I’m playing Ibuki and Ogre, and yeah, I also believe Ibuki is gonna be a very strong character in this game.
BTW, I quickly read the topic but I haven’t seen those :
Anti-air :
b+MP (1hit) x Kasumi Gake LK, st.HK, jump forward cancel HK, HK Kazegiri => 305 damage, only difficulty is to confirm if you’re facing left or right after the command dash, but you have a relatively good amount of time before pressing the st.HK and then confirm. Usually you land in front, but if you walk towards before hitting b+MP, you may cross-up
1 meter:
LP > f+MP > f+HP x EX Kazegiri, j.HP, st.HP > f+HP x HK Kazegiri/Raida
LP > f+MP > f+HP x EX Kazegiri, j.HP, st.HP > HP+HK
Does anybody have any tips on jump cancelling moves into specials? Sometimes I’ll be able to do it several times in a row, then all of a sudden I can’t and I’ll spend like half an hour trying to figure out the timing again.
the issue at least in SF4 was that different moves require different timing. I could do S HK in SF4 but never CR HP. Its a timing thing just like jump canceling the ultra.
The only tip I have is to end your motions in UF or UB depending you the move you are trying to do and make sure your motions are very deliberate. Normally its a dash though so i’d assume its UF.
The timing for almost all SJC moves is when the animation freezes on the last hit.
The easiest move to SJC is cr. HP because you can SJC it during the hit or any time during the recovery animation. Practice with that, then move to harder ones. I have no idea what bonebreak is talking about.
I was just pointing out that different moves have different timing, which is what makes it tricky. Some of those timings were hard for me in SF4 including cr. HP. I found s. HK much easier to time in SF4. I couldnt really do the motempest stuff. But I had no trouble canceling off s MK or the final hit of TC 4.
cl hk x jf hk x st mk x finisher (raida, kazegiri, launcher). Great for tag ins, great damage, and easy to do. Exclude the st mk if the combo started airborn on the tag in.
B+ mp x f + lk x st mk x finisher. Great AA, good damage, and easy to do. You can also do jf HK x f + lk x st mk x finisher as an AA which is also great AA, great damage, and easy to do.
In the corner, you can do TC4 x HK tsumiji high finish x f + lk x st mk x finisher.
Any combo ending in EX tsumiji you should practice using dash raida afterwards if not in corner. If ex tsumiji is done in the corner then follow up with f + lk x st mk x finisher.
Far range combos where st mk would no longer hit can be comboed into spin kick x lk tsumiji OR hk tsumiji. OR you can combo cr lp into cr mk xx chain combo xx launcher.
Any cr lp combo like cr lp x cr lp x st mk x finisher is probably going to be the most commonly used one. You can finish with mk tsumiji or neckbreaker or launcher.
cr mk xx cr hp OR st hp (if really far away) xx launcher
As for the only really important hard combo
Anything comboed after a tsumiji loop or cl lp in cr mk since they are both 1 frames combos.
TC 4 x hk tsumiji x st lp x st mk x finisher (or launcher)
I can honestly say that I rarely use meter on ibuki’s EX moves… She simply doesn’t have any EX moves that warrant use outside of getting that last little bit of damage to kill somebody or chip them out. EX kazegiri and EX neckbreaker lost their utility outside of the little extra speed on EX neckbreaker. Even EX raida gets replaced by a low hit into launcher (if you know they’re going to be standing so that the move is unblockable you might as well capitalize on the damage). EX tsumuji is the only one with any reasonable value… everything else is kind of just for show.
Which is great because the person I have her partnered with needs meter to do a lot of stuff. Haha.
Nothing in particular, I was just trying out all her jc normals into different specials (but yeah, usually dash.) I’ll keep practicing I guess, that’s usually the best course of action lol
So I was messing around with some stuff in the corner and here is what I have so far. The combos aren’t very different besides the way they end. Not too sure if they would be useful in battle yet but combos are combos I guess.
2 meters:
j.:hp:>j.:mk:>TC4 >EX Kazegiri>j.:hk:>s.:mk:>EX Tsumuji (hit high all 4 hits)>(move forward)cl.:hk:>j.:hk:>:hk:Kazegiri=441 (449 without j.:mk:)
j.:hp:>j.:mk:>TC4 >EX Kazegiri>j.:hk:>s.:mk:>EX Tsumuji (hit high all 4 hits)>s.:mk:>s.:mk:xxRaida= 438 (443 without j.:mk:)
I am still trying to see if I can connect in to a launcher after EX Tsumuji but so far it isn’t working other than straight after EX Tsumuji and even after that i can’t seem to combo afterwards with my other character, just like Spinal was saying. Please post results if anyone can figure something else out from these!