There’s a video of this set up running around but I haven’t seen it in this combo thread so I’m gonna post it here for those that haven’t seen it yet, if someone could post the video that would be great too.
the combo you wanna do is:
st.MP, st.LK XX LP Raida
This gives you the best oki out of the combos I’ve tried so far, here’s what you wanna do depending on what wake up your opponent does.
Regular Wake-Up: dash forward st.MP hits meaty regardless you wanna combo back into st.LK for the same sequence again.
Back Roll Wake-Up: dash forward and do st.HP, you can also delay doing a st.MP and it too will hit meaty but you’ll be too far away for it to combo into anything. St.HP will do more damage and if your reactions are good enough you can cancel it into LP Raida for more oki.
Delayed Wake-Up: dash forward do st.MP. st.LK, MK command dash into st.MP. Not only will the st.MP hit meaty but you’ll also cross up your opponent, it’s an easy cross up to block but it’s something.
Other things to note, you can substitute the LP Raida for any DP and the oki will still work and if you have the opponent in the corner instead of going for st.LK after st.MP you can go for the LP,MP,HP target combo after the st.MP for more damage, but this only works in the corner mid screen you push the opponent too far away for the combo to work so mid screen only go for st.LK just to be safe.
Anyways hope it’s useful for people. I still have trouble getting in on people so hopefully we can figure that out I’ve been having success with MP as a good neutral button as well as forward HK so if any one has found success with getting in on people that would be something good to share ha.
Trial 10 is harder than it needs to be. If you use hcb+mp instead of the hcb+hp you don’t need to qcf+mk before the super just a regular dash is fine and way easier! If you use hcb+lp you might not need a dash at all! Maybe use s hp to make up for the damage loss, too.
s mp, s lk seems God. ch s mp, s mp, s lk, dp is also good. c lk, s lp, s mp, s hp, dp to start low!
1 meter no v trigger max c hp, qcf+lp+mp, dash, hcb+p. Just be aware if you use hcb+lp, you setup a forward jumping mk, maybe taking a step forwards first to make it crossup. Instead of using meter you might be able to do that combo with hold lp 2 seconds, release.
v trigger no meter c hp, qcf+hp, hp+hk, c hp, dp, qcf+lk, hcb+lp for the setup
For the second bomb (without freeze frames), you can do ex kunai, bomb, normal dash, HP raida for a pretty high stun combo (good for resets into stun off a v trigger combo), does ~400-500 stun depending on what you use before kunai
Here is a tenrai/v-skill combo. This particular combo needs at least one bomb, but, you can manipulate how many kunai’s and bars you want to spend. I find it quite versatile because I find myself punishing alot of whiffed moves during neutral. This v-skill helps in the short term because of ibuki’s walk speed, she can shimmy around, and them boom, free punish with huge knockback into the corner. It’s super safe when charged, and you can even
I’d also like to note from this video, it shows that you can basically throw out all your kunai’s and keep your opponent in an juggle state, as many as you hold kunai’s.
It inspired me to make this um… Combo. Maybe I’ll make a video touching upon her v-skill a little more, since I’m intrigued by it.
Anyway, here’s the corner combo:
V-skill (small charge, or full charge doesn’t matter) , xx V-trigger (N) lp kunai, lp kunai, (explosion) lp all release kunai, Critical art. All of it did a nifty 421 damage.
Thing’s that can be changed is instead of kunai, you can use raida. (I couldn’t pull it off the first time, but someone told me you can use it, but it has to be done right away). You can follow it up with ex bombs, anything fancy to extend the combo, or reset the entire situation. (I don’t know any reset corner set-ups yet, sorry…).
the numbers are the jp or juggle points that the move has (or increases). Juggle points are the base of the juggling system in both sfv and sfiv series, basically:
to follow up a move that launches the opponent into a juggle state (Ryu’s shoryu, Ken’s tatsu,etc etc) you need a move with a specific amount of juggle points,most of the time you’ll need at least 1juggle point, for example,if you do Ken’s lk tatsu and it only hits once, you’ll need a move with at least 1 jp to follow, so you can do a lp shoryuken there,which again increases by 1 so you need 2jp, which hp shoryuken has, but if it hits twice the 2nd hit makes it so that you need a move with 2jp at least, for example hp shoryuken, there are some specific moves,like a late hitting dp, that increases the jp by a lot or other moves that simply make you need at least 2 or more jp. There’s also something called a free juggle state, which means that you need something with 0 jp to follow, basically any move that is not a throw, Ibuki’s bomb leaves at this state for example, other moves doesn’t rise jp,like Ibuki’s air kunai or her bomb
Again, this is pretty advanced, but if you understand juggle propieties you’ll be able to convert from a lot of weird stuff
I always theorized she would have some type of loop with the kunais. The corner carry is pretty nice on that too. If you have V Trigger ready it might be worth it.
Charming Rogue already posted up a basic list of combos with the inputs/notations. Please read that for now and I’ll have stuff in the first post soon. Probably in a few days.
Oh and stop double/triple posting just for the sake of talking. Don’t want to get the cops.
Well… Some people need video’s to clarify, and maybe save the notes on youtube for later use. I’m the kind of person that needs both text and visual stuff to remember certain moves.
It’s really disrespectful to people who are putting in hard work and effort when you’re demanding stuff when there are tons of written text to be used.
With that in mind, I’ll putting a vid later touching upon her v-skill. With inputs.