Ibuki Combo/FAQ v1.0

Ibuki Combo/FAQ v1.6

Ibuki Wiki

=======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.

1 Like

Combo details

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

Misc. info

====== Misc. info ======

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.

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.

  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?

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

Throw/SA.2(grab) set-ups.

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.

Anything else?

Ibuki Strategy 101?

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.

Launch -> Super Jumping follow-up

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.

You are a GOD. I love you. Post more Ibuki stuffs!

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! :smiley:

Keep at it Xenozip!

Thanks for the comments.

More information on Ibukis normals, Specials, and Supers can be found at Karathrow.com

http://www.karathrow.com/ibuki.html

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-

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.

Mixing and Mix-ups

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.

Miscellaneous Rushdown

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).

Miscellaneous Launches, Resets and Knockdowns

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).
  2. 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.

<3 Xenozip.

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