"I can't hold all these Tanuki Bombs!" Ibuki Combo Thread

Basic combo thread for Ibuki. Will post up some stuff from the posts and also videos that I find.

Via @CharmingRogue
*These are all that I found:

VTC:
S = Short (throw bomb in neutral)
M = Medium (throw bomb holding left)
L = Long (throw bomb holding right)

Basic combo’s:

  • st.lp, st.lp xx LP Raida [137/293]
  • st.lp, st.lp xx st.mp xx st.hp xx LP Raida [184/342]
  • st.lp, st.lp xx st.mp xx st.hp xx EX LP+MP Kunai, LK Dash xx LP Raida [210/382]
  • st.lp, st.lp xx st.mp xx st.hp xx kunai xx vtc(S), st.hp xx MK DP, LK Dash, LP Raida [246/397]
  • cr.lp, cr.lp xx kunai (xx vtc, LK Dash, LP Raida) [267/438]
  • cr.lp, st.lp xx st.mp xx st.hp xx kunai (xx vtc, LK Dash, LP Raida) [246/397]
    ---- Don’t know why you would ever use this when the combo above this one is more damage
  • cr.lk, st.lp xx LP Raida [127/293]
  • [Crouching/Corner only] cr.lk, st.lp xx st.mp xx st.hp xx HP Raida [186/342]
  • st.mp, st.lp/st.lk xx LP Raida [167/323]
  • [crouching/Corner only] st.mp, st.lp xx st.mp xx st.hp xx HP Raida [226/372]
  • [crouching/Corner only] st.mp, st.lp xx st.mp xx st.hp xx kunai xx vtc(S), st.hp xx HP Raida, wait, (release Kunai), HP Raida [278/442] (EX Raida adds 3 damage lol)(Kunai’s add 10 damage)
  • fwd+mk (OH), st.lp xx LP Raida [177/323]
  • fwd+mk (OH), st.lp xx HK DP XX Super [422/243]
  • [Corner only] fwd+mk (OH), st.lp xx st.mp xx st.hp xx HP Raida [236/372]
  • df+mk (slide), st.lp xx LP Raida [157/323]

Counter-hit frametrap/setup:

  • st.lp/cr.lp (CH), st.mp, st.lk xx LP Raida [184/370]
  • st.lp/cr.lp (CH), st.mk xx cr.hk xx st.hk, MK Dash
  • st.mp (CH), cr.mp xx LP Raida [206/370]
  • st.mp (CH), cr.mp xx kunai xx vtc(S), st.hp xx MK DP, LK Dash, (Release Kunai), LP/EX Raida [336/515][351/515] (Kunai’s add 15 damage)
  • st.mp (CH), st.mk xx cr.hk xx (vtc or) st.hk [202/300]
  • fwd+hk (CC), sweep [198/315]
  • fwd+hk (CC), jab/cr.mp reset, Dash forward (stays in front), LK Dash (crossunder)
    ---- If not done point-blank then cr.mp xx LK Dash will stay in front.
  • fwd+hk (CC), b+mp xx LK Dash, LP Raida [224/403]
  • fwd+hk (CC), HK DP/HP Raida [216/315][216/360]
  • fwd+hk (CC), b+mp xx vtc(S), LP Raida, MK Dash, LP Raida [324/543]
  • fwd+hk (CC), b+mp xx vtc(S), LP Raida, (release kunai), MK Dash, EX Raida [394/583] (Kunai’s add 40 damage)
  • fwd+hk (CC), b+mp xx vtc(S), LP Raida, (release kunai), MK Dash, Super [509/503] (Kunai’s add 50 damage)
  • fwd+hk (CC), b+mp xx vtc(S), b+mp xx HK Dash, kunai/j.mk mixup (combo’s with the bomb on hit --> LP Raida)
  • fwd+hk (CC), b+mp xx vtc(S), EX Raida, Forward Dash, EX Raida [384/543]

Jump-in combo’s (like after stun):

  • j.hp, st.lp, st.lp xx st.mp xx st.hp xx LP Raida [249/446] (or HP Raida/LK DP, 10 damage more)

  • j.hp, cr.hp xx LP Raida [251/445] (or HP Raida/LK DP, 20 damage more)

  • j.hp, cr.hp xx Release Kunai (LP), EX Raida [372/521] (HP Raida connects in the corner)

  • j.hp, st.lp xx st.mp xx st.hp xx Release Kunai (LP), EX Raida [331/474] (HP Raida connects in the corner)
    ---- The trick is to do the target combo slowly while holding down LP. Not worth, cause it’s less damage, but still cool that it works.

  • j.hp, cr.hp xx MK DP xx Super [496/365] (st.hp is 10 damage less, but a lot easier)

  • j.hp, cr.hp xx EX LP+MP Kunai, LK Dash, LP Raida [289/505] (EX Raida adds 30 damage)

  • j.hp, cr.hp xx EX LP+MP Kunai, HK Dash xx Kunai, LP Raida [307/520] (EX Raida adds 30 damage)

  • j.hp, cr.hp xx EX LP+MP Kunai, HK Dash xx HP xx HK (target combo) [312/518] --> Bad setup if they backroll

  • j.hp, cr.hp xx vtc(S), st.hp xx MK DP, LK Dash, (Release Kunai), LP/EX Raida [407/640][427/640] (Release Kunai adds 30 damage)

  • j.hp, cr.hp xx vtc(S), st.hp xx MK DP, HK Dash, air Kunai, LP Raida [395/610] (EX Raida adds 15 damage)

  • j.hp, cr.hp xx vtc(S), st.hp xx MK DP, Forward Dash, (Release LP Kunai), EX Raida [442/638] (Kunai’s add ~30 damage)

  • j.hp, cr.hp xx vtc(S), st.hp xx MK DP, Forward Dash, (Release LP Kunai), Super [568/578] (Kunai’s add ~30 damage)

  • j.hp, cr.hp xx vtc(S), st.hp xx LK DP, MK Dash, b+mp xx VTC into mixup

  • [corner] j.hp, cr.hp xx HP Raida [267/445]

  • [Corner] j.hp, cr.hp xx EX LP+MP Kunai, HK Dash Kunai, HP Raida [319/520]

  • [Corner] j.hp, cr.hp xx EX LP+MP Kunai, (Release Kunai (LP)), HP Raida [361/555] (Kunai’s add ~60 damage)

  • [Corner] j.hp, cr.hp xx EX DP, Release Kunai (LK), EX Raida [457/649]

  • [Corner] j.hp, cr.hp xx vtc(S), st.hp xx MK DP/HP Raida ---- iffy from here. Air reset in a million ways: jump kunai/button, b+mp into command dash mixups etc

  • [Corner] j.hp, cr.hp xx vtc(S), st.hp xx HP Raida, wait, HP Raida [397/640]

  • [Corner] j.hp, cr.hp xx vtc(S), st.hp xx MK DP, Release LP Kunai, HP Raida/Super [433/638] [568/578]

  • [Corner] j.hp, cr.hp xx vtc(S), st.hp xx MK DP, nj.Release Kunai (LK), vskill xx VTC into mixupssszzszsz city

  • [Corner] j.hp, cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, LK DP [417/635]

  • [Corner] j.hp, cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, EX DP, Release LK Kunai, EX Raido [462/694]

  • [Corner] j.hp, cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, Super [552/590]

  • [Corner] j.hp, cr.hp xx vtc(S), cr.mp xx fwd.hk (target combo), release HP kunai, EX Raida, wait, HP Raida [414/597]

  • [Corner] j.hp, cr.hp xx release LP Kunai, b+mp xx vtc(S), HP Raida, Vskill charged, Super [590/615]

  • [Corner] j.hp, cr.hp xx kunai xx vtc(S), st.hp xx HK DP, Release Kunai’s (HP), vtc(S), EX DP, wait for bomb to explode, EX Raida [474/678]
    ---- Very hard and spacing dependent. Have to start the combo midscreen and end in the corner.

DP Punish (Counter-hit):
(NOTE: Against Chun-Li you have to walk a bit forward after the st.hk Crush Counter)
(NOTE: These are exactly the same as the jump-in combo’s)

  • st.hk (CC), cr.hp xx LP Raida [269/475] (or HP Raida/LK DP, 15 damage more)

  • st.hk (CC), cr.hp xx Release Kunai (LP), EX Raida [390/551] (HP Raida connects in the corner)

  • st.hk (CC), cr.hp xx LK DP xx Super [514/395] (st.hp is 10 damage less, but a lot easier)

  • st.hk (CC), cr.hp xx EX LP+MP Kunai, LK Dash, LP Raida [307/535] (EX Raida adds 40 damage)

  • st.hk (CC), cr.hp xx EX LP+MP Kunai, HK Dash xx Kunai, LP Raida [325/550] (EX Raida adds 30 damage)

  • st.hk (CC), cr.hp xx EX LP+MP Kunai, HK Dash xx HP xx HK (target combo) [330/548] --> Bad setup if they backroll

  • st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, LK Dash, (Release Kunai), LP/EX Raida [407/640][427/640] (Release Kunai adds 30 damage)

  • st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, HK Dash, air Kunai, LP Raida [413/640]

  • st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, Forward Dash, (Release LP Kunai), EX Raida [460/668] (Kunai’s add ~25 damage)

  • st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, Forward Dash, (Release LP Kunai), Super [586/608] (Kunai’s add ~30 damage)

  • st.hk (CC), cr.hp xx vtc(S), st.hp xx LK DP, MK Dash, b+mp xx VTC into mixup

  • [Special, when st.hk hits from far] - st.hk (CC), st.hp xx kunai xx vtc(S), st.hp xx LK DP, MK Dash, LP Raida [390/620]

  • [corner] st.hk (CC), cr.hp xx HP Raida [285/475]

  • [Corner] st.hk (CC), cr.hp xx EX LP+MP Kunai, HK Dash Kunai, HP Raida [337/585]

  • [Corner] st.hk (CC), cr.hp xx EX LP+MP Kunai, (Release Kunai (LP)), HP Raida [379/585] (Kunai’s add ~55 damage)

  • [Corner] st.hk (CC), cr.hp xx EX DP, Release Kunai (LK), EX Raida [475/679]

  • [Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP/HP Raida ---- iffy from here. Air reset in a million ways: jump kunai/button, b+mp into command dash mixups etc

  • [Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx HP Raida, wait, HP Raida [415/670]

  • [Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, Release LP Kunai, HP Raida/Super [451/668] [586/608]

  • [Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx MK DP, nj.Release Kunai (LK), vskill xx VTC into mixupssszzszsz city

  • [Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, LK DP [435/665]

  • [Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, EX DP, Release LK Kunai, EX Raido [479/724]

  • [Corner] st.hk (CC), cr.hp xx vtc(S), st.hp xx LK DP, (wait a bit) Vskill charged, Super [570/620]

  • [Corner] st.hk (CC), cr.hp xx vtc(S), cr.mp xx fwd.hk (target combo), release HP kunai, EX Raida, wait, HP Raida [440/635]

  • [Corner] st.hk (CC), cr.hp xx kunai xx vtc(S), st.hp xx HK DP, Release Kunai’s (HP), vtc(S), EX DP, wait for bomb to explode, EX Raida [492/708]
    ---- Very hard and spacing dependent. Have to start the combo midscreen and end in the corner.

Anti air:

  • b+mp xx LK Dash, LP Raida [130/250]
  • b+mp xx VTC(S), LP Raida, MK Dash, LP Raida [250/420]
  • b+mp xx MK Dash, Super [371/70]
  • st.hk (CC), b+mp, LK Dash, (Kunai), LP Raida [246/423] – Kunai adds 20 damage

Best super damage:

  • j.hp, cr.hp xx MK DP xx Super [496/365] *

Combo stuffz 2

Combo stuffz 3

Combo stuffz 4

CAPCOM PLEEEASSEEE TSUMUJI

Basic V-Trigger combo:

Target Combo / c.MP / s.HP / c.HP xx Kunai xx Neutral V-Trigger -> c.HP xx LK DP -> bomb explode -> LK Dash -> Raida

Crush Counter v/ Trigger: s.HK Crush Counter -> s.HP xx Neutral V-Trigger -> c.HP xx LK DP -> bomb explode -> LK Dash -> Raida

In the corner, during any combo, hold the HP before you cancel into DP - you’ll have enough to throw your HP Kunai spread for additional juggle.

In the corner you should probably swap out the lp dp for double hp raida as well. It has 200 stun in comparison to DP’s 150.

Hello! is there a nice place to post set ups too? Well, here my little discovery. In the corner after the mk hk hk TC if you cancel into hk comamand dash your j.mk will hit cross up, but you will end in front of them , so your next hits will be non cross up!!

Some basic BnBs are thus:

Meterless:

5MP, 5LK, Raida

5LP, 5MP, 5HP, Kazekiri

2LK, 5LP, Raida/Kazekiri

6MK, 2LP, Raida/Kazekiri

Metered:

Any of the above can be substituted with an EX Kunai into a dash Raida or Kazekiri

Crouching or Corner only:

5MP, 5LP, 5MP, 5HP, EX Kunai, Command Jump, 8HP, 8HK

Alternative ending from EX Kunai: LK Dash, 4MP, LK/MK Dash
Alternative ending from EX Kunai: LK Dash, Raida
For one more Kunai and a tiny bit more dmg/stun: Command jump, Aerial LP Kunai, LP Raida

MORE alternatively, you can cancel the 5HP into quick bomb, then do 2MP, 6HK, then proceed from there however you wish. As a whole, the 2MP 6HK target provides the perfect amount of time before the bomb explodes. I’ve been using it for a lot of my improv combos.

Also shit, I have to go to work – I forgot. Gonna be a long day. Away!

Is it possible to cross up with mk command dash after the stmk crhk sthk target combo?

Juggle theory stuff that I found while playing

WARNING!! HEAVY TERMINOLOGY STUFF (altho I’ll try to answer to anything if anyone doesn’ understand), also me not speaking (or well,writing) specially good in english won’t help much, here it goes:

-all versions of releasing all kunais (aereal and grounded) doesn’t add jp, if they hit a grounded enemy they’ll leave them at 1jp (normal jp, only stuff like dp or other specials will hit)
regular air kunai doesn’t increase it either,leaves grounded opponent grounded, frame advantage depends on height and spacing

-ex kunai’s explosion leaves at 2 jp,has 6 jp,adds 1 jp

-bomb leaves at free juggle state and doesn’t add jp, this means that any move will hit, if you combine this with both aereal kunais and kunais releases not adding jp you can get some mixups like bomb, release kunai, any normal into command dash/other bomb/anything you want

-the starter of her aereal target combos, if done from her hk command dash, will leave aereal opponents on a juggle state, they increase jp normally tho, and both hits of both tatget combos have 8 jp , but only if done from the command dash

-v skil has 4 non charged and 7 charged,this means that you can do stuff like lp mp hp ex kunai, walk a bit, max charged v skill for some v meter,sadly hitting the v skill without releasing the 2nd bomb won’t give you any v meter

-1st hit of b.MP has 1 jp and leaves on a 2jp juggle state airbone opponents, adds 2 jp if hits a juggles opponent, 2nd hit and has 3 jp, resetes the enemy

-All kazegiris except ex have 1,2 and 3 jp on the 1st,2nd and 3rd hit respectively, ex has 5, all of them, but only the last one rises jp (adds 6 jp)

-all the kunais of the kunai release seems to have at least 8 jp

-BOTH regular Radia AND Ex Radia seems to reset jp to 3jp (wtf??) this means that if you do a long ass juggle, end with ex raida, and then the bomb hits afterwards you can continue with a lot of stuff (v skill, b.mp for a reset…)

-regular grounded kunai has 2 jp too, can’t confirm ex

  • air kunai has 4 jp

  • raida has 3 jp

  • ex raida has at least 8 jp

-super has at least 8 jp

I’m not 100% sure about everything, but yeah, I think that’s it, I’m sure there are other neat stuff there, but that jp reset is god, you can do the longest juggle ever, end with ex raida, bomb explosion and then go for a b.mp reset, or just use another regular raida or a kazegiri or wethever, the world is your oster

Edit: tested a lot more, I’m pretty sure about this results

Am i the only one who feels like it’'s impossible to get in? I can’t find a single footsie tool that works and lets yo get on your enemy :S

That’s exactly what I was try to speak about… it was the same for Alex and guile… before we jump into combos and resets let’s focus on a safe way to approach and her defensive abilities.

F.hk in footsies is very very good. Her overhead as well. The command just I want the one that have the update to explore more on.

This is a great combo, but if you don’t have a kunai then the c.HP after V-Trigger doesn’t always reach, depending on spacing. In particular, it doesn’t reach without a kunai after the target combo. If you find yourself without a kunai but want to use your V-Trigger you can do Target Combo xx V-Trigger -> (slight delay) c.MP xx HK DP -> bomb explode HK Dash -> j.HP xx HK

mmm… i srly don’t get what they wanted to achive with Ibuki in this game. Jamping normals are really really bad, Kunais are very weak considering you have to reaload them. She doens’t have a good footsie tool (F+Hk is PUNISHABLE) and even her target combos are unsafe on block. It’s really hard to make Ibuki work.

I can se her potential with mixups, but that shouldn’t be her go to thing considering she can’t get it no matter what

Combine that with the fact that her further reaching normals are REALLY slow, and the fast one doens’t have any range and getting a win against a decent player seems impossible

PD: Don’t use b+mp as an antiair, it’s slow and trades too much. I’ve been having some success with the regular kazegiri but i don’t know if it’s a good antiair.

B.mp is alright, but it’s no longer a good button which sucks, apparently capcom is intent on making decent damage AAs either slow or trade prone. Cr.HP is pretty good as you can cancel into dash and it does good damage with what seems like a good hitbox. St.HK is also good for long range jumps and has the added benefit of being CC.

Air throw and j.MP are also pretty godlike A2A.

My overheads get destroyed by people mashing cr.jabs, it’s nowhere near it’s SF4 version where f.mk had a very high vertical hurtbox and dodged a lot of buttons. In this game I think people will start mashing jabs on reaction to the OH pretty fast, because it’s really quite easy to react to.

^ This. One of the big problem of SFV is jab mashing. Btw I think i’m gonna give up on Ibuki. The fact that her jumpins seem to have ZERO proximity block and everyone just walk under them makes me wanna stop playing this game. I don’t know if it’s a bug but if it’s intended then Crapcom get your shit together

For those that want a use for their second bomb: here’s a VERY useful otg throw combo for in the corner.
Neutral bomb > walk forward (or wait the time of about a lp if youre doing a tick throw) > throw forward > b mp juggle 1 hit > hk dash > lp kunai > ex DP (hold a kick) > release after animation is done.
404 Damage. 521 Stun.

by sonicfox