Ask us something about Ibuki

Right, and the problem is innate to Ibuki really. Ibuki doesn’t have Ken’s SA.3.

Ibuki’s hcb+P, qcb+2K, close HK, SA2/3, and throw aren’t really ideal for setting up an easy-mode crossup mixup game.

A throw or a qcb+2K should work to set up a crossup against a cornered opponent (assuming it’s a character Ibuki can crossup in the corner). Midscreen is a bit more fuzzy – while midscreen you’re probably better off doing ground crosses and crossunders.

Yeah…with Ibuki more often you’re going to be focused on your ground cross ups. Her standard dash is an obvious one. She’s the only character in the game with a standard dash that can cross up people that just lay on the ground (as opposed to looking for them to quick roll). Just have to be careful though because it has a bit of start up and recovery (although the actual dash is quick). If you dont judge the distance right you take 25 percent extra damage if you get hit during the dash animation. The fact that it covers so much distance can make it difficult to cross up correctly in some situations. You really have to have a good idea that the opponent will stay where they are when you use it.

f+MK believe it or not is a rather good ground cross up as well. The idea isn’t necessarily to hit the opponent with the f+MK as a cross up since there isn’t much of a hit box from the back. The idea is that the move is quick and easily allows you to play mind games on the wake up. Forcing people to block in the wrong direction and then follow up with a combo. It can happen though. On wider characters its easier get this to cross up and hit and then combo from the other side. If you do get the cross up to connect you are more than likely in range for a s.MK to qcb+MK/EX qcb+K combo.

The move is also rather ambiguous when you use it right so sometimes you can trick the opponent into thinking it will cross up and then hit them over the head and combo or continue pressure. Making it whiff every once in a while like any other cross up is good for mind games as well. Basically works as a small jump attack that has good recovery and is tough to punish. If they do parry it most characters can only immediately throw, get a low jab in or super (super obviously being rather risky). Especially if it’s meaty.

If you throw a kunai into SA1 will that change the timing of the parry for SA1?

What are air resets? How should they be set up and what should you follow with after it?

That depends on distance and when you cancel the kunai, but generally speaking it doesn’t change for the PS2 version of the game.

The reason is because in the PS2 version the game will automatically parry simultaneous hits or hits in very rapid succession, so long as the first hit was correctly parried. So, if you cancel the kunai early from far away then the kunai will just get auto-parried with one of the other hits from SA.1.

However, if you cancel the kunai late or from close enough range that the kunai will be right in their face when you cancel into the SA.1 then it can screw up their parry timing for parrying the kunai. Kind of like how super flashes can screw up timing for tech rolls.

Air reset refers to one of two things.

  • Hitting your opponent with a normal while they are in the air, which causes them to land on their feet instead of being knocked down. Then going for a high/low and left/right mixup.
  • Hitting your opponent out of the air with a super after juggling with a normal that causes an air reset.

You’ll mainly be using the the first type because Ibuki doesn’t have any useful way to use the second type. Ibuki’s fireball version of SA.2 can reset a juggle, but that’s really just a huge waste of SA.2 since it does pathetic damage and can be parried anyway.

Commonly used air resets into mixups:
close HK, MK, qcf+MK/HK (then meaty mixup)
close HK, b+MP-HP, qcf+LK (character specific)
close HK, b+MP-HP, LP, normal dash (then high/low/throw – character specific)
close HK, SJC up+toward, j.HP-t+MK, early normal dash/late normal dash (doesn’t work on chun/elena/alex)

After the reset the meaty mixup can be high/low and left/right
close HK, MK->raida, and UOH are high parries
c.HK-HK, and c.LK->raida are low parries
And you can also throw

Whats good to follow up after a UOH?

thanks for all the help =)

On shoto sized or larger characters, c.LP to EX qcb+K. If using SA3 you can link UOH to super or confirm with c.LP then buffer to super.

On shorter characters like Chun you can do c.LP to hcb+HP (raida). Just have to make sure the UOH hits real meaty or the raida will get blocked or whiff.

That reminds me. You can add tigerknee’d SA.1 to the list of high/low/throw/block option-select options. At point blank range, when you’re in a mixup situation, SA.1 is a good option since it beats most of your opponents options except a good EX DP or jump.

how does ibuki beast against diving yun/yangs?

and whats her best option after parrying an incoming aerial move(shes on the ground parrying their jumping move)?

Toward+HK, standing MK, and very early back+MP work on twins dives. MK tends to trade a lot, but IMO it trades in your favor so I like MK, IMO.

Close HK HJC vertical j.HP-toward+MK is probably your ideal option for anti-air parry.

Against twins you can do close HK, back+MP-HP to do a reset mixup, since it always air-resets the twins. Then meaty high/low/left/right.

I have not found a good wake up anti-air for her. I just get thrown out of all of her uppercuts. Kind sucks she has to spam ex-thrust kicks all the time. I might need a new character?

Well there’s a lot of characters with shitty wakeup moves, but Ibuki’s aren’t that bad.

Ibuki’s DP+2K has invulnerability frames and is always fully cancelable into SA.1 in the air. Either hit/block/parry/whiff, always cancelable to SA.1. If it hits you can cancel it into her air chains or air qcf+P as well. It’s not totally fail-safe and it does cost a lot of meter, but it’s pretty good.

Ibuki’s regular DP+K, DP+P, and rdp+K put Ibuki in a semi-OTG state that is only “half” OTG. Ibuki can be thrown out of those moves during startup because none of them have invulnerability and it takes some time to get off the ground, but if Ibuki is hit during the startup then you’ll pop into the air instead of staying on the ground.

Example: You wakeup reversal RDP+K and Chun does c.MK xx SA.2 – the c.MK will pop you into the air and the SA.2 will whiff you because you’re in the air and tech flipping.

(note: launcher moves and juggle moves like Oro’s close MP will still juggle you)

HCB+LP is also a good surprise wakeup against people who like to meaty option-parry/throw. But it’s just as risky as a normal wake-up throw except it can’t be throw-teched like a normal throw.

Other than that… block. Ibuki’s stamina can’t really handle too much wakeup monkey shenanigans, especially if you guess wrong or get predictable.

But at least Ibuki has that stuff to work with. Makoto and Necro don’t really have anything except supers.

Learn to low block and db+LP+LK. The other stuff Xeno mentioned will definitely help but if you aren’t blocking most of the time then there’s no reason to use the other stuff.

sad thing is ibukis dp+kk can be punished even when it hits. atleast with kens ex srk.

That’s why I emphasize the whole just blocking thing. You save yourself from a lot of situations just by low blocking on the wake up. For some characters low block is their only real option any ways. It keeps you open for the least amount of things and makes it easier to simply concentrate on looking for overheads.

If you must EX dp, remember to have meter stocked so you can cancel into super incase you’re fighting against someone who can punish on block/hit. The quicker you cancel…the less chance for punishment. In most situations you should cancel into MP SA1 since the kunais angle the best after EX dp. It’s a good idea to not mash the super so that you recover quicker. If you haven’t used EX dp much at all you can try for a mix up on the way down if it hits. Especially against characters that have a tough time punishing your attacks on the way down. Throw a delayed kunai/EX kunai or come down with an air chain.

yea agree 100%, on the other hand wakeup mindgames can kill her fast.
specially throws and tick throws. Often I block the tick and TK SA1 after. Bad idea against chun c.lp…

Yeah…I like to use the TK SA1 trick on the wake up once in a while as well. Hella risky but if you got a pretty good idea that they’re going to wait a sec before throwing an actual attack on the wake up I would go for it. If you jump over their low poke…GGPO their life bar.

The idea really is to just not get knocked down. A good example is against Dudley. If you watch Ibuki vs. Dudley matchups you’ll notice the matches Ibuki wins are the ones where she doesn’t get knocked down. In reality…all it takes is 2 random f+HK’s to take away half of Ibuki’s life bar. Or at least try not to get knocked down until you gain some meter first. If you do get knocked down you can always go for the EX DP or special move reset tricks but a good blocking game still takes care of most situations.

If they throw you a couple times it wont kill you. The worst you have if you low block is watching out for overheads and those must be timed well in order to create any damage off of. Basically…a good defensive game on the wake up will keep you going. You want to take advantage as much as possible while you’re on your feet so that when you get knocked down you aren’t a combo away from dying.

Also remember that Ibuki’s c.LP works basically the same way as Chun’s c.LP. It comes out nearly as fast (maybe 1 frame slower) and has basically the same priority. You can use this on the wake up to stuff overhead normals and any other attack that doesn’t come out meaty on the wake up. Ibuki’s c.LP in general is a good move for stuffing out/baiting attacks. Make them think you’re gonna throw another c.MK then whiff c.LP and block immediately. You recover from whiffed c.LP almost instantly and then block/parry their retaliation and punish.

That is alot of shit to do man, all of you guys might want to pick up a new character beacuse she is a high energy low return practice session.

^never! be faithful to Ibuki!

That’s actually why I like using her. I like the effort you have to put into her to win and essentially that effort allows for a lot of mind games and fun times once you get good with her. You’re not just picking her because she has 1 or 2 things that work all the time. She’s clearly not the best character in the game but for someone who clearly isn’t she has very few real bad matchups. She can contend with just about every characters in the cast well. People sleep on the fact that her pokes are just as good or better than the majority of the cast. Despite all the effort that it takes to use her, her best combos are rather simplistic and do really good damage. s.MK to qcb+MK = hella damage plus stun. Not to mention s.MK has a ton of uses just by itself. I would think about using a different character but almost no one in the US uses her seriously in tournaments so I can place well just because of the fact that no one really knows what to do unless they’ve fought me a lot.

If anything…learning Ibuki is good simply because the effort required to play her will make you more disciplined when using the higher cast. Yet for me…she’s solid enough to use even at the highest level. She plays quite uniquely to every other character in the game so just the way she works is an advantage for me. I like offensive style characters and her play style caters to the way I think when I play fighters.

But if I picked another character, the game would be… boring. :sad: