Ibuki Combo/FAQ v1.0

So i just started to learn ibuki, and i find when i get cornered i have a hard time getting out. Are there any tips to what i can do in corners or on wakeup other than EX Kazekiri?

Um…if you have trouble getting out of the corner with Ibuki then you probably have trouble getting out of the corner with everyone that doesn’t have a 0 frame invincible super. LOL. EX Kazekiri should work in most situations but if they start anticipating it you can mix it up with different things. If they don’t immediately attack you on wake up you can do a c.LK to qcf+LK and then you’ll be in their face ready to start a combo. You can also dash quickly behind them to make them whiff their throw attempt and hit them with a combo on the other side.

Tiger Knee’d SA1 is excellent for espcaping the corner as well. You jump slightly forward very quickly and immediately do the super so the kunais push them away. Effectively going over any tick combo or whiffed meaty setups. If someone throws a crouching attack when you wake up and do TK SA1, that takes off a BIG portion of their life bar. Especially if it’s someone with low defense. If you don’t know how to do TK’d SA1 yet…learn it. It’s an important part to Ibuki’s game at higher levels of play. You can even use EX Hien (rdp+K) or Tsumuji Goe (dp+P) to get out. Even just jump straight up in the air and come down on them with kunai to SA1 or j.HP. Ibuki has so many options to get out of the corner it’s ridiculous. If all else fails…just block low like the smart people. LOL. Best thing to do is just not put yourself in the corner to begin with. Ibuki has great maneuverability and a strong poking game so if you’re good with her you shouldn’t see yourself in the corner very often.

Yeah, I know c.LK, c.LP is a link but…I’ve never heard of c.LK to s.LP as a link. Either way c.LK, c.LP works on more characters. Just c.LK, c.LP is just not a link most Ibuki players really ever have to worry about using. c.LK to Raida or EX qcb+K is all you need.

so is this going on the SRK Wiki? it’ll set a nice standard for what an entry could look like.

has this pseudo-combo been posted yet?

cr.rh,rh juggle with far st.rh sjc towards into SAI (prefebly fierce)

this combo is EXCELLENT when mid screen or so - along with the chip damage, this psuedo-combo does more damage then cr.rh,rh to sjc fp,toward+fk! (Unless the opponent parries every single hit of the SAI). not to good against opponents in the corner though, after blocking the chip damage, they can punish - which is why this is just a good combo for mid screen. Does anybody else ever do this? Personally, I don’t give a fuck using Ibuki’s meter for chip and constant EX’s - I say three stock of supers is meant to be played fast and hard.

wow… I’m new to playing ibuki but i find her to be an awesome character

Yo Xeno how’s it hanging bro?
Just wanted to ask a few things:-
Can you make a seperate thread for Ibuki? Or could you plz list her most damaging combo(s)?

Also I saw in a combo vid Ibuki doing her Down+MK (not sure what it is since I haven’t played her in a while, it’s the one where she crouches and does a kick to the air) on Hugo & then canceled into the grab version of her SA II. Can you check to see if this works?

There’s already a lot of Ibuki threads in this section, just set your SRK settings so that you can see old threads.

As far as damaging combos…

air LP->HP target combo, MK, hcb+HP
air LP->HP target combo, MK, qcb+2K

I know, the combos look small, but with Ibuki: less hits is usually more damage. The qcb+2K does a tiny bit more damage than the hcb+HP against standing opponents, but the qcb+2K will do significantly more damage against crouching opponents.

Also, against tall crouching opponents (Akuma, Dudley, Hugo, Q, and Urien) you can do a really nasty+damaging combo:

j.HP, back+MP->HP target combo, MK (link), qcb+2K

I’ve also been able to do the following combo against a cornered standing Urien:

air LP->HP target combo, close LP->MP (1 hit) target combo, dp+2K, air LP->HP target combo, MK, qcb+2K

It might be possible to do that combo on other opponents, but it’s not really practical.

And for stun and fun you can do:

A) air LP->HP target combo, close HK, SJC, air HP->MK target combo
or
B) air LP->HP target combo, c.HK, close HK, SJC, air HP->MK target combo

In the case of (A) you can jump toward the opponent and still hit with both hits against anyone except Alex, Chun-Li, and Elena. That sets up a good rushdown because you can either immediately jump toward with an air target combo or kunai, or just land and dash toward them.

As for SA combos, you can combo SA.1 pretty easily from:
close or far HK
rdp+K
dp+2K

Also c.HP but it’s less useful.

Far HK, I think (she spins and thrusts her leg into the air). Yeah, this is possible. Not sure if it works on anyone other than Hugo. But, it works on Hugo. Doesn’t seem easy to hit confirm.

And for the sake of rhetorical info, you can also combo the grab version from a jumping HP or her air LP->HP target combo (except on Elena and Urien).

Ibuki’s not a character known for long damaging combos that deplete half your life bar. Pick Dudley or Yun if you want a character with that kind of damage potential. Ibuki gets most of her damage off by simply mixups and pressuring people with her pokes/strings that have good priority and frame advantage. It’s very hard to find a point where you can actually punish a good Ibuki so she can use that to her advantage to make the opponent parry/throw at the wrong time and set up for damage.

Thanks a TON for the info bro, might try going back to Ibuki this summer, think I’ll SA II and if I’m not satisfied with it, I’ll pick SA III. :tup:

This response is long overdue… Sorry about that.

What you said is correct, thank for for adding it. And to elaborate further on the subject:

Tsumuji (qcb+K) whiffs against certain crouchers:
A) Chun, Elena, Oro: qcb+2K (all hits), and qcb+HK (3rd hit)
B) Makoto, Yang, Yun: MK xx qcb+2K (3rd hit)
C) Ibuki: MK xx qcb+2K (4th hit)

Explaination:

Crouching Chun, Elena, and Oro can’t be hit by the high kicks of an EX Tsumuji (qcb+2K) at close range, even if buffered. They can be hit by the low hits (the sweeps). But the first hit of an EX Tsumuji is always a high kick, which means you won’t be able to combo it from close range.

They (Chun, Elena, Oro) also can not be hit by the third high kick of a HK Tsumuji (qcb+HK) at close range. However, this can be compensated for by hit-confirming weather or not they are crouching, and if they ARE, then just make sure the last hit is a sweep (which will hit them and knock them down). Which shouldn’t be a problem, since if you’re using the HK version of the Tsumuji, then you should be hit-confirming it anyway.

Crouching Makoto, Yang, and Yun have somewhat strange properties. The third hit of an EX Tsumuji (qcb+2K) will whiff them if buffered from a standing MK (which means they can block or parry the fourth hit or reversal you). However, all hits of the EX Tsumuji (qcb+2K) will hit them if done from close range, or buffered from a light attack or back+MP. The specific reason behind this is because MK will put you out of range, so it’s really a range issue. It is possible to compensate for this by hit confirming and making sure the last two hits (3rd and 4th hit) are low hits (sweeps) instead of high hits.

Crouching Ibuki shares similar properties to Makoto, Yang, and Yun, but it’s slightly different. It’s the fourth hit of an EX Tsumuji (qcb+2K) buffered from a MK that will whiff a crouching Ibuki. Again, Ibuki can be hit by all hits of the EX Tsumuji (qcb+2K) if done from close range, or buffered from a light attack or back+MP. It’s only from certain distances or when buffered from standing MK that it whiffs. And again you can just compensate for this by hit confirming and making sure the last hit is a sweep.

And on a random side note (which I thought was somewhat ammusing) Twelve can walk forward under all hits of the EX Tsumuji (qcb+2K). I wouldn’t be surprised if other moves could pass under them as well. Of course, that’s not really relevant since it’s not really a move you want to be spamming outside of combos.

Yay ninja. Fuck Makoto.

There’s a lot of fun stuff that Twelve can walk under. His walk is good for bypassing cross up attempts as well. Just takes practice to remember how to use EX Tsumuji against characters with special crouch hit properties. You’re pretty much better off not using EX Tsumuji against Chun, Elena and Oro. Just stick to qcb+MK and then hit down+MK to combo into the sweep. Just be careful not to do the sweep if it gets blocked cuz Chun and Elena can both punish you with reversal super.

Yup.

http://shoryuken.com/wiki/index.php/Ibuki_(3S)

I’ve just started updating it. I just finished with the basics (frame data charts, whee). Had to do that part all at once because it’s so tedious.

I’ll be updating the Strategy portion in bits and pieces though, because that’s the real beast there. I’ll be working on that part over the course of the next week or two (depending on my availability).

If anyone would like to, please feel free to add to it, comment on it, correct it, proof read it, whatever you wanna do to it to make it better. Thanks.

I’m sure you have plenty to add to the strat section, DJ.

[Edit]: It’s not even half way done and it’s already giving me a file-size warning. LOL

Sorry I didn’t bother to read much of this thread so if these are repeated questions, please forgive me.

I just started to play Ibuki and I was wondering what are her best low options? And what is teh best combo to do fallowing a cr. HK xHK? I usually fallow it up with another HK or her srk+kick move.

Thanks in advance.

As far as low options go…c.LK and more so c.MK are both good low pokes. c.MK is arguably her best poke and comes out about as quickly and covers the same range as Chun’s c.MK. Very good for spacing and using in tick combos. c.LK is a good quick poke that can cancel into any of her special moves. c.LK into command throw is a good option on wake up. Safe if blocked and creates an untechable knockdown if it connects. Meaning free wake up options if done in the corner without worrying about the opponent tech rolling. You have to be relatively close to get this combo to work though so I wouldn’t advise using it outside of wake up situations unless you are absolutely sure you are close enough to get it in. Otherwise the c.LK/command grab can whiff and you get owned by low forward to death.

c.LK to EX kicks is another good option since it works on everyone if they’re standing and works on most crouching characters. The only crouching characters it doesn’t work on are Chun, Elena, Oro and Ibuki herself. They have real small crouch boxes. On them you can just try do a tick throw with c.LK or follow the c.LK with a s.MK and and then continue with qcb+MK. If they get hit by the s.MK and they’re crouching you can follow up with with the sweep at the end of the qcb+MK and it will all combo and create a knockdown. This works on all crouching characters. s.MK is your best option for comboing after a normal attack any ways. Along with c.MK, s.MK should be your next most used normal attack. s.MK is a crazy good poke by itself and you can always follow it up with another move if it connects. At closer ranges you can do s.MK to command throw and from farther distances you can do qcb+K or EX qcb+K.

As far as best low options with Ibuki…obviously c.LK and c.MK are both good options. c.MK is a great low hitting poke that can help you to zone people out and space yourself to start an offensive. You can use it in poke strings as well and follows up nicely after f+MK. c.LK is good because you can cancel it into any special move. You can create a poke string by going into qcb+LK after the c.LK from a distance. You can also combo c.LK into her command throw. This is especially good on wake up when you wanna mix up after doing a s.MK or other meaty standing normal on wake up. Is a two hit combo and is safe on block.

df+MK slide is also another good option from a distance. This goes under even more things than c.MK does. You can go under Q’s dash punch, a lot of Dudley’s normals, Corckscrew Blow, Chun b+HP…all kinds of good stuff. Just have to remember to do it from a distance because if it connects with the opponent at all and you are too close with the side…you can get reversed with a DP or combo into super and get owned since you take the extra damage from being in a crouching state. You can also use it to follow up after a poke string to close the gap.

c.HK and setting up for damage after close s.HK launch.

c.HK is your sweep and is another good normal. A bit safer on block than some other character’s sweeps and comes out pretty quick. You can also cancel it into s.HK/close s.HK to keep people from punishing you afterwards. Works best against characters that can’t crouch the far s.HK. Also if far s.HK connects you can super jump cancel afterwards to set up for more damage. Since a lot of characters can duck under it though you’re best option would be to just throw c.HK by itself so you don’t whiff a s.HK and get punished. Luckily close s.HK if blocked can be super jump cancelled afterwards so you can super jump cancel backwards to get away from punishment. close s.HK by itself has pretty good recovery on block. You would only have to worry about quick reversal supers if done up real close. Again…just super jump cancel away from the opponent after it gets blocked to save yourself from getting punished. Throw kunai/EX kunai on the way back to keep them away as well.

A lot of the time though…you don’t need c.HK to set up for the close s.HK launch. A lot of scrubby Ibuki players like being able to combo off of a sweep into a launch but in essence it’s not really all that worth doing. If your sweep gets parried people can punish and although the sweep has decent recovery…it still has enough start up where somebody can throw a low forward super on you before you start up the sweep. At least close s.HK by itself is a bit harder to see coming (because of the animation) so it’s easier to set up on the ground. I would recommend more so just setting up the close s.HK by itself just because you have to be within point blank range to combo c.HK to close s.HK and if the opponent sees you starting up a sweep animation all it takes is a random parry to get owned. Close s.HK requires a 2 hit parry or an immediate throw after the first parry to punish her. Which taking a throw is still better than eating low forward super.

There’s different things you can do to follow up after a close s.HK launch. The most basic way to follow up would be of course to do another close s.HK or dp+K. Both are basically setups only used by scrub Ibuki players follow ups and do no damage and don’t even allow you to capitalize off of any reset. So those two are out of the question. Some of your better options include s.MK to qcf+LK/MK. This will allow you to reset the opponent high enough in the air and allow you to quickly move in and set up for a tick throw…s.MK, TK SA1…lots of options basically after this. This is a pretty common follow up since it works on all of the characters and will always let you make a move before they do.

If you want to add up the damage…you can follow up close s.HK with a super jump cancel straight up and do HP, f+MK 2 hit air chain. This chain does a good bit of damage and adds lots to the stun bar. This plus a couple extra combos will get someone stunned real quick. It resets the opponent away from you as well. On certain characters you can do this combo as you’re super jumping towards them as well. Sometimes the f+MK may not hit by hitting them with the j.HP still does good stun and you can use it to push them into the corner to set up for more damage. You can also do b+MP,HP,dp+HK on bigger characters after a launch.

There’s another reset you can set up on characters with small hit boxes (Oro, Twins, Ibuki) that allows you to set up for tons of damage. This reset also involves the b+MP, HP chain as a juggle to set up for a reset. These characters are the best to use it on because they are reset by the juggle regardless of where they are in the air when it hits. Basically what you do is after a launch hit you b+MP, HP and then immediately cancel into qcf+LK/MK to cross the opponent up. From here you can set up another tick throw, TK SA1, s.MK…whatever. Or you can follow it up again with a close s.HK. Since they are being reset so high in the air it’s very hard to defend against any meaty attack and close s.HK is a very good one that launches in the air as well. Then you can repeat the process and you’ll start to add up the damage/stun real quick.

This can get real tricky cuz you can do stuff like hover under the person’s body before they fall after the command dash and then either cross them up or walk back into the direction you came from and launch them again from that side. With your ability to kinda just sit right under them it’s very hard for them to see which way you’re going to come from which makes the setup extremely ambiguous and can potentially allow you to take away half the opponent’s life bar or more on resets alone. Just have to be careful against Oro and Ibuki because they can EX DP you out of the reset if they time it right. So it doesn’t hurt to block for a split second or try and parry down their EX punch and then punish afterwards. Yun and Yang fortunately have no real reversal for this reset so you can pretty much feel free to do what you want as long as you don’t get parried (which is very hard to do after the reset any ways).

Hi I’ve started using Ibuki myself as my main. I love her, she’s very complex but ulitmately rewarding and fun to use. I’ve relatively do okay against Shotos and other characters but I seem to have lots of trouble against Chun Li players. Any specific anti-Chun li tips that you guys can share?

Basically you’ll want to get a knockdown on Chun. Chun doesn’t have much she can do against Ibuki once Ibuki knocks her down. If she throws a low poke you TK SA1 over it. Use a kunai on wake up to bait an EX SBK and then punish or just use a meaty attack on wake up to mess her up. Jumping in with EX kunais isn’t too bad since they give you a lot of frame advantage and they’re hard to b+HP on reaction and depending on where they hit usually one of them will still hit. Even if you do them real deep and they are parried…you’re still safe and have enough advantage to start a rush game. You can play a little poking game with Chun as well.

Your c.MK is just about as good as hers outside of the fact that hers can combo into a super. Just block low to cover yourself from her super as you’re poking… df+MK slide goes under b+HP so you can use that to your advantage as well to close the gap. This move also…will get you owned if it connects too close to Chun so be careful. Unfortunately you can’t use s.LP or f+HK cuz they both go right over Chun’s head on crouch.

A f+MK once in a while to mix things up doesn’t hurt and if you connect one close enough while Chun is crouching you can link a s.MK and combo into qcb+MKx2, d+MK follow up string for a 5 hit combo that does lots of damage/stun. Just be careful though cuz if f+MK gets parried…Chun is one of the few characters that can punish it with a c.LP to super which = tons of damage to Ibuki. Luckily the timing is strict and she has to parry it within a relatively close range. Outside of that range and you can stand/crouch block the c.LP to super.

Once you can get within in her c.MK range all it takes is a s.MK to command throw or tick throw to knock her down. Once that happens you can mix her up all kinds of ways. Do another tick throw…then next time follow up with s.MK to qcf+LK to bait a c.MK and then when she throws one, do a TK SA1 over her head for tons of damage. Even if she doesn’t do anything the chip damage will be tremendous and she has no way of punishing you on the way down if you TK the super real low to the ground. Keeping Chun laying on the ground and not walking around is the key to success. The less she throws around c.MK and b+HP, the better chance you have to win the fight. It’s still not in your favor by a good bit but Ibuki has the crazy offensive game to keep the fight from being a complete pushover for Chun.

take it from me Cabbie, Ibuki is super lamezor:tdown:

Wow thanks DevilJin, I’ve incorporated your tips in my game and it seems to helped a lot with my chances agianst the Chun players. Now I get 2 wins for every lose. :slight_smile: Your right, I also noticed that the more I keep Chun on her back the higher chances I have of taking the game. Ibuki has so many tricks up her sleeve.

I can’t believe how many times I was able to bait the Chun players to use EX bird with the Kunai trick among others.

Another noob question though, I noticed that when I abuse meaty s.mk (followed up by qcb+K) it usually gets parried and I get thrown even before qcb+k comes out. Will I be able to catch them if I change qcb+K to raida instead?

Well that means you’re using that meaty too much. If your meaty keeps getting parried that means you need to try a different attack to meaty with or throw them on wake up if you think they’re going to look for the meaty. s.MK meaty on wake up is a good move but it shouldn’t be abused cuz it will get you punished. Try the next time to mix it up with c.LK to raida. This is a two hit combo that can also work as a low meaty so when they try to parry high to catch your s.MK they eat a 2 hit combo instead for parrying in the wrong direction. Then the next time you can mix it up with close s.HK. close s.HK executes at a different timing than s.MK but can also be used as a meaty. So you can purposely time it so it comes slight after a meaty normally would and launch them so you can follow up with super jump HP, f+MK air chain. Using a meaty sweep on wake up doesn’t hurt either. Use a meaty UOH if she starts trying to parry low and then you’ll have enough advantage to thorw another s.MK or c.MK or whatever else you wanna follow up with.