid screen or so - along with the chip damage, this psuedo-combo does more damage then cr.rh,rh to sjc fp,toward+fk! (Unless the opponent parries every single hit of the SAI). not to good against opponents in the corner though, after blocking the chip damage, they can punish - which is why this is just a good combo for mid screen. Does anybody else ever do this? Personally, I don't give a fuck using Ibuki's meter for chip and constant EX's - I say three stock of supers is meant to be played fast and hard.
Lil' Josh
04-11-2006, 12:26 PM
wow... I'm new to playing ibuki but i find her to be an awesome character
Tizoc
04-23-2006, 01:27 AM
Yo Xeno how's it hanging bro?
Just wanted to ask a few things:-
Can you make a seperate thread for Ibuki? Or could you plz list her most damaging combo(s)?
Also I saw in a combo vid Ibuki doing her Down+MK (not sure what it is since I haven't played her in a while, it's the one where she crouches and does a kick to the air) on Hugo & then canceled into the grab version of her SA II. Can you check to see if this works?
Xenozip.
05-04-2006, 09:34 PM
Yo Xeno how's it hanging bro?
Just wanted to ask a few things:-
Can you make a seperate thread for Ibuki? Or could you plz list her most damaging combo(s)? There's already a lot of Ibuki threads in this section, just set your SRK settings so that you can see old threads.
As far as damaging combos....
air LP->HP target combo, MK, hcb+HP
air LP->HP target combo, MK, qcb+2K
I know, the combos look small, but with Ibuki: less hits is usually more damage. The qcb+2K does a tiny bit more damage than the hcb+HP against standing opponents, but the qcb+2K will do significantly more damage against crouching opponents.
Also, against tall crouching opponents (Akuma, Dudley, Hugo, Q, and Urien) you can do a really nasty+damaging combo:
j.HP, back+MP->HP target combo, MK (link), qcb+2K
I've also been able to do the following combo against a cornered standing Urien:
air LP->HP target combo, close LP->MP (1 hit) target combo, dp+2K, air LP->HP target combo, MK, qcb+2K
It might be possible to do that combo on other opponents, but it's not really practical.
And for stun and fun you can do:
A) air LP->HP target combo, close HK, SJC, air HP->MK target combo
or
B) air LP->HP target combo, c.HK, close HK, SJC, air HP->MK target combo
In the case of (A) you can jump toward the opponent and still hit with both hits against anyone except Alex, Chun-Li, and Elena. That sets up a good rushdown because you can either immediately jump toward with an air target combo or kunai, or just land and dash toward them.
As for SA combos, you can combo SA.1 pretty easily from:
close or far HK
rdp+K
dp+2K
Also c.HP but it's less useful.
Also I saw in a combo vid Ibuki doing her Down+MK (not sure what it is since I haven't played her in a while, it's the one where she crouches and does a kick to the air) on Hugo & then canceled into the grab version of her SA II. Can you check to see if this works? Far HK, I think (she spins and thrusts her leg into the air). Yeah, this is possible. Not sure if it works on anyone other than Hugo. But, it works on Hugo. Doesn't seem easy to hit confirm.
And for the sake of rhetorical info, you can also combo the grab version from a jumping HP or her air LP->HP target combo (except on Elena and Urien).
DevilJin 01
05-05-2006, 05:35 AM
Ibuki's not a character known for long damaging combos that deplete half your life bar. Pick Dudley or Yun if you want a character with that kind of damage potential. Ibuki gets most of her damage off by simply mixups and pressuring people with her pokes/strings that have good priority and frame advantage. It's very hard to find a point where you can actually punish a good Ibuki so she can use that to her advantage to make the opponent parry/throw at the wrong time and set up for damage.
Tizoc
05-06-2006, 03:18 AM
There's already a lot of Ibuki threads in this section, just set your SRK settings so that you can see old threads.
As far as damaging combos....
air LP->HP target combo, MK, hcb+HP
air LP->HP target combo, MK, qcb+2K
I know, the combos look small, but with Ibuki: less hits is usually more damage. The qcb+2K does a tiny bit more damage than the hcb+HP against standing opponents, but the qcb+2K will do significantly more damage against crouching opponents.
Also, against tall crouching opponents (Akuma, Dudley, Hugo, Q, and Urien) you can do a really nasty+damaging combo:
j.HP, back+MP->HP target combo, MK (link), qcb+2K
I've also been able to do the following combo against a cornered standing Urien:
air LP->HP target combo, close LP->MP (1 hit) target combo, dp+2K, air LP->HP target combo, MK, qcb+2K
It might be possible to do that combo on other opponents, but it's not really practical.
And for stun and fun you can do:
A) air LP->HP target combo, close HK, SJC, air HP->MK target combo
or
B) air LP->HP target combo, c.HK, close HK, SJC, air HP->MK target combo
In the case of (A) you can jump toward the opponent and still hit with both hits against anyone except Alex, Chun-Li, and Elena. That sets up a good rushdown because you can either immediately jump toward with an air target combo or kunai, or just land and dash toward them.
As for SA combos, you can combo SA.1 pretty easily from:
close or far HK
rdp+K
dp+2K
Also c.HP but it's less useful.
Far HK, I think (she spins and thrusts her leg into the air). Yeah, this is possible. Not sure if it works on anyone other than Hugo. But, it works on Hugo. Doesn't seem easy to hit confirm.
And for the sake of rhetorical info, you can also combo the grab version from a jumping HP or her air LP->HP target combo (except on Elena and Urien).
Thanks a TON for the info bro, might try going back to Ibuki this summer, think I'll SA II and if I'm not satisfied with it, I'll pick SA III. :tup:
Xenozip.
06-12-2006, 03:11 AM
-snip-
This response is long overdue.. Sorry about that.
What you said is correct, thank for for adding it. And to elaborate further on the subject:
Tsumuji (qcb+K) whiffs against certain crouchers:
A) Chun, Elena, Oro: qcb+2K (all hits), and qcb+HK (3rd hit)
B) Makoto, Yang, Yun: MK xx qcb+2K (3rd hit)
C) Ibuki: MK xx qcb+2K (4th hit)
Explaination:
Crouching Chun, Elena, and Oro can't be hit by the high kicks of an EX Tsumuji (qcb+2K) at close range, even if buffered. They can be hit by the low hits (the sweeps). But the first hit of an EX Tsumuji is always a high kick, which means you won't be able to combo it from close range.
They (Chun, Elena, Oro) also can not be hit by the third high kick of a HK Tsumuji (qcb+HK) at close range. However, this can be compensated for by hit-confirming weather or not they are crouching, and if they ARE, then just make sure the last hit is a sweep (which will hit them and knock them down). Which shouldn't be a problem, since if you're using the HK version of the Tsumuji, then you should be hit-confirming it anyway.
Crouching Makoto, Yang, and Yun have somewhat strange properties. The third hit of an EX Tsumuji (qcb+2K) will whiff them if buffered from a standing MK (which means they can block or parry the fourth hit or reversal you). However, all hits of the EX Tsumuji (qcb+2K) will hit them if done from close range, or buffered from a light attack or back+MP. The specific reason behind this is because MK will put you out of range, so it's really a range issue. It is possible to compensate for this by hit confirming and making sure the last two hits (3rd and 4th hit) are low hits (sweeps) instead of high hits.
Crouching Ibuki shares similar properties to Makoto, Yang, and Yun, but it's slightly different. It's the fourth hit of an EX Tsumuji (qcb+2K) buffered from a MK that will whiff a crouching Ibuki. Again, Ibuki can be hit by all hits of the EX Tsumuji (qcb+2K) if done from close range, or buffered from a light attack or back+MP. It's only from certain distances or when buffered from standing MK that it whiffs. And again you can just compensate for this by hit confirming and making sure the last hit is a sweep.
And on a random side note (which I thought was somewhat ammusing) Twelve can walk forward under all hits of the EX Tsumuji (qcb+2K). I wouldn't be surprised if other moves could pass under them as well. Of course, that's not really relevant since it's not really a move you want to be spamming outside of combos.
Yay ninja. Fuck Makoto.
DevilJin 01
06-12-2006, 10:23 AM
There's a lot of fun stuff that Twelve can walk under. His walk is good for bypassing cross up attempts as well. Just takes practice to remember how to use EX Tsumuji against characters with special crouch hit properties. You're pretty much better off not using EX Tsumuji against Chun, Elena and Oro. Just stick to qcb+MK and then hit down+MK to combo into the sweep. Just be careful not to do the sweep if it gets blocked cuz Chun and Elena can both punish you with reversal super.
Xenozip.
06-14-2006, 06:15 AM
so is this going on the SRK Wiki? it'll set a nice standard for what an entry could look like. Yup.
http://shoryuken.com/wiki/index.php/Ibuki_%283S%29
I've just started updating it. I just finished with the basics (frame data charts, whee). Had to do that part all at once because it's so tedious.
I'll be updating the Strategy portion in bits and pieces though, because that's the real beast there. I'll be working on that part over the course of the next week or two (depending on my availability).
If anyone would like to, please feel free to add to it, comment on it, correct it, proof read it, whatever you wanna do to it to make it better. Thanks.
I'm sure you have plenty to add to the strat section, DJ.
[Edit]: It's not even half way done and it's already giving me a file-size warning. LOL
Sorry I didn't bother to read much of this thread so if these are repeated questions, please forgive me.
I just started to play Ibuki and I was wondering what are her best low options? And what is teh best combo to do fallowing a cr. HK xHK? I usually fallow it up with another HK or her srk+kick move.
Thanks in advance.
DevilJin 01
06-23-2006, 08:17 AM
Sorry I didn't bother to read much of this thread so if these are repeated questions, please forgive me.
I just started to play Ibuki and I was wondering what are her best low options? And what is teh best combo to do fallowing a cr. HK xHK? I usually fallow it up with another HK or her srk+kick move.
Thanks in advance.
As far as low options go...c.LK and more so c.MK are both good low pokes. c.MK is arguably her best poke and comes out about as quickly and covers the same range as Chun's c.MK. Very good for spacing and using in tick combos. c.LK is a good quick poke that can cancel into any of her special moves. c.LK into command throw is a good option on wake up. Safe if blocked and creates an untechable knockdown if it connects. Meaning free wake up options if done in the corner without worrying about the opponent tech rolling. You have to be relatively close to get this combo to work though so I wouldn't advise using it outside of wake up situations unless you are absolutely sure you are close enough to get it in. Otherwise the c.LK/command grab can whiff and you get owned by low forward to death.
c.LK to EX kicks is another good option since it works on everyone if they're standing and works on most crouching characters. The only crouching characters it doesn't work on are Chun, Elena, Oro and Ibuki herself. They have real small crouch boxes. On them you can just try do a tick throw with c.LK or follow the c.LK with a s.MK and and then continue with qcb+MK. If they get hit by the s.MK and they're crouching you can follow up with with the sweep at the end of the qcb+MK and it will all combo and create a knockdown. This works on all crouching characters. s.MK is your best option for comboing after a normal attack any ways. Along with c.MK, s.MK should be your next most used normal attack. s.MK is a crazy good poke by itself and you can always follow it up with another move if it connects. At closer ranges you can do s.MK to command throw and from farther distances you can do qcb+K or EX qcb+K.
As far as best low options with Ibuki...obviously c.LK and c.MK are both good options. c.MK is a great low hitting poke that can help you to zone people out and space yourself to start an offensive. You can use it in poke strings as well and follows up nicely after f+MK. c.LK is good because you can cancel it into any special move. You can create a poke string by going into qcb+LK after the c.LK from a distance. You can also combo c.LK into her command throw. This is especially good on wake up when you wanna mix up after doing a s.MK or other meaty standing normal on wake up. Is a two hit combo and is safe on block.
df+MK slide is also another good option from a distance. This goes under even more things than c.MK does. You can go under Q's dash punch, a lot of Dudley's normals, Corckscrew Blow, Chun b+HP...all kinds of good stuff. Just have to remember to do it from a distance because if it connects with the opponent at all and you are too close with the side...you can get reversed with a DP or combo into super and get owned since you take the extra damage from being in a crouching state. You can also use it to follow up after a poke string to close the gap.
c.HK and setting up for damage after close s.HK launch.
c.HK is your sweep and is another good normal. A bit safer on block than some other character's sweeps and comes out pretty quick. You can also cancel it into s.HK/close s.HK to keep people from punishing you afterwards. Works best against characters that can't crouch the far s.HK. Also if far s.HK connects you can super jump cancel afterwards to set up for more damage. Since a lot of characters can duck under it though you're best option would be to just throw c.HK by itself so you don't whiff a s.HK and get punished. Luckily close s.HK if blocked can be super jump cancelled afterwards so you can super jump cancel backwards to get away from punishment. close s.HK by itself has pretty good recovery on block. You would only have to worry about quick reversal supers if done up real close. Again...just super jump cancel away from the opponent after it gets blocked to save yourself from getting punished. Throw kunai/EX kunai on the way back to keep them away as well.
A lot of the time though...you don't need c.HK to set up for the close s.HK launch. A lot of scrubby Ibuki players like being able to combo off of a sweep into a launch but in essence it's not really all that worth doing. If your sweep gets parried people can punish and although the sweep has decent recovery...it still has enough start up where somebody can throw a low forward super on you before you start up the sweep. At least close s.HK by itself is a bit harder to see coming (because of the animation) so it's easier to set up on the ground. I would recommend more so just setting up the close s.HK by itself just because you have to be within point blank range to combo c.HK to close s.HK and if the opponent sees you starting up a sweep animation all it takes is a random parry to get owned. Close s.HK requires a 2 hit parry or an immediate throw after the first parry to punish her. Which taking a throw is still better than eating low forward super.
There's different things you can do to follow up after a close s.HK launch. The most basic way to follow up would be of course to do another close s.HK or dp+K. Both are basically setups only used by scrub Ibuki players follow ups and do no damage and don't even allow you to capitalize off of any reset. So those two are out of the question. Some of your better options include s.MK to qcf+LK/MK. This will allow you to reset the opponent high enough in the air and allow you to quickly move in and set up for a tick throw...s.MK, TK SA1...lots of options basically after this. This is a pretty common follow up since it works on all of the characters and will always let you make a move before they do.
If you want to add up the damage...you can follow up close s.HK with a super jump cancel straight up and do HP, f+MK 2 hit air chain. This chain does a good bit of damage and adds lots to the stun bar. This plus a couple extra combos will get someone stunned real quick. It resets the opponent away from you as well. On certain characters you can do this combo as you're super jumping towards them as well. Sometimes the f+MK may not hit by hitting them with the j.HP still does good stun and you can use it to push them into the corner to set up for more damage. You can also do b+MP,HP,dp+HK on bigger characters after a launch.
There's another reset you can set up on characters with small hit boxes (Oro, Twins, Ibuki) that allows you to set up for tons of damage. This reset also involves the b+MP, HP chain as a juggle to set up for a reset. These characters are the best to use it on because they are reset by the juggle regardless of where they are in the air when it hits. Basically what you do is after a launch hit you b+MP, HP and then immediately cancel into qcf+LK/MK to cross the opponent up. From here you can set up another tick throw, TK SA1, s.MK...whatever. Or you can follow it up again with a close s.HK. Since they are being reset so high in the air it's very hard to defend against any meaty attack and close s.HK is a very good one that launches in the air as well. Then you can repeat the process and you'll start to add up the damage/stun real quick.
This can get real tricky cuz you can do stuff like hover under the person's body before they fall after the command dash and then either cross them up or walk back into the direction you came from and launch them again from that side. With your ability to kinda just sit right under them it's very hard for them to see which way you're going to come from which makes the setup extremely ambiguous and can potentially allow you to take away half the opponent's life bar or more on resets alone. Just have to be careful against Oro and Ibuki because they can EX DP you out of the reset if they time it right. So it doesn't hurt to block for a split second or try and parry down their EX punch and then punish afterwards. Yun and Yang fortunately have no real reversal for this reset so you can pretty much feel free to do what you want as long as you don't get parried (which is very hard to do after the reset any ways).
Cabbie
06-23-2006, 11:03 AM
Hi I've started using Ibuki myself as my main. I love her, she's very complex but ulitmately rewarding and fun to use. I've relatively do okay against Shotos and other characters but I seem to have lots of trouble against Chun Li players. Any specific anti-Chun li tips that you guys can share?
DevilJin 01
06-23-2006, 11:56 AM
Hi I've started using Ibuki myself as my main. I love her, she's very complex but ulitmately rewarding and fun to use. I've relatively do okay against Shotos and other characters but I seem to have lots of trouble against Chun Li players. Any specific anti-Chun li tips that you guys can share?
Basically you'll want to get a knockdown on Chun. Chun doesn't have much she can do against Ibuki once Ibuki knocks her down. If she throws a low poke you TK SA1 over it. Use a kunai on wake up to bait an EX SBK and then punish or just use a meaty attack on wake up to mess her up. Jumping in with EX kunais isn't too bad since they give you a lot of frame advantage and they're hard to b+HP on reaction and depending on where they hit usually one of them will still hit. Even if you do them real deep and they are parried...you're still safe and have enough advantage to start a rush game. You can play a little poking game with Chun as well.
Your c.MK is just about as good as hers outside of the fact that hers can combo into a super. Just block low to cover yourself from her super as you're poking.. df+MK slide goes under b+HP so you can use that to your advantage as well to close the gap. This move also...will get you owned if it connects too close to Chun so be careful. Unfortunately you can't use s.LP or f+HK cuz they both go right over Chun's head on crouch.
A f+MK once in a while to mix things up doesn't hurt and if you connect one close enough while Chun is crouching you can link a s.MK and combo into qcb+MKx2, d+MK follow up string for a 5 hit combo that does lots of damage/stun. Just be careful though cuz if f+MK gets parried...Chun is one of the few characters that can punish it with a c.LP to super which = tons of damage to Ibuki. Luckily the timing is strict and she has to parry it within a relatively close range. Outside of that range and you can stand/crouch block the c.LP to super.
Once you can get within in her c.MK range all it takes is a s.MK to command throw or tick throw to knock her down. Once that happens you can mix her up all kinds of ways. Do another tick throw...then next time follow up with s.MK to qcf+LK to bait a c.MK and then when she throws one, do a TK SA1 over her head for tons of damage. Even if she doesn't do anything the chip damage will be tremendous and she has no way of punishing you on the way down if you TK the super real low to the ground. Keeping Chun laying on the ground and not walking around is the key to success. The less she throws around c.MK and b+HP, the better chance you have to win the fight. It's still not in your favor by a good bit but Ibuki has the crazy offensive game to keep the fight from being a complete pushover for Chun.
Hi I've started using Ibuki myself as my main. I love her, she's very complex but ulitmately rewarding and fun to use. I've relatively do okay against Shotos and other characters but I seem to have lots of trouble against Chun Li players. Any specific anti-Chun li tips that you guys can share?
take it from me Cabbie, Ibuki is super lamezor:tdown:
Cabbie
06-24-2006, 05:48 AM
Tips.
Wow thanks DevilJin, I've incorporated your tips in my game and it seems to helped a lot with my chances agianst the Chun players. Now I get 2 wins for every lose. :) Your right, I also noticed that the more I keep Chun on her back the higher chances I have of taking the game. Ibuki has so many tricks up her sleeve.
I can't believe how many times I was able to bait the Chun players to use EX bird with the Kunai trick among others.
Another noob question though, I noticed that when I abuse meaty s.mk (followed up by qcb+K) it usually gets parried and I get thrown even before qcb+k comes out. Will I be able to catch them if I change qcb+K to raida instead?
DevilJin 01
06-24-2006, 11:36 AM
Wow thanks DevilJin, I've incorporated your tips in my game and it seems to helped a lot with my chances agianst the Chun players. Now I get 2 wins for every lose. :) Your right, I also noticed that the more I keep Chun on her back the higher chances I have of taking the game. Ibuki has so many tricks up her sleeve.
I can't believe how many times I was able to bait the Chun players to use EX bird with the Kunai trick among others.
Another noob question though, I noticed that when I abuse meaty s.mk (followed up by qcb+K) it usually gets parried and I get thrown even before qcb+k comes out. Will I be able to catch them if I change qcb+K to raida instead?
Well that means you're using that meaty too much. If your meaty keeps getting parried that means you need to try a different attack to meaty with or throw them on wake up if you think they're going to look for the meaty. s.MK meaty on wake up is a good move but it shouldn't be abused cuz it will get you punished. Try the next time to mix it up with c.LK to raida. This is a two hit combo that can also work as a low meaty so when they try to parry high to catch your s.MK they eat a 2 hit combo instead for parrying in the wrong direction. Then the next time you can mix it up with close s.HK. close s.HK executes at a different timing than s.MK but can also be used as a meaty. So you can purposely time it so it comes slight after a meaty normally would and launch them so you can follow up with super jump HP, f+MK air chain. Using a meaty sweep on wake up doesn't hurt either. Use a meaty UOH if she starts trying to parry low and then you'll have enough advantage to thorw another s.MK or c.MK or whatever else you wanna follow up with.
Xenozip.
06-24-2006, 07:47 PM
Well, he didn't exactly say he was using it as a meaty. If it gets parried out in the open then you're probably just being too predictable, or your opponent just habitually parries high during footsies. Remember to use your low options as frequently as your high(mid) options.
And no, if they parry and throw then Raida will not be fast enough to catch them unless they are really slow with their execution. LP Raida has a 4 frame start-up, and normal throws have 2 frame start-ups.
If you ARE using it as a meaty.. remember that blocking is a very good mix-up. Blocking can be very powerful.
Because Ibuki has such a strong rushdown and really good mix-ups, it's really tempting (and fun) to go full-force throughout the whole match. But remember that Ibuki is a low-stamina character, and you should weigh your options depending on the flow of the match. Especially against metered Chun. Ibuki can also be played very defensively and is able to gain back momentum very easily with EX Kunai.
Cabbie
06-27-2006, 07:30 AM
Xeno, Devil thanks for the advice. I've this tendency to force the momentum of the match and sometimes it gets me killed. I've taken your advice and adapt rather then alway rush down. I've noticed that I last longer against better players and take less hits against those I can beat.
Also you guys are right about simply blocking and doing nothing. Its amazing how many times I've got people off guard (ume srks, whiffed throws etc) by just blocking and hanging back.
DevilJin 01
06-27-2006, 09:44 AM
Yeah...that's why they call Ibuki a momentum character. She can rush like a beast but all you have to do is hold back a bit and space with kunais to throw off the opponent's game and you can put things in your favor again. Ibuki's a character that can easily force the opponent to make mistakes because of her frame advantage on seemingly every move she hits you with. When people see that there is a chance to throw an attack that's when you can turn on the defense and force them to do something that'll work against them again.
Lil' Josh
06-28-2006, 04:22 AM
Hey, May I ask, with all of these ways to win why isnt ibuki top-tier?
DevilJin 01
06-28-2006, 08:44 AM
Hey, May I ask, with all of these ways to win why isnt ibuki top-tier?
Main reason is her low defense. Ibuki takes damage the second quickest to Akuma. Meaning you have to be near flawless in your execution/mix up game to not lose a round with her. Any slip up or failure to do something can cause you to eat big damage. Even with that she is still a solid mid tier character. She is definitely a strong character in the right hands and actually has a better poking game than the majority of the cast but...it's just those higher tiers have that extra incentive to whoop ass that she doesn't quite have. Chun and Ken can simply make more mistakes than she can and still come out with wins and Yun can basically win the match playing battery and just charging up for Genei Jin. Just activate after charging the super small bar and you have a chance to take away half of the opponent's life bar.
She just doesn't have options that are as super solid as the top tiers and although the damage potential she has is decent...she can't take away half your life bar with one mistake like the top mid tiers (Makoto, Dudley, Urien). A lot of her game is based on messing with the opponents mind and generally taking risks to do damage. She has a ton of options for this though which can make her solid and very hard to punish in the hands of a good player. If she could take away half your life bar in one combo like she could in the earlier SF games...then maybe she'd have a shot at being top tier.
Xenozip.
06-28-2006, 07:26 PM
Yeah, pretty much.
- Can't hit confirm low forward into super for huge damage.
- Can't rape half your life bar off one mistake.
- Can't combo off a command grab.
- DP isn't Ken/Ryu/Akuma level. So her "good" wake-up options require meter.
- Stamina is really low (second lowest), making her very fragile.
But if you think about it, Dudley would probably be god tier if he had an Aegis super. And sure, Ibuki would probably be top tier "if ... ", but that's just not how it is. She is awesome, but she lacks the tools the top tiers and upper mids have.
Lil' Josh
07-03-2006, 10:42 PM
lol I've noticed that Ibuki get raped by Ryu it's not even a fight for him nearly lol but the way she dashes and the air throw are v.useful especially after parrying an air tatsumaki. i can read combos lol I know what you have to do but if it's written down I cant do it. I'm using the DC version and some wierd combo is like HP, HP, HK QCB LP and i know what to do but its well hard to do it on a DC pad!
also. why did they can Ibuki's SA2 when 3rd strike came outlol that was well good :) and what's with dudleys move in SF3:SI where he flies :S
BTWQ WTF is a kara throw!?
DevilJin 01
07-04-2006, 07:52 AM
lol I've noticed that Ibuki get raped by Ryu it's not even a fight for him nearly lol but the way she dashes and the air throw are v.useful especially after parrying an air tatsumaki. i can read combos lol I know what you have to do but if it's written down I cant do it. I'm using the DC version and some wierd combo is like HP, HP, HK QCB LP and i know what to do but its well hard to do it on a DC pad!
also. why did they can Ibuki's SA2 when 3rd strike came outlol that was well good :) and what's with dudleys move in SF3:SI where he flies :S
BTWQ WTF is a kara throw!?
You have a lot to learn young grasshopper...
First off...Ryu's not all that bad for Ibuki. Granted...EX fireballs and shoto sweeps will hurt Ibuki cuz they both create knockdown and Ryu is pretty scary on wake up. Even with that...Ken is still a much harder match for her than Ryu. As long as Ryu's not within a real close distance the worst you have to fear from him is EX fireballs or a random poke. He needs to be up close to do any of his real damaging combos and Ibuki has a lot of shit to make sure he doesn't get real close. Namely s.MK, c.MK and f+HK. All of these pokes are good zoning tools against Ryu. Especially f+HK. f+HK goes over and hits shotos out of any low poke. If he throws c.MK...bam f+HK in the face. Raises the stun bar by a good bit and keeps him far outside of the range he wants to get within. c.MK is also good for keeping him from trying any standing pokes and it comes out quicker than his c.MK. s.MK of course is good cuz up close it can also take Ryu out of his crouching normals and then can combo into EX qcb+K for hella damage. If you don't have bar for EX you can always do qcb+MK x 2 and then hit d+MK to combo into the sweep for a 4 hit combo.
You really should find yourself a PS2 and get a copy of SF AC. Much closer port to the arcade than the DC version. The DC version is ok to mess around with but it has a lot of stuff that is changed from the arcade release. I would also recommend looking into buying a good arcade stick. At least a SF AC stick or a Tekken 5 and then mod them later on with arcade grade parts. Or if you have the money go all out and get the custom made.
They canned Ibuki's Hashin Sho super from 3S because it was basically another SA2 Chun Li/SA3 Ken situation. Think of it like this...you could throw out a chain combo that started off of a LOW attack. c.LK, c.MP. If that chain combo hits...you have like a year to confirm into super. Not only that but in the corner this super led to juggles that could take half an opponent's life bar. Ibuki was like TOO fucking good in SI. Now her game is more so based around mix ups and she's gained some new mix ups and new pokes. I prefer the way she's played in 3S because now her game isn't sooo much based on the damage potential as it is outhinking the opponent.
Which IMO makes her more fun to play but it is also the same reason why a lot of people are too afraid to use her competitively in 3S. You always have to be one over your opponent in your mindset to win and if you aren't...you will start feeling the hurt quickly. You have to play a bit more risky and people don't like losing in 3S. LOL. Yet...if you know how to pressure people with Ibuki and can minimize her mistakes...your offensive game can be pretty overwhelming no matter which character you're fighting against. Ibuki is arguably the safest character in the game when it comes to her offensive game. Which sounds weird because Ibuki is still one of the riskiest characters to use in the game. Essentially...it's hard to punish a good Ibuki player. A lot of her attacks create tons of frame advantage from her and she's one of those characters that can always be in the opponent's face throughout the entire fight.
When you learn how to use Ibuki effectively...you can close a round out in a matter of 10 or 15 seconds because of her ability to just seemingly always be right next to the opponent. Never letting up on the offensive. Yet despite such...Ibuki also has a lot of good defensive options and when you start zoning with kunais to change momentum that can also throw people off. This is good to use when you take away that last bit of health from the opponent and would rather not risk taking damage.
As for kara throws...go to one of the general strategy threads to learn about that stuff. Oh and Dudley's SI special was horrible. It was punishable even if it connected and it was very hard to hit someone with it to begin with. So it was taken out of 3S.
I'll show you guys some vids from my recent tournament win at a local in Sterling VA. The finals were against a top EC shoto player (who used both Ryu and Ken) so you guys can learn ways to shut out shotos with the ninja.
Lil' Josh
07-05-2006, 05:36 AM
Thnaks mate, I really wanna get into this, and I dont anna use shotos/yun/chun cos everyone uses them.. I've noticed that heavy attacks break kunai like:
HK tatsumaki (Shotos)
B+HP (Chun-Li)
and yes, Kunia is very useful but why do people use the EX one, it seems to be quite innefective.
DevilJin 01
07-05-2006, 09:59 AM
Thnaks mate, I really wanna get into this, and I dont anna use shotos/yun/chun cos everyone uses them.. I've noticed that heavy attacks break kunai like:
HK tatsumaki (Shotos)
B+HP (Chun-Li)
and yes, Kunia is very useful but why do people use the EX one, it seems to be quite innefective.
Cuz the EX kunais are actually the most effective. Just cuz they don't do tons of damage and create a knockdown doesn't mean they don't have their purpose. EX kunais are an effective zoning tool from the air and can be difficult to parry on reaction due to how the kunais can angle and force the opponent to parry 2 hits instead of just one. Making them confusing to defend against. If you jump in deep enough with the EX kunais you basically get a free sweep/s.MK afterwards to set up some good damage.
EX kunais can also cross up the opponent so you can set up a chain combo on the other side afterwards. The long stun allows you to do this if you set up the EX kunais deep enough towards their back. Also...if you jump in deep enough with a kunai/EX kunai you can't be punished regardless of whether it was blocked or parried. You will get frame advantage regardless. EX kunais are also much faster than regular kunais. People can easily dash/super jump past a regular kunai while a EX kunai can be difficult to move through (unless you're using Makoto or Oro).
Not everything Ibuki has is solely based on damage output. The same goes for a lot of characters in 3S. It's all about forcing the momentum of the fight in your favor and any tools you can find to do that can work in your favor. Regardless of damage output.
Sp00ky
07-05-2006, 10:50 AM
EX Kunai does more damage then you think. It sets up a bunch of stuff, it's hard to punish, it tricks people who think she was going for empty jumps or normal jump in tricks, it spaces/zones well/counters every broken rushdown tactic in the game you can think of except Aegis, and is all around a very good thing to do. Especially against characters who can punish blocked Dagger super depending on how the hits land, leaving you no option but to save the super til the end of the round. It's also really the only good EX she has against Chun since Dagger super can be punished by SA2 in alot of situations and EX spin kicks will not hit her crouching (yes, wtf to this.)
Lil' Josh
07-05-2006, 11:12 AM
woah...*Rubs head* I kinda get it... kool I'll use EX moves from now on
DevilJin 01
07-05-2006, 11:44 AM
EX Kunai does more damage then you think. It sets up a bunch of stuff, it's hard to punish, it tricks people who think she was going for empty jumps or normal jump in tricks, it spaces/zones well/counters every broken rushdown tactic in the game you can think of except Aegis, and is all around a very good thing to do. Especially against characters who can punish blocked Dagger super depending on how the hits land, leaving you no option but to save the super til the end of the round. It's also really the only good EX she has against Chun since Dagger super can be punished by SA2 in alot of situations and EX spin kicks will not hit her crouching (yes, wtf to this.)
Yeah...Chun Li is Ibuki's worst matchup by far. At least Ken and Yun get hit by EX kicks and she has a poking game against them. All of Ibuki's pokes except for c.MK and s.MK go right over Chun's head. If it weren't for those 2 pokes Ibuki would literally have no poking game against Chun. Luckily she does have those EX kunais to pressure with and f+MK works to go over low pokes every once in a while. If you get close enough to throw a s.MK out you can qcf+LK and try to set up for a throw or TK SA1 (which is pretty much your most damaging option against Chun).
Lil' Josh
07-05-2006, 12:06 PM
ok, I'll try tat and yes, I get looted by chun all of the motherfizzlin time!
Xenozip.
07-05-2006, 09:12 PM
-snip-
It's also really the only good EX she has against Chun since Dagger super can be punished by SA2 in alot of situations. First, Hi. Still love V.Sion? :)
Second, the LP version of SA.1 is very hard to punish, even for Chun-Li. The reason is because the LP version only has 2 frames of recovery once Ibuki reaches the ground. Technically, if you space it right (meaning you do it very very low to the ground) even a reversal SA.2 from Chun-Li won't punish it on block, Ibuki can land and block. Though obviously it's punishable if the opponent red parries to last hit or two, or if the opponent is pushed out of range for the last few knives to connect.
The MP and HP versions are mostly useful for pushing people too far away to punish Ibuki -- never use them on a cornered opponent -- Always use LP in the corner.
And if you feel you're at high risk to get punished, don't mash out the knives. Only throw 10 knives. And if you still get punished, try mixing it up by pressing punch a few times and throw 12 knives, or 16 knives. Mix up how many you throw to throw off their timing.
Ken is a different story.
Lil' Josh
07-06-2006, 05:02 AM
Right.. I have a game plan,
Dash forward, D+MK, throw; then MP, Raida, EX (what's that spinning kick move called again?) then thar "penguin kick" SA1 I've not tried this yet but I hope it works.
Sp00ky
07-06-2006, 05:47 AM
First, Hi. Still love V.Sion? :)
Second, the LP version of SA.1 is very hard to punish, even for Chun-Li. The reason is because the LP version only has 2 frames of recovery once Ibuki reaches the ground. Technically, if you space it right (meaning you do it very very low to the ground) even a reversal SA.2 from Chun-Li won't punish it on block, Ibuki can land and block. Though obviously it's punishable if the opponent red parries to last hit or two, or if the opponent is pushed out of range for the last few knives to connect.
The MP and HP versions are mostly useful for pushing people too far away to punish Ibuki -- never use them on a cornered opponent -- Always use LP in the corner.
And if you feel you're at high risk to get punished, don't mash out the knives. Only throw 10 knives. And if you still get punished, try mixing it up by pressing punch a few times and throw 12 knives, or 16 knives. Mix up how many you throw to throw off their timing.
Ken is a different story.
Right. I didn't mean to make it sound like Chun just shuts down the super completely (even though believe it or not in effect she almost does =/) but doing the super puts you at risk more often then not.
At ECC Potter punished Zar from near full screen range off a mp knives that looked really safe by actually taking the hits near the end of the super and mashing out SA2 (Why the hell does this even work ? :P). Very ugly to watch. It's all about how much you are willing to risk, in this case Zar lost the match because of it.
While in effect she somewhat has to know what's happening to punish you, the risk is more in her favor. If she gets blocked you can smash her face in but if she hits Ibuki with raw super it's probably going to signal the end of the round.
EX knives doesn't have the tick damage factor but it sets up lots of awesome stuff on Chun that is probably amongst Ibuki's best options on her. The bigger problem is just how much Chun can safely crouch under.
I'm actually running V.Sion as main now mostly because I'm addicted to the Akiha summon tricks in the corner. Can't wait to see the Sbo vids.
DevilJin 01
07-06-2006, 06:55 AM
Right.. I have a game plan,
Dash forward, D+MK, throw; then MP, Raida, EX (what's that spinning kick move called again?) then thar "penguin kick" SA1 I've not tried this yet but I hope it works.
Um...I don't even know where you're trying to get with that "gameplan". You need to concentrate on simpler setups. There's too much randomness in that setup seeing that a c.MK puts you too far away to set up for a throw unless you walk forward first and then you'll have to be careful of eating an attack to super from the opponent. How is the MP in your setup even being used? EX kicks don't even combo off of a Raida and characters like Chun Li and Oro can completely duck the EX kicks.
Yeah...Chun Li is a character you have to be especially careful about when using SA1. The best way to set it up obviously is to get her to whiff a c.MK so that you can instantly take to the air and do a TK SA1 over her head. Effectively taking away 30-40 percent of her life bar. Outside of that you'll kinda have to just pick apart Chun Li little by little while staying away from c.MK to super. Ibuki will have to take momentum of the round as soon as the match starts.
The problem with this stems from the fact that Chun Li can also do a pretty good job of keeping you away. This is before Chun Li even gets a super bar. Once she does get a super then you have to be calculated as all hell to not get hit by a super. Anytime she hits you with a c.MK or b.HP you could potentially lose nearly half your life bar. Losing half your life bar off of one mistake = not cool.
Ibuki will want to get as many knockdowns as humanly possible. The more Chun Li is forced to the ground...the more incentive there is for her to make a mistake. She has no real reversal on wake up (both EX lightning and EX SBK can be beat by a meaty s.MK, sweep or kunai) so if you knock her on the ground you can set up for some tick throws or s.MK to command throw/qcb+MK as long as you don't get parried. Cuz that pretty much equals death. Ibuki has a lot of options to mix it up and bait stuff (especially with s.MK to qcf+LK) so don't be afraid to get on top of her on wake up. As a matter of fact...if you give her any space after knocking her on the ground you're basically doing her a favor. The more time you give Chun Li to think about what she should do after getting knocked down...the higher the chances you'll eat something bad.
Lil' Josh
07-06-2006, 07:09 AM
right,
Also, i know that the "penguin kick" can set up SA1 but what ither moves can set it up too? and on that matter is SA1 the best SA?
Vicioustale
07-06-2006, 11:48 AM
How about Ibuki vs. Remy? My friend plays Remy and I know just how easy it is to beath the crap out of him once I get him cornered, the problem is getting around his defense to create mixups and stuff, I can win but not at a rate I like, P.s I'm new to Ibuki, so I'm not really all that sure of all my options
And while we're on matchups how about Hugo, Alex, and Dudley?
Xenozip.
07-06-2006, 08:18 PM
At ECC Potter punished Zar from near full screen range off a mp knives that looked really safe by actually taking the hits near the end of the super and mashing out SA2 (Why the hell does this even work ? :P). Because the MP and HP knives have more recovery frames.
But yeah, Chun is bullshit.
And while we're on matchups how about Hugo, Alex, and Dudley?
I personally really like the Ibuki vs Dudley match. Ibuki has a lot of ways to keep him out of the air and Ibuki's low pokes can really give him a hard time. Dudley is also one of the tall characters, which lets Ibuki use her full range of moves and target combos without worrying about standing/crouching stuff. In this match I feel Ibuki can play both very aggressively or very defensively, although the major concern is getting knocked down, since Dudley's own pressure game is very very strong.
I wouldn't say that this is a "bad" match-up for Dudley, but I would say that it is at least a good match-up for Ibuki.
As for Hugo, I personally feel you have to play that match very cautiously. Although it seems like Ibuki can walk all over Hugo for free, a few mistakes or parry-baits could end up putting Ibuki in a world of pain. Any time you try and set up a parry bait, you could get grabbed, and any time you use an unsafe poke string, you could get grabbed, and any time you do a move with frame disadvantage, you could get grabbed. But it's not like Ibuki has to play this match aggressively at all. If you play defensively and just shut down Hugo's offense, the match becomes a lot easier.
Alex is kind of interesting. I play against Alex a lot and I feel the match is in her favor. But the interesting thing here is that he can be dangerous if he gets an opening and starts to rushdown. His jumping attacks are actually rather hard to anti-air and are quite dangerous if you guess wrong, since they lead to stun combos or tick throws, both of which will put Ibuki in a very bad spot. Though I feel that on the flip side, Ibuki can really put a lot of pressure on Alex and easily rush him down, since Ibuki has a lot of ways to get in and force an opening against him. A lot of the time she is safe, so it's really just a matter of forcing that opening and keeping constant pressure and rushdown, all while mixing it up.
Remy, I dunno. I can't really speak from experience against Remy, since I don't get to fight a lot of good Remy's. However, if your main problem is getting in on him and creating an opening, remember the basics: Ibuki has a lot of frame advantage almost all her moves. Use your pokes and keep moving in while setting up parry baits. Low jabs or low shorts, low forward, slide, EX knives, toward+MK -- Anything that puts you in his poke range. Once you're there, expect him to try and poke you to get you out of his space, and parry then knockdown. Mix this in with tick throws and fast pokes. Keep him guessing about what you're gunna do : "will you parry, will you poke, will you throw?", and keep the pressure on untill you got him locked in the corner. And remember to use standing MK when you think he'll parry low, and also to set up tick throws when he blocks. Even if he techs the throw, you still push him further into the corner, which is where you want him.
Sp00ky
07-07-2006, 07:17 AM
right,
Also, I know that the "penguin kick" can set up SA1 but what ither moves can set it up too? and on that matter is SA1 the best SA?
Standing Forward-> Command Dash -> Throw.
Then next time s.Forward -> Command Dash -> Tiger knee SA1
on Tall characters you can do s.Roundhouse (blocked) super jump cancel SA1 to finish the round.
On your wakeup ex kick XX knives takes a bunch of meter but is one of the safest wakeups in the game and does hella tick if they block.
On opponent wakeup try various methods of jumping over their head and throwing a dagger then super cancelling it. You can mix it up so they have to block left or right and in rare instances you can actually make it unblockable if you time it perfect. I can't remember if its jab or fierce dagger that has the low arc you need to make this work, it's one of those two.
Throw fakeouts in general are the best times to tiger knee super. Because if you trick the opponent into trying to crouch tech your (fake) throw, you will punish the jab they throw out with your super.
DevilJin 01
07-07-2006, 01:10 PM
Standing Forward-> Command Dash -> Throw.
Then next time s.Forward -> Command Dash -> Tiger knee SA1
on Tall characters you can do s.Roundhouse (blocked) super jump cancel SA1 to finish the round.
On your wakeup ex kick XX knives takes a bunch of meter but is one of the safest wakeups in the game and does hella tick if they block.
On opponent wakeup try various methods of jumping over their head and throwing a dagger then super cancelling it. You can mix it up so they have to block left or right and in rare instances you can actually make it unblockable if you time it perfect. I can't remember if its jab or fierce dagger that has the low arc you need to make this work, it's one of those two.
Throw fakeouts in general are the best times to tiger knee super. Because if you trick the opponent into trying to crouch tech your (fake) throw, you will punish the jab they throw out with your super.
Good stuff.
TK SA1 is also great to use against anyone that can low forward to super or just plain old has a good low forward. Bait...TK SA1...take away nearly 40 percent of their life bar. :tup:
Xenozip.
07-07-2006, 04:12 PM
-snip- Adding to this: Note that it's only unblockable in the arcade version. Ibuki doesn't have one in the PS2 or other ported versions.
Also, hitting with close RH and then super jumping vertically and hitting with SA.1 can be effective on some characters. I think it's mostly effective on Chun and Makoto, but I can't remember off-hand who else it works well on. (I think I posted it somewhere)
And a note on canceling the dp+2K into SA.1, I have a nasty habit of sometimes canceling this move way too early or way too late. I try to aim for head level so that both streams of knives hit, without putting me high enough into the air to get punished. Seems like you can just input the DP+2K, then wait a moment, then input one qcf+P to get the super.
I've also noticed that back+MP (or close LP->MP target combo) puts Ibuki closer to the opponent, which is good if you want the whole super to hit. As apposed to MK xx dp+2K which seems to put Ibuki further away.
And yeah I agree, pretty much any throw setup you can think of is also a good setup for SA.1.
Feint
07-07-2006, 09:18 PM
what i like to do with SA1 is use s.lp as an anti air, whether its after a parry or by itself then IAS with lp. They'll usually block, but the cool thing is if you dont mash, the super becomes bait. Usually you'll land fast enough to defend yourself and punish whatever they try to do. Ive been able to block ken's SAIII when ive landed.
Ive put up a little trailer for ibuki on youtube. Its suppose to be a trailer for a tutorial video, but my editing skills and my lack of a dummy player puts it on hiatus.
http://www.youtube.com/watch?v=-ivZN2Olc98
check it out if you want. The Set up with urien doesnt work very well, its very easy to escape. So instead of a SAII you can do something else, thats more useful.
Xenozip.
07-08-2006, 07:32 PM
check it out if you want. The Set up with urien doesnt work very well, its very easy to escape. So instead of a SAII you can do something else, thats more useful. That's not a bad start. But the one done on Ken with the qcf+2P is also very easy to block and punish. If Ken has meter, all he has to do is block low, and then Ibuki is likely to eat a MP->HP xx SA.3.
Ibuki has a ton of safe options, might want to reconsider putting the unsafe ones in there.
Feint
07-09-2006, 12:53 AM
That's not a bad start. But the one done on Ken with the qcf+2P is also very easy to block and punish. If Ken has meter, all he has to do is block low, and then Ibuki is likely to eat a MP->HP xx SA.3.
Ibuki has a ton of safe options, might want to reconsider putting the unsafe ones in there.
yeah i throw those out when im feeling lucky. Suprisingly it works a lot when i try it. Maybe its just the people i play. It works best close to a corner, the closer the opponents back is to a corner, the faster the ex will reach them.
Xenozip.
07-09-2006, 01:32 AM
yeah i throw those out when im feeling lucky. Suprisingly it works a lot when i try it. Maybe its just the people i play. It works best close to a corner, the closer the opponents back is to a corner, the faster the ex will reach them. Errr, ok, but there is no mix-up there. Why would they block high at all (or not block, for that matter). And I'm not just talking theory stuff here, even close to the corner you're still a good distance away and you're not jumping (ie, you didn't SJ cancel the HK). So basically you're not in the air and you're too far away for an overhead and too far away to get behind them, all you can do is hit mid/low (which they can block low). I have no idea why it hits the people you play against.
But the point is there's no mix-up there and it's extremely punishable. If they block, Ibuki takes crazy damage, and the odds of them blocking are very high, therefor the risk is totally not worth the potential payoff.
DevilJin 01
07-09-2006, 08:34 AM
Errr, ok, but there is no mix-up there. Why would they block high at all (or not block, for that matter). And I'm not just talking theory stuff here, even close to the corner you're still a good distance away and you're not jumping (ie, you didn't SJ cancel the HK). So basically you're not in the air and you're too far away for an overhead and too far away to get behind them, all you can do is hit mid/low (which they can block low). I have no idea why it hits the people you play against.
But the point is there's no mix-up there and it's extremely punishable. If they block, Ibuki takes crazy damage, and the odds of them blocking are very high, therefor the risk is totally not worth the potential payoff.
Xenozip is right. There's no reason for anyone to block high after that setup. You're just way too far away to do anything else other than super jumping at them and throwing SA1 or using EX rdp+K. Both which are extremely telegraphed after that combo. You can't even really use the super jump cancel to follow up on Ken because he can easily DP or EX air tatsu you right out of the air. You better be ready to parry for your life after jumping at Ken.
There's no reason to fear an overhead or any other mix up so in a tournament situation your first instinct is to block low to save your ass from taking anymore damage. Sure...your non tournament playing friends may get hit by that setup but playing against people that have competitive experience will not get hit by such telegraphed setups and you will eat 25 percent extra damage considering Ibuki is in a crouching state after that move. The last thing Ibuki wants. So basically...for the one time that setup actually works (which would be basically never against the tournament players I play against)...the other 15 times it will lose you a match in a tournament situation.
I did like some of your setups off of the EX kunai after close s.HK launcher. I'll have to try out some of those. I don't know about wasting EX just to reset somebody (cuz Ibuki has other ways to do it that don't require meter) but it might come in handy once in a while as a different mix up. SA2 is SA2. It can work but...most of the time against good players you'll be wasting too much time throwing out EXes to use it. It's ok to use against characters with weak defense but...you'll have almost no reason to use that super against a character with good defense like Urien. You need those EXes to continue pressure and what not. Although it is a tutorial so there really is no problem with showing SA2 setups. It's just that overall...SA2 is not that great of a super. At least SA3 has a short bar.
Tizoc
07-16-2006, 09:16 AM
Hmm just wanted to mention (sorry if you've done so already, but I didn't seem to find it), that SA III will do more damage if ALL 3 kunais Ibuki throws hit your opponent.
Sp00ky
07-16-2006, 09:33 AM
The only major strategy that I think got missed, or I just didn't see in the thread, is that against people who like to empty jump parry (Hugo players are notorious for this, as it's one of his best ways to get in) you can c.HP (Parried) Super jump cancel -> Air throw. Hella hard to tech and if they do tech you succeed in pushing them back.
jactiaf
09-28-2006, 10:16 PM
could anyone out there help explain just how exactly you do the super jum cancel, i know this is very moronic sounding but i can't SJC for the life of me, and could some one please also clarify the tactic for her Tiger Knee SA.1? I saw it mentioned somewhere in the ibuki threads but i can't relocate the method and can someone please explain the tactics/usefulness of her kasumi gake (qcf+k)? I love Ibuki a lot and i know with enough practice she can give anyone a hard time but i just need some help in clarifying these questions. Thanks!
DevilJin 01
09-29-2006, 05:06 AM
could anyone out there help explain just how exactly you do the super jum cancel, i know this is very moronic sounding but i can't SJC for the life of me, and could some one please also clarify the tactic for her Tiger Knee SA.1? I saw it mentioned somewhere in the ibuki threads but i can't relocate the method and can someone please explain the tactics/usefulness of her kasumi gake (qcf+k)? I love Ibuki a lot and i know with enough practice she can give anyone a hard time but i just need some help in clarifying these questions. Thanks!
Super jump cancelling is easy. Well...it's a bit easier if you connect the close s.HK than if it gets blocked. If the close s.HK gets blocked then the cancel is a bit tighter. Basically all it is is waiting for close s.HK to connect and then hit down, up on the joystick quickly. You can also super jump cancel forwards or backwards. Like I said...the timing becomes stricter if the opponent blocks the close s.HK but it still can be done. You can't SJC close s.HK against certain characters while they are in crouch block. Like shotos, twins, Elena, Chun, etc. Anyone who doesn't have a huge crouch box. You can also SJC far s.HK but it must connect in order for you to super jump cancel afterwards. You can also super jump cancel after c.HK, close/far s.HK chain and LP,MP, c.HK, far.s.HK chain.
Tiger Kneeing SA1 works two ways. You can either do tiger knee, qcf+P (d,df,f,uf, d,df,f+P) or the way I prefer to do it...just do 2 qcf motions and tiger knee the second motion and hit P (d,df,f,d,df,f,uf+P). You can also buffer it off of a normal attack like s.LP or c.LK to give you more time to execute the super.
Kasumi Gake is used for mix ups and to close gaps. Ibuki likes to stay close and that's really what that special does. It allows you to hit the opponent with an attack and then quickly buffer into it so you can stay within close proximity of your opponent. The move actually has a few frames of disadvantage (meaning the opponent could hit you inbetween the 2 or 3 so frames of recovery of the special) but it's very quick so it forces the opponent to most of the time just stay blocking because of the risk factor in trying to punish you within those few frames. Not to mention most characters can't hit you with anything real serious any ways in 2 or 3 frames unless it involves a reversal super that may get blocked if their timing is off.
Of course one tactic is to close gaps after connecting a s.MK. s.MK to qcf+LK is a good way to move in on people without getting punished. You should stick to using LK Kasumi Gake in most cases because the other versions have more recovery frames and Ibuki takes 50 percent extra damage if she is hit during this special. With how little health Ibuki already has...that's just insult to injury. You can use this to set up a throw at close range, tick throw, another s.MK to hcb+P, f+MK, c.MK, TK SA1...whatever you feel you are in range for after you close the gap. Using it after f+MK is another cool way to add pressure. You can tack on a c.LK after the f+MK before doing the special as well.
You can also use it for mix ups after close s.HK resets as well. One decent mix up that works on all characters is close s.HK, then as they are falling hit them with s.MK and then buffer into qcf+LK. This resets the opponent and puts you right in front of them as they are falling to the ground. You can also use the MK/HK Kasumi Gake's to try and cross people up but it can get risky and again...it's your ass if you get hit.
Another decent mix up that works best on the smaller characters (Oro, Twins, Ibuki) is to hit the opponent with close s.HK, then as they are falling from the air use her b+MP, HP chain and immediately cancel that into LK Kasumi Gake. This will allow you to reset the opponent and then dash under their body long before they hit the ground allowing for a good assortment of mix ups. You can follow this up with a tick throw, TK SA1, s.MK or best...another close s.HK. close s.HK is hard to react to off of a reset and will allow you to launch the opponent again for another reset. Adding a lot to their stun bar. I've seen matches where Ibuki literally stuns people off of doing this reset multiple times.
You can also create ambiguous setups like performing the reset...then purposely walking back into the side of the screen you were originally on just before they hit the ground. So if you do the reset into Kasumi Gake, you walk back forward into the position you originally reset from and then do the reset again. This will force people to block in the wrong direction at times and will give the opponent another thing to worry about when they start blocking the regular reset. You can get real tricky by standing right under their body for a split second before deciding to attack from a direction. Making it hard for the opponent to figure which way to block.
Xenozip.
09-29-2006, 05:15 AM
^ Adding to this, you may have heard you can *cancel* your super jump start-up frames with a ground super.
So, for example, you can't cancel a far standing HK with a special or super move. However, you can SJC the far HK. And since you're able to cancel the superjump with a super, you can do stuff like:
Far HK, superjump <-- cancel superjump with SA.3
To input it, it's not so hard. Just press HK, do qcf, then another qcf ending with up+toward, and then push punch a little later than normal. And make sure you're stocked with SA.3
It's sort of an auto-hitconfirm too, because you can't SJC far HK if you whiff it or the opponent blocks. But if the opponent gets hit by it, you're able to SJC, so therefor you can cancel the SJ and hit with the super too.
DevilJin 01
09-29-2006, 05:46 AM
^ Adding to this, you may have heard you can *cancel* your super jump start-up frames with a ground super.
So, for example, you can't cancel a far standing HK with a special or super move. However, you can SJC the far HK. And since you're able to cancel the superjump with a super, you can do stuff like:
Far HK, superjump <-- cancel superjump with SA.3
To input it, it's not so hard. Just press HK, do qcf, then another qcf ending with up+toward, and then push punch a little later than normal. And make sure you're stocked with SA.3
It's sort of an auto-hitconfirm too, because you can't SJC far HK if you whiff it or the opponent blocks. But if the opponent gets hit by it, you're able to SJC, so therefor you can cancel the SJ and hit with the super too.
I like that. :tup:
After trying it out in training mode I figured the best way to do it is just like every other sjc super. Start from down and do a near 540 motion all the way to qcf again and hit P. So basically do a 360 starting from d,df,f,uf,u,ub,b,db,d,df,f (360+qcf) and then P.
jactiaf
09-29-2006, 01:58 PM
:wgrin: Much thanks for the tips, i can't wait to try this stuff out! Oh, and does the SJC need to be set to 2I or 3S on the system directory? Thanks again!!!!
DevilJin 01
09-29-2006, 04:46 PM
:wgrin: Much thanks for the tips, i can't wait to try this stuff out! Oh, and does the SJC need to be set to 2I or 3S on the system directory? Thanks again!!!!
Why the fuck are you messing with the system direction? Keep everything on default and keep the system direction on original. Don't fuck with that shit...what are you doing? :lol:
jactiaf
09-29-2006, 10:02 PM
Oh no, I've never messed with the system direction but then again i didn't know if some of this stuff that was mentioned was functioning with altered system directions lol!
DevilJin 01
09-30-2006, 04:34 AM
Oh no, I've never messed with the system direction but then again i didn't know if some of this stuff that was mentioned was functioning with altered system directions lol!
LOL. Trust me man...unless someone specifically says, you can assume it's not. We're posting stuff to help your game. Not to force you to cheat at tournaments (even though it may seem that way). :lol:
Bedfast Emperor
10-17-2006, 11:55 PM
Something I found out today was that if you do an EX Kunai near the ground at about the range of a f+hk then that combos. What I was thinking is that this could be a good zoning tool since the EX Kunai's should keep the other person at bay for the f+hk to at least connect.
So yeah, just thought I'd bring that up
DevilJin 01
10-18-2006, 05:40 AM
Something I found out today was that if you do an EX Kunai near the ground at about the range of a f+hk then that combos. What I was thinking is that this could be a good zoning tool since the EX Kunai's should keep the other person at bay for the f+hk to at least connect.
So yeah, just thought I'd bring that up
Yeah...there's a lot of things that combo after deep EX kunais. Especially since they create more hit stun than regular kunais.
Fasterlight
10-18-2006, 06:12 PM
I don't know if this has been posted or if its worth anything but here are my notes.
c.lk > raida. keep the lk pressed while doing the raida. Doing it the other way sucks :V
c.lk > qcb+kk I Negative edge the kk
qcb+kk: they travel a lot of distance, even when blocking.
A mk gives diffrent frameadvantage depending on how far away you are when it hits. The frames goes like this 1/2/3 so at max range you get +3. +2 works almost as good as +3 :)
To do the TK SA1 from the dash you need to go to neutral before you start buffering the TK else it wont register. so it looks like this mk > lk.dash neutral 2369 236 lp.
Red parry the last hit of a shoto hp srk and you can do a straight up jumping fierce into mk combo. (tested on ken and akuma). Parry the third hit of a shippu for the same air combo.
After far away deep ex kunai a c.hk s.hk can also connect
RagingKeela
10-19-2006, 11:18 PM
holy shit, after reading somewhere on here about the early SJC'ed far s.RH into saIII I was thinking about it while playing some casuals tonight - my opponent got stunned and i felt like getting a little fancy so before even thinking "wait I have saI now" i did it and it all hit! sweet! a SJC far s.RH into SAI! looks pretty tight, doesn't do the best dmg, but whatever.
DevilJin 01
10-20-2006, 05:48 AM
holy shit, after reading somewhere on here about the early SJC'ed far s.RH into saIII I was thinking about it while playing some casuals tonight - my opponent got stunned and i felt like getting a little fancy so before even thinking "wait I have saI now" i did it and it all hit! sweet! a SJC far s.RH into SAI! looks pretty tight, doesn't do the best dmg, but whatever.
Doing it into a HP SA1 could be a random mixup to utilize once in a blue moon. Kunai super hits overhead and people normally wouldn't expect you to bust it out after a far s.HK. Plus it keeps you pushed away from the opponent so they're not likely to hit you with anything coming down. You have to do the cancel fairly quick or the kunais will start to whiff real early.
Bedfast Emperor
11-27-2006, 10:16 PM
I have another combo that I don't think is on your list.
jab x strong x fierce x taunt
LimeGreenNinja
12-04-2006, 12:43 PM
best combo hands down
liar, i never see you use that shit!
i'm scared you'll hit me if i do
Xenozip.
12-04-2006, 06:30 PM
These Ninja avs are hot. lol @ woof's. :tup:
i was gonna make a goofy animated one involving her SA1 but i got lazy with the sprites halfway
but if you want that av if i ever finish it then let me know
Xenozip.
12-04-2006, 06:43 PM
Nah, I was going to make a far HP one in HP costume. Thanks though.
HURRY UP THEN
NINJA AVS GOTTA DOMINATE
ReNiC
12-05-2006, 09:42 AM
make me one. grey costume. my new character is ibuki. ill love you forever.. maybe
DevilJin 01
12-06-2006, 07:54 AM
make me one. grey costume. my new character is ibuki. ill love you forever.. maybe
Something about Alex and Ibuki players...I use both Alex and Ibuki myself. I guess it's something about the mid tier goodness. Ibuki has better matchups any ways. Alex is just good for being big and manly. :lol:
ReNiC
12-06-2006, 10:51 AM
Alex isnt a character.. capcom forgot the finish the rest of the code for him. ibuki is just fun.. I like the mind games and being trickies.
DevilJin 01
12-06-2006, 11:16 AM
Alex isnt a character.. capcom forgot the finish the rest of the code for him. ibuki is just fun.. I like the mind games and being trickies.
Word. Mind games FTW.
LimeGreenNinja
12-09-2006, 09:36 AM
screw mind games, i wish she had more garunteed broken stuff besides blocked super.
Bedfast Emperor
12-09-2006, 02:05 PM
Ibuki with Genei Jin....Ohhh shit
Kazamei
01-19-2007, 10:45 PM
<- +mk,-> mk, dp any k
manux
04-05-2007, 10:12 AM
I like that. :tup:
After trying it out in training mode I figured the best way to do it is just like every other sjc super. Start from down and do a near 540 motion all the way to qcf again and hit P. So basically do a 360 starting from d,df,f,uf,u,ub,b,db,d,df,f (360+qcf) and then P.
I don't know if anyone else has been having the same problem with TK SA1 that I've had, but I'd figured I'd post my limited experiences anyway on the off-chance that it can help somebody out. That and this forum hasn't had any new posts in a while :P
I used to have difficulty executing TK SA1 because I'd perform the inputs for the initial jump too fast, so rather than a jump toward the opponent, I'd either jump straight up or more often actually jump away from them. I've had much more success slowing down the initial part of the motion, then once she's airborne moving toward the opponent, speed up the inputs to get the super out as close to the ground as possible.
Hope this helps others such as myself, comments/questions are appreciated!
P.S. I'm also hoping to get a match vid or two of myself posted so that people can pick apart my game and provide some tips/insight for me...stay tuned for that. Main problem right now is that playing on PS2 seems to always lead to replays that don't work properly :( Time to import Japanese 3s for PS2 I guess...
Sp00ky
04-05-2007, 11:16 AM
There are 2 main schools of thought to doing it, and both are mostly personal preference.
TK motion first, then QCF + P
or QCF, then TK motion + P.
I have way more success with the first one, but I know people who use the second one extensively.
The third (lesser) school of thought is doing a 360 starting from down, then continuing to roll to forward and pressing punch. I don't know anyone who uses this anymore but I have seen it used with some success in the past.
Xenozip.
04-05-2007, 06:36 PM
I must be weird. I do down+back then up+toward then qcf*2.
Actually scratch that, I know I'm weird.
Shinkuu Tatsumaki
09-09-2007, 01:59 PM
What is TK motion?
DevilJin 01
09-09-2007, 03:32 PM
What is TK motion?
Tiger Knee. qcf, qcf,uf+P for Ibuki's TK SA1.
Shinkuu Tatsumaki
09-09-2007, 04:25 PM
Tiger Knee. qcf, qcf,uf+P for Ibuki's TK SA1.
Ummm.. How is that suppose to work? I try to do it and all I get is either that flip in the air, or that neckbreaker slide.
DevilJin 01
09-09-2007, 05:41 PM
Ummm.. How is that suppose to work? I try to do it and all I get is either that flip in the air, or that neckbreaker slide.
What type of controller are you using? Do one qcf and then do a tiger knee motion (like Sagat or Cable from Marvel) for the second motion and hit punch. You can do the tiger knee on the first qcf of that makes it easier. That's actually what I do most of the time. You dont have to do the motion too fast. Just do it correctly.
Shinkuu Tatsumaki
09-09-2007, 06:04 PM
What type of controller are you using? Do one qcf and then do a tiger knee motion (like Sagat or Cable from Marvel) for the second motion and hit punch. You can do the tiger knee on the first qcf of that makes it easier. That's actually what I do most of the time. You dont have to do the motion too fast. Just do it correctly.
Yeah doing the TK first is a lot easier.
I got it now though, thanks.
Renic using Ibuki? sounds yummy
Shin Sho-oh-ken
10-13-2007, 01:34 PM
Hey, how do you karathrow with Ibuki? Is it even worth it?
Seems to me Ibuki doesn't rely too much on throwing because she has monster combos.
mk is her kara throw, it sux but if you can sggk then you'll be flying.
Shin Sho-oh-ken
10-13-2007, 02:42 PM
mk is her kara throw, it sux but if you can sggk then you'll be flying.
Ah ok.. what's sggk?
Feint
10-13-2007, 04:36 PM
Hey, how do you karathrow with Ibuki? Is it even worth it?
Seems to me Ibuki doesn't rely too much on throwing because she has monster combos.
she doesnt need it, and throwing is good.
DevilJin 01
10-14-2007, 07:32 AM
Ibuki should throw a lot simply because her walking speed is really good and she generally is already a momentum oriented characters. Walk up throw is annoying as hell. You're going to be able to open people up for damaging combos when they keep getting thrown.
SGGK - when u have a possibility of parrying (normally down) then straight after do a kara throw.
If you parry, her mk will come out (follow it up with something), if the opponent blocks u throw him, if he tries to throw you'll tech it
MagnetoManiac
11-19-2007, 02:51 PM
is ibuki's anti air game really this weak? im using the listed anti airs and im having trouble in particular vs akuma/twins/makoto.
Xenozip.
11-19-2007, 03:47 PM
is ibuki's anti air game really this weak? im using the listed anti airs and im having trouble in particular vs akuma/twins/makoto.
Ibuki's anti-airs do indeed lose to Makoto and Akuma, generally. Although b+MP and dp+K can occasionally stuff them on anticipation (very early).
Ibuki can pretty much shut everyone else's air game down with the listed options: c.HP, early b+MP, late b+MP, and early DP+K. It should also be noted that df+MK (slide) can be used as anti-air because it takes Ibuki's hittable box extremely low to the ground, making it only hittable very very deep, but meanwhile c.FP and b+MP reach very high. However df+MK generally doesn't work against Makoto or Akuma at all (particularly Makoto). You can also dash under opponents on anticipation.
Against Makoto and Akuma it's difficult to beat their air games. Against Makoto you can use vertical j.HP which has a very deceptively great hitbox, but Makoto has ways to stop that as well. Against both of them, because you can't just outright beat their jumping stuff, it's usually better to avoid their attacks with just movement.
MagnetoManiac
11-19-2007, 07:20 PM
thanks xenozip. ill try and use the dp kick more often, that seems to be the best option. either im not spacing the c.hp right, and if i do it gets parried into an attack which hits me before i sj and lp.
that vertical hp seems like something to add to my game too. whats happening exactly is that akuma is somehow psychic and tatsu'ing my daggers, which HURTS and landing on a close s.hp into mixup :sad: . in all ill just play a lot more with stuff posted in here and see what works, i think all of this is because im new to ibuki :tup:
Xenozip.
11-19-2007, 07:32 PM
Spacing is definitely your friend. Ibuki has good walk movement, so be sure to use it.
Also j.HP is a very wonderful tool in general, but not something you want to use against a tatsu-happy Akuma. Don't use it unless you're better at baiting the Tatsu than he is at using it.
Se7in
01-05-2008, 02:54 PM
What are RK and SK?
Xenozip.
01-05-2008, 03:16 PM
What are RK and SK?
RK = Roundhouse Kick (HK)
SK = Short Kick (LK)
Se7in
01-05-2008, 08:35 PM
RK = Roundhouse Kick (HK)
SK = Short Kick (LK)
Thanks for the clarification.
I have no idea how to set up the launcher involving c.RH.
I do s. lp > b. mp > c. RH, and I can't get the following RH to come out.
Can anyone tell me the exact commands?
Xenozip.
01-05-2008, 08:41 PM
close LP > MP > c.HK > standing-HK
The MP should automatically be the b.MP if you chain it from the close LP, you don't have to input any directions for it. The c.HK chains from the second hit of the close MP. And the standing HK chains after the c.HK connects, to learn the timing you can just mash it at first to get a proper feel for it, then try and learn to not mash it by pressing it at the right time. Generally, you cancel the crouching roundhouse animation after the hitstop occurs.
Se7in
01-05-2008, 09:07 PM
close LP > MP > c.HK > standing-HK
The MP should automatically be the b.MP if you chain it from the close LP, you don't have to input any directions for it. The c.HK chains from the second hit of the close MP. And the standing HK chains after the c.HK connects, to learn the timing you can just mash it at first to get a proper feel for it, then try and learn to not mash it by pressing it at the right time. Generally, you cancel the crouching roundhouse animation after the hitstop occurs.
Yeah, I think that's the problem.
After the standing HK, I SJC?
Xenozip.
01-05-2008, 09:27 PM
Yup.
Se7in
01-06-2008, 12:18 AM
Nailed it Xeno.
Problem was I was going from cr. RH to forward or back RH, but I decided to see what happened if I went to neutral after cr. RH and got it out consistently.
I haven't managed to perfect the SJC afterwards, but I'll work on it tomorrow.
Thanks for the help man.
Se7in
01-06-2008, 03:02 PM
New question.
How do I do j. mp > j. hp in the air?
Or any two-hit in the air combo for that matter?
Aruka does it in this match with a close s. RH launch and then qcf + k crossup and reset.
http://youtube.com/watch?v=WDGTZtvG1aw&feature=related
0:33
EDIT: The one in the video is j. mp > j. mk.
Xenozip.
01-06-2008, 03:13 PM
I'm pretty sure that info is in the first post or on the wiki, but whatever, I'll just post it again.
Ibuki has three air chains
j.LP > j.toward+HP
j.LK > j.toward+MK
j.HP > j.toward+MK *
The last one is the only one Ibuki can do from a vertical jump, and all three of them can be done from a diagonal jump. The one in the video is the last one.
The mixup I'm sure you figured out on your own already is just close HK then b.MP > HP > qcf+K. This will always reset Yun and Yang so you can always do a quick left/right/throw mixup right when they land. To avoid SGGK you can do c.LK > hcb+LP or c.LK > qcb+2K to beat high-parry/throw option select attempts.
Se7in
01-06-2008, 04:20 PM
EDIT: Nevermind, I learned to read.
Thanks for all the help Xeno. I'll check the Wiki and first page from now on and ask if I see something I don't read about.
rush down
03-04-2008, 06:29 PM
OK so I've read about 90% of this thread and I think I've learned a lot from it. One thing seems to stand out as really important though.
DP+KK can combo back to the ground on tall characters using LP, T.HP. To me thats insane. Maybe the best gem hidden in all of xenozips posts.
If LP,MP(1hit),HP, EX Kazekiri, LP, T.HP, (land), MK, HCB+P works, the stun and damage must be insane. If you land close enough can you do LP, MP, C.HK, HK?
I need to test this out.
Xenozip.
03-04-2008, 06:55 PM
HCB+P won't connect in that combo due to range, but MK qcb+K/2K or c.LK qcb+2K will.
But of course the execution required to do it is pretty high since the timing is very strict, and the opponents you can do it on is limited to the very tall characters.
DevilJin 01
03-04-2008, 09:33 PM
Yeah...the couple times I've ever seen any competitive Ibuki players go for that combo they missed it. They usually just random something else in after the EX dp for pressure. Better off just sticking to the basic stuff.
Xenozip.
03-04-2008, 10:00 PM
I've seen Red perform it successfully a couple times in actual matches against Q.
Never seen Hossy do it, but I'm of the opinion he could if he wanted/needed to since he busts out the punch chain into MK link against crouching tall guys (in tournament matches).
rush down
03-04-2008, 11:04 PM
Couldn't you keep going as long as you have meter really? Just land and go right back into the EX kazekiri? Maybe throw in a MK for an extra hit. I'll try this out when I get home. Seems pretty hard though.
greendestiny7
03-05-2008, 10:51 AM
This is my first time posting on this page. I see that I still have alot to learn. I will train HARD!!
Xenozip.
03-05-2008, 12:03 PM
Couldn't you keep going as long as you have meter really? Just land and go right back into the EX kazekiri? Maybe throw in a MK for an extra hit. I'll try this out when I get home. Seems pretty hard though.
It doesn't loop because of pushback.
Spinning Beat
05-13-2008, 05:19 PM
Heres a combo i didnt see in the list:
J.LP -> towards+HP -> s.MK ->Yami shigure (LP)
does 71 damage
Alizarin
06-25-2008, 06:53 PM
This is a simple to pull off combo I found, and I'm interested in seeing how much use it will be to fellow Ibuki players.
s.LP -> Back + s.MP -> c.HK -> s.HK -> NOT VERY OFTEN but if the target is in the air long enough a j.MK or j.LK can hit the opponent on the way down.
I pulled this off on the CPS3 version of the game.
Spinning Beat
06-25-2008, 06:59 PM
Oh man for a split second I thought you were going on about how LP -> MP -> c.HK -> Hk was the combo you discovered and I fucking LOL'd hard.
But seeing that is not the case. I'm sorry for laughing at you.
Alizarin
06-26-2008, 06:28 PM
Oh man for a split second I thought you were going on about how LP -> MP -> c.HK -> Hk was the combo you discovered and I fucking LOL'd hard.
But seeing that is not the case. I'm sorry for laughing at you.
Next time I'll try to be helpful, considering I just saw the same damned thing in the OP and then some. >_>
EDIT: Next time I'll post when my brain matter obeys me.... you are free to disregard THIS particular post.
Shusty
06-27-2008, 08:04 AM
This is a simple to pull off combo I found, and I'm interested in seeing how much use it will be to fellow Ibuki players.
s.LP -> Back + s.MP -> c.HK -> s.HK -> NOT VERY OFTEN but if the target is in the air long enough a j.MK or j.LK can hit the opponent on the way down.
I pulled this off on the CPS3 version of the game.
You don't need to press :l: for the s.mp.
Tizoc
08-06-2008, 10:59 AM
Sorry if this was asked already but what is the MAX no. of hits her SA I can do?
Lloyba
08-06-2008, 11:43 AM
the default is 12, the max is 20
DRCsyntax
08-08-2008, 08:46 AM
You don't need to press :l: for the s.mp.
True you don't, but if you want to skip the jab at the beginning, then yes, you need to hold back. He's probably listing the move itself, not the actual uh, combo sense of what happens.
However to add onto the "found combo". You need to super jump cancel after the last S.RH; which will allow you chase them and either, get in J.jab-J.FP or you fall past them and get in a standing RH, then super jump cancel straight into the air after them and get in another J.jab-J.FP.
It can also lead into my favorite retarded reset, which is simply s.RH, walking jab, dash, S.Rh. Repeat it and simply change the S.RH to a sweep; or don't dash and do another s.RH to keep them guess and they'll get relaunched alot. Definately doesn't work on good players all the time, but it's fun to try once in awhile.
Tizoc
08-16-2008, 07:24 AM
the default is 12, the max is 20
So if I mash the buttons as fast as I can I get 20 hits? Thanks mate.
Found some Ibuki matches on YT-
http://www.youtube.com/watch?v=wfQEH114Uzg
On the right you can find more similar matches.
DRCsyntax
08-16-2008, 09:01 AM
So if I mash the buttons as fast as I can I get 20 hits? Thanks mate.
Found some Ibuki matches on YT-
http://www.youtube.com/watch?v=wfQEH114Uzg
On the right you can find more similar matches.
Punch buttons specifically; not just any buttons.
Tiger One
08-27-2008, 02:47 AM
It can also lead into my favorite retarded reset, which is simply s.RH, walking jab, dash, S.Rh. Repeat it and simply change the S.RH to a sweep; or don't dash and do another s.RH to keep them guess and they'll get relaunched alot. Definately doesn't work on good players all the time, but it's fun to try once in awhile.
I like RH launch to s.MK then u have this options:
xx qcf+MK/HK to RH relauncher
xx qcf+MK/HK LP->MP.. etc combo
xx qcf+MK/HK c.LP -> hcb+P/qcb+KK
xx qcf+MK/HK
xx qcf+P to SA I (left or right)
xx qcb+HK overhead (its combo on stuned in the air too)
xx PA(HP+HK) -> SA II (best setup i found)
xx qcf+LK -> BLOCK! (sometimes you can bite EX or even Super with it)
or you can simply SJC RH to j.HP->f.MK for max damage and stun
Atiba
10-04-2008, 09:10 PM
I'm having a problem linking c.HK, close HK.
After I perform the sweep the animation doesn't end pre-maturely and it doesn't link into the lunch kick....any tips or advice?
DevilJin 01
10-05-2008, 10:26 AM
Really you can just mash on HK and it'll work. One thing you should do is make sure you let go of down before you hit HK again. The timing is basically as soon as the c.HK hits you let go of down and hit HK again.
Atiba
10-05-2008, 11:48 AM
Thk for the reply...it's a simple link combo which i can't get done :sweat: YET....but based on what u said try to i'll figure it out
Tizoc
11-06-2008, 02:42 AM
I seem to be having a hard time SCing her QCB+K, I read it is SC-able on the 2nd hit, but when I input the Super (SA3), it doesn't come out. What's up with that?
DevilJin 01
11-08-2008, 05:25 AM
I believe you can only super cancel the qcb+HK version of tsumuji (spin kick special). qcb+LK or MK don't have any super cancel frames AFAIK.
Xenozip.
11-08-2008, 06:27 AM
Yeah, you're right.
The second hit of the HK version, the standing kick only.
The HK versions combos off heavies or if the opponent is crouching. So if you're looking for a hitconfirm you can do stuff like the punch chain into HK kicks into super. The damage scaling for the kick chain into super is too ridiculous, better to save your meter IMO.
But equally practical hitconfirms are MP and toward+MK since they link so easily into super.
Though, in that regard, I actually forget the damage differences if you go directly from the punch chain to super as apposed to punch chain->kicks->super. The scaling for super canceling might effect it, so if you're really considering using it then you may want to verify the numbers.
Tizoc
11-14-2008, 08:30 PM
I see, thanks for clearing it up.
I usually do Jumping HP-->St. MKxxSA3 when I have the chance.
Query-
If her SA3 were 2 stocks, did a little less Stun damage, how would that favour Ibuki?
Atiba
01-11-2009, 07:50 AM
I'm having problems with Ibuki's 2HK---->HK combo. I believe the problem is the timing. any advice????
whitecrowz
01-11-2009, 12:35 PM
idk...make sure you don't touch any direction when hitting the 2nd HK; if you're holding down, or forward or back it won't work at all
Trying a combo I thought up.
It's lp,mp, c. hk to standing hk, dp plus k, air kunai, then SA1.
Is this possible?
Is it already on the list?
Last message backspaced/editified, it was kinda lame (still need to know though), replaced w/ this one.
Zero-O
02-28-2010, 09:59 PM
This is really helpful.
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