Ibuki Blockstrings and Mix-ups

You have to be really close, but im pretty sure it combos on vega and blanka even if they crouch, i’ll test it again to make sure.

the second one might whiff if they block the first crouching, but since its a CH setup we’re banking on them pressing buttons anyways :slight_smile:

A couple of extra blockstrings that combo that I haven’t seen mentioned, which I am starting to use more and more:

St.mp, cr.lp, f+lk, xx lk tsumuji or kazegiri or raids or ex spin kicks or u2. Works on all crouchers.

2: tc4> cr.lp or f+lk xx whatever.

I like this one cause the opponent cant duck under either option, unlike far lp… Thus it jails easier.

A non combo string I like to use: cr.mp, cr.lp >…
I like this cause it can mess with opponents crouchtech timing.

-dime

I’m sure most of these I’m about to post are nothing ground-breaking. Just something I try to do in matches when i can find my sorry butt getting close to the opponent.

All these “blockstrings” (not true blockstrings) were tested on small characters crouching because of the dreaded wiffing that is Ibuki’s standing punches. Another note is that the st.MP, st.LP, st.MK also works as a hit comfirm on most characters if the st.LP comes in 1-2 frames later than you can start to link it from st.MP. If you try to link to fast the st.LP wiffs. Rose, Guy, Cammy and maybe a couple others that will wiff st.LP even if st.MP hits no matter what. This combo becomes essentially garbage on these very few characters. If it makes you feel better trade st.LP for cr.LP in all my blockstrings listed below and you wont have to worry about nothing wiffing on st.MP hitting.

  1. st.MP, st.LP, st.MK xx lk.Tsumuji, st.MK xx lk.Hien

This one is decent for frame traps but the goal is to get the overhead hien to hit those excessive crouch blockers.

  1. st.MP, st.LP, st.MK xx lk.Tsumuji, st.MK xx mk.Tsumuji (3rd kick low.)

A bunch of decent frame-traps here. Also if you make your way all the way through the block-string you are in perfect (maximum) range for a penguin kick to get yourself back in and pressure more. If you hit the penguin-kick you should be able to combo something small like cr.LP, st.MK xx whatever. If you want to sacrifice a smidgen of space of the penguin-kick setup for 8 more chip damage you should hit high on the second Tsumuji kick. Only bad thing with that is it makes the penguin-kick a bit more vulnerable.

  1. TC6, sjc xx mk.Tsumuji (no 3rd kick), st.MK xx whatever

Note: All these combos are essentially just looping Tsumuji into another one. The beauty about lk or mk.Tsumuji (no 3rd kick) to st.MK blockstring is that you can go into just about anything to keep the pressure on. hien, Tsumuji, command dash into throw or new blockstring. Whatevs. I’m sure most decent Ibuki’s know this but if you didn’t.

s.mp, s.mp, s.mk
as a block string will work on most crouchers

ive been thinking about more frame traps lately and ive come up with some old ones and some new ones as well as some general theory on frame traps:

general theory:

there are 3 primary spots to frame trap with EVERY character:

  1. immediately after a jumpin (j.lk “delay” st.mp,cr.lp,F+l xx raida or something like that)

  2. after your first blocked weak attack (j.lk,cr.lp “delay” st.mk xx mk tsumuji)

  3. after your second blocked weak attack (j.lk,cr.lp x 2, “delay” st.mk xx mk tsumuji)

now theres one problem that alot of characters have here that ibuki doesnt, namely alot of characters need to be point blank in order to frame trap with anything good, plus those characters can get predictable with there frame traps cause of that. like chun only has 1 good frame trap normal and its her close hk, she doesnt have any other worthwhile frame traps besides that, and the kicker is that her close hk has very little activatable range. another problem that occurs is that other characters are " out of offense" if there frame trap gets blocked… but ibuki doesnt have either problem in the slightest. going by frame trap 1 ibuki can do a close st.mp,cr.lp and hit confirm those into a F+lk xx raida or she can stop at the cr.lp and instead walk forward for a throw or do a delayed F+lk xx mk tsumuji fishing for another CH after having already tried one. THAT IS VERY POWERFUL.

and the kicker isnt just those couple of strings, its the fact that those strings combo on regular hit also plus they give mad stun and setup a nice ambiguous crossup or safejump.

the other thing that ibuki has going for her in the EXTREME as far as frame traps go is that she isnt forced to frame trap with like one or 2 normals unlike other characters. almost all of ibukis normals have something VERY good about them that can only be done on CH:

CR.lk on ch gives plus 5 and combos into itself easily and thus combos into lk tsumuji for decent damage.

cr.lp on ch combos into st.mk easily and thus into mk tsumuji

far mp on ch combos ALOT easier into st.mk xx mk tsumuji

cr.mk on ch combos into an easy to plink 1 framer into st.mk xx mk tsumuji

F+lk on ch combos into mk tsumuji for the knockdown from a weak attack

and the kicker is that almost all of those can be used after a jumpin after 2 blocked jabs or closer. which gives a fuckload of options to the ibuki user.

so she could do something like dash in cr.lp anticipating the block and then delay st.mp into st.mk for really nice damage.

or if confused she can dash in and do cr.lpx2 looking for the hitconfirm and if blocked she can take a step forward and do F+lk xx mk tsumuji or on hit so that she doesnt have to change her buttons she can just combo the F+lk into raida.

lots of options for frame trapping those crouch techs and if the opponent stops crouch teching, she has F+mk to deal with high techs.

if they let her throw them, then they are assed out cause ibuki has some of her nastiest 50/50’s from both of her throws.

but in the end what really gets me excited is st.mp,cr.lp,st.mk xx ex raida

it does 430 stun!!! (262 damage) from a ch. if you add on the stun from the ambiguous dash crossup to close hk dash cr.fp it does a total of 830 stun and then if the opponent guesses wrong on that reset they are stunned. so basically one frame trap and 2 wrong guesses and ibuki wins the round.

oh and if that werent good enough… THIS SHIT IS A 2 FRAME LINK IN AE!
yeah boy.

oh yeah the total stun if ibuki gets all the guesses in a row and does her most stun combos after the reset j.hk, 4 hit tc4, xx ex neckbreaker is 1352 so basically any character in the game is stunned here.

and if ibuki gets a punish 4 hit tc4 xx ex neckbreaker, she can stun most characters in the next combo with j.lk, 4 hit tc4 xx neckbreaker. just lk dash and then superjump afterwards to make it crossup on most characters.

i have no idea why i havent been playing her for stun this whole time… i didnt realize that close hk xx dash to cr.fp did 400 stun. now that i know that, im going to always be on the lookout for it after neutral throw to instant kunai to close hk> cr.fp is already 560 stun plus a resest into atleast 400 more stun. so she can basically win off of a neutral throw as well if the opponent guesses wrong, and if they dont, we have those awesome frame traps to fallback on.

now i just need to implement this stuff… easier said than done.

-dime

Wish you’ve read my post on “an in depth guide to ibuki”.But lately i realized that i posted that in the wrong thread…Oh well,anyways…

Omg
I’m so going to implement CH c.mk, s.mk ender

That is going to get abused

I get 250 on average first thing in the morning.
Here’s a SF-tip, eat a big meal and drink Green Tea; decision making and reactions will naturally get better =)

… this website is rubbish, got an average of 11ms which is obviously impossible – top 50 anyone?

I am having a lot of trouble in doing SJC to CDs after the (TC)s.lp,s.mp,c.hk+hk launcher.
Whats the specific timing and and command to do this? What I have been trying to do after the launcher is d,df,f,uf, s.hk

Any help on/advice on this would be great. Thanks.

Depends on your style, try this:
:uf::hk::qcf::hk:

Im personally having ALOT of trouble with the st. HK to sjc command dash. Any tips for that one ?

Is that first Hk input the last hit on the launcher? Thanks.

I really like these. I’m trying to improve my Ibuki so this was very helpful. And thank you for putting this together.

Here’s a deadly mixup:
First tc4>hp neckbreaker and start a vortex.Then do tc8(hp>down hk>hk)>sjc hk command dash>close hk>j hk.
-tc4>hp neckbreaker>kunai does 433 stun.
-tc8 does 308 stun,while close hk(2 hits) does 200 stun and j hk does another 200 stun.
Total stun:1141!
This means that with this mixup you can stun EVERY character in the game,when otherwise you would need 3 successful vortexes to do that.After this mixup Ibuki has the frame advantage so if you’re expecting to reversal you, just block.

(Note:When i first recorded this, close hk whiffed on Seth, Makoto and El Fuerte.But when i did this again,close hk didn’t whiff on them.Probably has something to do with the sjc dash timing).

^^^thats 3 mixups my dude:

1.tc4 neckbreaker.
2. jump kunai,tc8 sjc
3.st.hk xx jc j.hk.

yeah, ibuki does a ton of stun. might i suggest instead of doing close hk xx jump hk, to just close hk xx sjc cr.fp.

both combos do 400 stun, and your in a much better position on block if you dash cancel instead of jump.

another one to try is st.mp,close hk xx sjc cr.fp. it all combos on hit and does a ton of stun.

-dime

I was about to edit my previous post with what you posted .lol

Yeah three mixups as i see it now… But i believe that these are good if you face an opponent who knows how to block her vortex,or guesses right most of the time.And i think its more fun and interesting to imply in your game some sjc or non sjc mixups sometimes.I hope that there are more to be found with our imagination and creativity .For me a good Ibuki player is the one who combines her vortex,mixup and rushdown game.But unfortunately many Ibukis just use the vortex part…

My mix up gaurentee’s death on most characters.

  1. TC 4 x lk tsumiji x lp x st mk x neckbreaker= 455 stun 376 dmg

HK CD

  1. st mp x st mk x lk tsumiji x st lp x st mk x neckbreaker= 508 stun 350 dmg

OR st mp x st mk x mk tsumiji x spin kick x ex tsumiji= 482 stun, 290 dmg

OR Cr HP x kunai x TC4 x neckbreaker = 531 stun, 367 dmg

  1. Close bansho kick (which kills OS techs) or throw which equals over 1100 stun or anything else really. Repeat combo 1 or 2 = death

well… thats all well and good alex, and what you posted is definitely VERY strong, im just putting a little less emphasis on neckbreaker based stun chains. that shit got the uber nerf in AE. imho ibukis stun potential is now going to be from: ex neckbreaker (300 stun… may be nerfed in AE)

ex raida (250 stun, almost guaranteed this isnt nerfed in AE)

close hk, sjc cr.fp (400 stun probably not nerfed in ae)

so ibuki will still have stunning tools, but they will cost meter or will be high stun lower damage… neckbreaker in this version kind of gave ibuki a little of both worlds… not anymore… we will have to play for stun OR for damage… cant do both anymore.

…sucks… i know.

only ray of light is that stun may be a bit higher from cr.lpx2, st.mk xx breaker since we no longer have to do a 3rd jab to give us a non 1 frame link.

oh yeah on a completely different note… i’m falling in love with st.mp as a combo starter… man that shit is just wicked and is a good tick throw to boot… plus mad frametraps after it on block… its ibukis most versatile move on block/hit. i dont know why i stuck to cr.lp’s for so long.

-dime

what?
Sorry my stupidity, but reading you i have just found that there is a 1 frame link in
cr.lpx2 ->link-> st.mk xx breaker O_O !?!?

I’m sorry, but in the first messages in the Ibuki Combos and Glitches thread and in the Shinobi Guide [A total guide for ibuki…] there is no info on where and how difficult the links are :frowning:
This stuff is hard for “casual people” like me, you know.

Can anyone give some light on what the “easier” combo (non Target Combo) is, so noobs like me can build our way up ??

Thanks in advance :slight_smile:

… the general bnbs are as goes:

cr.lp x2, st.mk xx breaker (1 frame link)

cr.lpx2,st.lp, st.mk xx breaker (3 frame link)

st.mp,st.lp,st.mk xx breaker (a 4 frame and a 3 frame link)

cr.lpx1 or 2, st.lk xx st.mk xx breaker (2 frame link)

as of right now ibuki doesnt have a “perfect” hitconfirm… all of those that i mentioned have there ups and downs.

for instance the first one i mentioned is a 1 framer, which is its downfall.

the second one misses most crouchers which is its downfall.

the 3d one starts with a 5 frame attack, thats its downfall. but its easy, and doesnt wiff crouchers.

the 4th one doesnt do much damage and doesnt work well when not at point blank range… but its easy and doesnt miss crouchers…

so as you can see there is no perfect hitconfirm with ibuki… you kind of have to use them all depending on the situation, although i personally only use the first 3 out of those 4.

-dime