Ibuki COMBO Thread!

Thanks. Kazagiri is also a great tag cancel.

If you tag out soon as you start H.hunting hawk you can ex charge her raida into a full super. It is a 2 bar setup though.

im mostly experimenting with cr.lpx2 hitconfirm variants here they are:

cr.lpx2, st.mk xx st.hp xx st.hp (basic hitconfirm into tag combo)

cr.lpx2, st.mk xx ex tsumuji (forward dash) raida or super (can be done midscreen, not hard, super doesnt need forward dash)

corner only: cr.lpx2, st.mk xx ex tsumuji, B+mk,F+mk (juggle) super or raida or kazegiri or close hk.

-dime

Ok guys, I can do most of the combos consistently, including the more difficult ones, but how the hell are you guys setting these up in matches?!

At first, I thought I could use overhead > TC4 > Followup, but you can’t land the :hk: falling down if they are crouching.

So, fellow Ibuki players, how are you getting in and getting TC4 started!?

Thanks!

Use the other target combo as the overhead follow up. The :lp: F :mp: F :hp: into whatever.

You could also just do the cr.lp s.mk follow up and do whatever you want from there.

I personally play a keep away game using Kunais and try to get them to start jumping in. Then I anti air with B.MP into a full combo, and try to get a mixup going after a knockdown. If the mixup fails, I pressure a bit, try an overhead and go back to playing keepaway if I still haven’t opened them up

Yes you can but IMO its not worth it. Without meter I think it would be best to do TC4 x st lp xx cr HP xx launcher for over 300 damage assuming your partner has at least some decent options after launcher. With one meter you can TC4 x spin kick x ex tsumiji x dash x raida for 346 damage. Using the tsumiji loop will get you only 342 damage.

Thanks Dime for that combo after Ex tsumiji. It makes EX tsumiji significantly more powerful and thus makes ibuki alot more powerful.

As for mixups, you can do anything into ex tsumiji. On block you are +4 and on hit you could dash and do raida for over 300 damage. In the corner you can do at max range spin kick x ex tsumiji x mk x mk x raida for 354 damage!

Spin kick has more range than st mk and does the same damage. Ex tsumiji also moves you forward on block while giving you that +4 so you could go for more mixups. I use MK tsumiji alot for mixups (although that may change due to ex tsumiji and hien being so awesome) as well because even though its -1 on block, I could do the sweep ender which is safe (-2) or I could jab afterwards if they dont attack back for fear of not knowing if I used HK tsumiji which is safer or fear of the sweep ender and then use attacks into ex tsumiji to get closer. On hit mk tsumiji is +2 so I also get frame traps afterwards.

Don’t forget that bansho kick on counter hit is + 29 so you could do cl hk combo afterwards for over 400 damage. And you could do a combo into hien and tag out for over 400 damage while making it safe. I don’t ever use f+mk anymore cause -4 on block is not good. Bansho kick or hien is the way to go IMO. If you start using hien, then you could also start using the lk dash as a mixup. This will alow you to get close and will probably make them fear hien since hien leads to over 400 damage combos.

As for getting in, I have nothing yet other than tag canceling from my partner who does it so effortlessly.

Has anyone figured out that you can JC her cr.hp and her cl.st.HK into super? Both does about 390 dmg if done raw.
Now, combine that with some combos I found.

2 meters:
j.hp, cr,hp xx super = 448 dmg

3 meters:
j.hp, mk, ex tsumuji, cr.hp xx super = 521 dmg
j.HP, TC4, ex tsumuji, cr.hp xx super = 518 dmg (meh, not as good as above dmg).

I’m personally having trouble landing jab after HK Tsumiji and landing the j.H after EX Kazagiri…any tips?

Yes. Press jab right before you think HK tsumiji ends. Once again though I think tsumiji loops are not worth it. Your asking for major damage scaling by adding three hits in between combo finishers that each do 30 damage. I think its better and easier to just use spin kick after TC4 which does 60 damage or to use cr lp xx cr hp xx launcher after TC4 which is easier.

Thanks.

Wait, what move is spin kick? F+HK?
as for cp.lp xx cr.hp xx launcher, the cr. lp is a link after TC4?

cool cr.hp combos.
but, cl.st.HK you can jump cancel into a j.HK which ground bounces them, THEN you can do a super/cross art, or a raida/kazagiri tag cancel.

personally, I use slide or cr.mp as footsie tools. I’ve been trying to use B.MP as an AA but it gets beat a lot! I also look for fire balls to neck break, or opportunities to jump in. I try not to throw kunais because I personally feel they are pretty bad in this game.

Once I land a hit or blocked TC4 into HK tsumiji, I either
go for a link into ex kazagiri/tsumiji/launcher (hit)
do f+mk overhead into launcher combo (either)
another TC4 into HK tsumiji for pressure (blocked)
or sometimes, I cancel the last hit into LK Raida or EX Tsumiji and tag cancel my partner (Ken) in for pressure or a combo follow up.

Modified from the guide:

1 METER:

j.HP > TC4 > EX kazakiri > HP (while in the air) > s.MK > HP neckbreaker = 423 damage
variation 1: same except start with meaty j.MK (otherwise you’ll be out of range for the HP later on) = 393 damage
variation 2: same except start with j.LK = 363 damage (you sacrifice damage here for an easier hit confirm…and one that more easily crosses up as opposed to j.MK)

Just wanted to add that I think ending combos in neckbreakers whenever possible is still important because of the hard knockdown and the fact that it doesn’t push people as far away as raida does (unless near a corner obviously). Sure, people can still tech roll, but at least they can’t get up fast, so if you guess right on a roll/non-roll, you can keep pressuring and doing damage.

It might be kinda scrubby, but you can just mash on HP after EX.kazakiri. I think I have yet to drop it doing that.

The timing is extremely easy for that lol. You just press it right before it ends and it’ll come out early. Not too hard to do it.

These two moves CAN also combo into HK tsumiji

  1. st lk xx st mk (You have to press F+ MK after st lk so you get the target combo)

  2. Counter hit st mk

Updated the first post.

I’ve been playing a lot lately and I’ve got a lot of combos that I’ll use but here are my optimized damage combos

no meter:
j.:hp:, :hp::df: :hk: :f::hk: xx JC, j.:lk: (pause) xx j.:mk:, raida for 435.

off overhead:
:f::mk:, :lp::f::mp::df::hk::f::hk: xx JC, j.:lk: (pause) xx j.:mk:, raida for 331

air to air:
j.:hk:, st.:hk:, j.:hk:, :hk:kazegiri for 340. I can get 630 damage tag combos using this.

tag in:
st. :hk:, j. :hk:, :hk: kazegiri. 310 (scaled after tag) damage. Tags well for further damage.

antiair:
:b::mp:, :mk:xx:hk:kazegiri (for tag cancel)

I never use meter on ibuki other than reversal super and tag ins… my partner eats enough meter as it is (xiaoyu).

edit, few other notes: you can special cancel her far HP now. This is goddamn amazing for pressure. The ibuki brady guide section even missed this. On top of that, if it hits, it puts them into juggle state, so far HP, raida / super / kazegiri / tsumuji pressure works.

I honestly believe ibuki is high tier.

Can you elaborate on this combo? Is this on counter hit in the air? Normal connection in the air? Do you have a video of this?

Also on the top tier stuff I think i agree in Training Mode. She has some really damaging stuff. But in matches I just have such a hard time getting offense started. I’m playing Raven and I have such an easier time getting his offense going off cross ups and links. Ibuki seems to need the target combo to get started and the fact that its directional isbecoming a huge problem for me it seems.

It’s jump forward, not NJ. No need for counter hit. I don’t see why a video is necessary, 630 damage with a 3 meter tag combo isn’t anything to brag about.

hey guys just a quick question. can this broad still vortex or not… never mind she cant . damn that sux. maybe in the next installment guys "SUPER DUPER ULTIMATE " SFxT . AND ANOTHER 65 BUCKS. AFTER WE BUY ALL THE DLC.

The special cancel off of backhand punch can actually be quite powerful during block strings. Since backhand punch sends the opponent airborne you can finish with raida on reaction for 242 damage or super for a little over 380 damage.

However you can also cancel it into HK tsumiji on block to get closer and be at zero advantage, or you can cancel the raida with a dash. If you cancel it into lk dash you are at 0 frame advantage, so I am assuming that if I can pull off the raida cancel dash at maximum speed, then I would have frame advantage. Also hk dash perfectly crosses them up at the distance that you would use backhand punch, so it may have some use here.

Doing lk dash off of TC4 gives you -2 on block but plus 1 on hit. Once again though if I can get raida cancel dash to be instant then maybe I can get more frame advantage (at least one more frame advantage than lk dash).

I’ll continue to experiment with this move tomorrow. In general I have been getting good results with Ibuki.

Also I retract my statement about tsumiji loops not being useful. I just realized that if you use other moves from TC4 (or other moves that you would cancel into HK tsumiji with) with tsumiji and people guess wrong when you use tsumiji you can extend that combo for over 100 damage.