Ibuki Combo/FAQ v1.0

Because the MP and HP knives have more recovery frames.

But yeah, Chun is bullshit.

I personally really like the Ibuki vs Dudley match. Ibuki has a lot of ways to keep him out of the air and Ibuki’s low pokes can really give him a hard time. Dudley is also one of the tall characters, which lets Ibuki use her full range of moves and target combos without worrying about standing/crouching stuff. In this match I feel Ibuki can play both very aggressively or very defensively, although the major concern is getting knocked down, since Dudley’s own pressure game is very very strong.

I wouldn’t say that this is a “bad” match-up for Dudley, but I would say that it is at least a good match-up for Ibuki.

As for Hugo, I personally feel you have to play that match very cautiously. Although it seems like Ibuki can walk all over Hugo for free, a few mistakes or parry-baits could end up putting Ibuki in a world of pain. Any time you try and set up a parry bait, you could get grabbed, and any time you use an unsafe poke string, you could get grabbed, and any time you do a move with frame disadvantage, you could get grabbed. But it’s not like Ibuki has to play this match aggressively at all. If you play defensively and just shut down Hugo’s offense, the match becomes a lot easier.

Alex is kind of interesting. I play against Alex a lot and I feel the match is in her favor. But the interesting thing here is that he can be dangerous if he gets an opening and starts to rushdown. His jumping attacks are actually rather hard to anti-air and are quite dangerous if you guess wrong, since they lead to stun combos or tick throws, both of which will put Ibuki in a very bad spot. Though I feel that on the flip side, Ibuki can really put a lot of pressure on Alex and easily rush him down, since Ibuki has a lot of ways to get in and force an opening against him. A lot of the time she is safe, so it’s really just a matter of forcing that opening and keeping constant pressure and rushdown, all while mixing it up.

Remy, I dunno. I can’t really speak from experience against Remy, since I don’t get to fight a lot of good Remy’s. However, if your main problem is getting in on him and creating an opening, remember the basics: Ibuki has a lot of frame advantage almost all her moves. Use your pokes and keep moving in while setting up parry baits. Low jabs or low shorts, low forward, slide, EX knives, toward+MK – Anything that puts you in his poke range. Once you’re there, expect him to try and poke you to get you out of his space, and parry then knockdown. Mix this in with tick throws and fast pokes. Keep him guessing about what you’re gunna do : “will you parry, will you poke, will you throw?”, and keep the pressure on untill you got him locked in the corner. And remember to use standing MK when you think he’ll parry low, and also to set up tick throws when he blocks. Even if he techs the throw, you still push him further into the corner, which is where you want him.

Standing Forward-> Command Dash -> Throw.

Then next time s.Forward -> Command Dash -> Tiger knee SA1

on Tall characters you can do s.Roundhouse (blocked) super jump cancel SA1 to finish the round.

On your wakeup ex kick XX knives takes a bunch of meter but is one of the safest wakeups in the game and does hella tick if they block.

On opponent wakeup try various methods of jumping over their head and throwing a dagger then super cancelling it. You can mix it up so they have to block left or right and in rare instances you can actually make it unblockable if you time it perfect. I can’t remember if its jab or fierce dagger that has the low arc you need to make this work, it’s one of those two.

Throw fakeouts in general are the best times to tiger knee super. Because if you trick the opponent into trying to crouch tech your (fake) throw, you will punish the jab they throw out with your super.

Good stuff.

TK SA1 is also great to use against anyone that can low forward to super or just plain old has a good low forward. Bait…TK SA1…take away nearly 40 percent of their life bar. :tup:

Adding to this: Note that it’s only unblockable in the arcade version. Ibuki doesn’t have one in the PS2 or other ported versions.

Also, hitting with close RH and then super jumping vertically and hitting with SA.1 can be effective on some characters. I think it’s mostly effective on Chun and Makoto, but I can’t remember off-hand who else it works well on. (I think I posted it somewhere)

And a note on canceling the dp+2K into SA.1, I have a nasty habit of sometimes canceling this move way too early or way too late. I try to aim for head level so that both streams of knives hit, without putting me high enough into the air to get punished. Seems like you can just input the DP+2K, then wait a moment, then input one qcf+P to get the super.

I’ve also noticed that back+MP (or close LP->MP target combo) puts Ibuki closer to the opponent, which is good if you want the whole super to hit. As apposed to MK xx dp+2K which seems to put Ibuki further away.

And yeah I agree, pretty much any throw setup you can think of is also a good setup for SA.1.

what i like to do with SA1 is use s.lp as an anti air, whether its after a parry or by itself then IAS with lp. They’ll usually block, but the cool thing is if you dont mash, the super becomes bait. Usually you’ll land fast enough to defend yourself and punish whatever they try to do. Ive been able to block ken’s SAIII when ive landed.

Ive put up a little trailer for ibuki on youtube. Its suppose to be a trailer for a tutorial video, but my editing skills and my lack of a dummy player puts it on hiatus.

[media=youtube]-ivZN2Olc98"[/media]

check it out if you want. The Set up with urien doesnt work very well, its very easy to escape. So instead of a SAII you can do something else, thats more useful.

That’s not a bad start. But the one done on Ken with the qcf+2P is also very easy to block and punish. If Ken has meter, all he has to do is block low, and then Ibuki is likely to eat a MP->HP xx SA.3.

Ibuki has a ton of safe options, might want to reconsider putting the unsafe ones in there.

yeah i throw those out when im feeling lucky. Suprisingly it works a lot when i try it. Maybe its just the people i play. It works best close to a corner, the closer the opponents back is to a corner, the faster the ex will reach them.

Errr, ok, but there is no mix-up there. Why would they block high at all (or not block, for that matter). And I’m not just talking theory stuff here, even close to the corner you’re still a good distance away and you’re not jumping (ie, you didn’t SJ cancel the HK). So basically you’re not in the air and you’re too far away for an overhead and too far away to get behind them, all you can do is hit mid/low (which they can block low). I have no idea why it hits the people you play against.

But the point is there’s no mix-up there and it’s extremely punishable. If they block, Ibuki takes crazy damage, and the odds of them blocking are very high, therefor the risk is totally not worth the potential payoff.

Xenozip is right. There’s no reason for anyone to block high after that setup. You’re just way too far away to do anything else other than super jumping at them and throwing SA1 or using EX rdp+K. Both which are extremely telegraphed after that combo. You can’t even really use the super jump cancel to follow up on Ken because he can easily DP or EX air tatsu you right out of the air. You better be ready to parry for your life after jumping at Ken.

There’s no reason to fear an overhead or any other mix up so in a tournament situation your first instinct is to block low to save your ass from taking anymore damage. Sure…your non tournament playing friends may get hit by that setup but playing against people that have competitive experience will not get hit by such telegraphed setups and you will eat 25 percent extra damage considering Ibuki is in a crouching state after that move. The last thing Ibuki wants. So basically…for the one time that setup actually works (which would be basically never against the tournament players I play against)…the other 15 times it will lose you a match in a tournament situation.

I did like some of your setups off of the EX kunai after close s.HK launcher. I’ll have to try out some of those. I don’t know about wasting EX just to reset somebody (cuz Ibuki has other ways to do it that don’t require meter) but it might come in handy once in a while as a different mix up. SA2 is SA2. It can work but…most of the time against good players you’ll be wasting too much time throwing out EXes to use it. It’s ok to use against characters with weak defense but…you’ll have almost no reason to use that super against a character with good defense like Urien. You need those EXes to continue pressure and what not. Although it is a tutorial so there really is no problem with showing SA2 setups. It’s just that overall…SA2 is not that great of a super. At least SA3 has a short bar.

Hmm just wanted to mention (sorry if you’ve done so already, but I didn’t seem to find it), that SA III will do more damage if ALL 3 kunais Ibuki throws hit your opponent.

The only major strategy that I think got missed, or I just didn’t see in the thread, is that against people who like to empty jump parry (Hugo players are notorious for this, as it’s one of his best ways to get in) you can c.HP (Parried) Super jump cancel -> Air throw. Hella hard to tech and if they do tech you succeed in pushing them back.

help with SJC, TK SA.1, and kasumi gake

could anyone out there help explain just how exactly you do the super jum cancel, i know this is very moronic sounding but i can’t SJC for the life of me, and could some one please also clarify the tactic for her Tiger Knee SA.1? I saw it mentioned somewhere in the ibuki threads but i can’t relocate the method and can someone please explain the tactics/usefulness of her kasumi gake (qcf+k)? I love Ibuki a lot and i know with enough practice she can give anyone a hard time but i just need some help in clarifying these questions. Thanks!

Super jump cancelling is easy. Well…it’s a bit easier if you connect the close s.HK than if it gets blocked. If the close s.HK gets blocked then the cancel is a bit tighter. Basically all it is is waiting for close s.HK to connect and then hit down, up on the joystick quickly. You can also super jump cancel forwards or backwards. Like I said…the timing becomes stricter if the opponent blocks the close s.HK but it still can be done. You can’t SJC close s.HK against certain characters while they are in crouch block. Like shotos, twins, Elena, Chun, etc. Anyone who doesn’t have a huge crouch box. You can also SJC far s.HK but it must connect in order for you to super jump cancel afterwards. You can also super jump cancel after c.HK, close/far s.HK chain and LP,MP, c.HK, far.s.HK chain.

Tiger Kneeing SA1 works two ways. You can either do tiger knee, qcf+P (d,df,f,uf, d,df,f+P) or the way I prefer to do it…just do 2 qcf motions and tiger knee the second motion and hit P (d,df,f,d,df,f,uf+P). You can also buffer it off of a normal attack like s.LP or c.LK to give you more time to execute the super.

Kasumi Gake is used for mix ups and to close gaps. Ibuki likes to stay close and that’s really what that special does. It allows you to hit the opponent with an attack and then quickly buffer into it so you can stay within close proximity of your opponent. The move actually has a few frames of disadvantage (meaning the opponent could hit you inbetween the 2 or 3 so frames of recovery of the special) but it’s very quick so it forces the opponent to most of the time just stay blocking because of the risk factor in trying to punish you within those few frames. Not to mention most characters can’t hit you with anything real serious any ways in 2 or 3 frames unless it involves a reversal super that may get blocked if their timing is off.

Of course one tactic is to close gaps after connecting a s.MK. s.MK to qcf+LK is a good way to move in on people without getting punished. You should stick to using LK Kasumi Gake in most cases because the other versions have more recovery frames and Ibuki takes 50 percent extra damage if she is hit during this special. With how little health Ibuki already has…that’s just insult to injury. You can use this to set up a throw at close range, tick throw, another s.MK to hcb+P, f+MK, c.MK, TK SA1…whatever you feel you are in range for after you close the gap. Using it after f+MK is another cool way to add pressure. You can tack on a c.LK after the f+MK before doing the special as well.

You can also use it for mix ups after close s.HK resets as well. One decent mix up that works on all characters is close s.HK, then as they are falling hit them with s.MK and then buffer into qcf+LK. This resets the opponent and puts you right in front of them as they are falling to the ground. You can also use the MK/HK Kasumi Gake’s to try and cross people up but it can get risky and again…it’s your ass if you get hit.

Another decent mix up that works best on the smaller characters (Oro, Twins, Ibuki) is to hit the opponent with close s.HK, then as they are falling from the air use her b+MP, HP chain and immediately cancel that into LK Kasumi Gake. This will allow you to reset the opponent and then dash under their body long before they hit the ground allowing for a good assortment of mix ups. You can follow this up with a tick throw, TK SA1, s.MK or best…another close s.HK. close s.HK is hard to react to off of a reset and will allow you to launch the opponent again for another reset. Adding a lot to their stun bar. I’ve seen matches where Ibuki literally stuns people off of doing this reset multiple times.

You can also create ambiguous setups like performing the reset…then purposely walking back into the side of the screen you were originally on just before they hit the ground. So if you do the reset into Kasumi Gake, you walk back forward into the position you originally reset from and then do the reset again. This will force people to block in the wrong direction at times and will give the opponent another thing to worry about when they start blocking the regular reset. You can get real tricky by standing right under their body for a split second before deciding to attack from a direction. Making it hard for the opponent to figure which way to block.

^ Adding to this, you may have heard you can cancel your super jump start-up frames with a ground super.

So, for example, you can’t cancel a far standing HK with a special or super move. However, you can SJC the far HK. And since you’re able to cancel the superjump with a super, you can do stuff like:

Far HK, superjump <-- cancel superjump with SA.3

To input it, it’s not so hard. Just press HK, do qcf, then another qcf ending with up+toward, and then push punch a little later than normal. And make sure you’re stocked with SA.3

It’s sort of an auto-hitconfirm too, because you can’t SJC far HK if you whiff it or the opponent blocks. But if the opponent gets hit by it, you’re able to SJC, so therefor you can cancel the SJ and hit with the super too.

I like that. :tup:

After trying it out in training mode I figured the best way to do it is just like every other sjc super. Start from down and do a near 540 motion all the way to qcf again and hit P. So basically do a 360 starting from d,df,f,uf,u,ub,b,db,d,df,f (360+qcf) and then P.

:wgrin: Much thanks for the tips, i can’t wait to try this stuff out! Oh, and does the SJC need to be set to 2I or 3S on the system directory? Thanks again!!!

Why the fuck are you messing with the system direction? Keep everything on default and keep the system direction on original. Don’t fuck with that shit…what are you doing? :lol:

Oh no, I’ve never messed with the system direction but then again i didn’t know if some of this stuff that was mentioned was functioning with altered system directions lol!

LOL. Trust me man…unless someone specifically says, you can assume it’s not. We’re posting stuff to help your game. Not to force you to cheat at tournaments (even though it may seem that way). :lol:

Something I found out today was that if you do an EX Kunai near the ground at about the range of a f+hk then that combos. What I was thinking is that this could be a good zoning tool since the EX Kunai’s should keep the other person at bay for the f+hk to at least connect.

So yeah, just thought I’d bring that up