From what im seeing it does not even connect or they just block it.
EDIT: nvm was not doing it with TC4
At least with bigger characters you can land it even when their crouching, can’t really do that with the HP
I don’t own the game but here goes. Ibuki only needs to JC in this game and not SJC.
Can someone tell me the juggle limit and also a video of he heights created by certain normal moves?
Does cl.st.HK, cr.Fierce JC Raida work? And if it does, what is the height after the cr.Fierce?
Raida is her charge move, so can you do an instant dash after special cancelling into Raida by doing :f::hcb::f::p:? Or does Tsujioge come out instead?
You can juggle after the 2-hit version of Ageman, so does Ageman (2-hit), Ageman work as an anti-air?
And finally, after a Tsumuji Loop with HK Tsumuji, is there a way to link into LK xx MK target combo to bring Ibuki closer forward?
First off I’ll let someone else answer the juggle limit and height question. I can say the juggle limit is reset on tag in combos (meter tag in).
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I havent tested this but at this time there appears to be far better options after a cl.HK, starting with j.HK (in terms of damage and tag combo potential)
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yeah you can juggle after 2 hits. Ive been using cr.MP into Raida as this has been easier on the timing for me than s.mk, wait, raida.
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No HK Tsumuji leaves you at +3. Her only 3 frame move is standing jab.
cr.j, s.lk, and spin kick are all 4 frame moves.
Her st jab AND her close st jab are 3 frames. Raida is also 3 frames startup. cl lp is +1 on block and +5 on hit, and st lp is +2 on block and +6 on hit. This is very important to know because not everyone has comboable 3 frame attacks that are + on block. Alot of the cast don’t even have a 3 frame move, let alone a 3 frame normal.
Hey im not sure if this is any good to anyone or not but its been a basic mid screen or corner jump in ive been using, I’m really not good with getting the abreviations and stuff right so i hope i do this correclty if not someone please feel free to correct me.
j.LK, :f:j.MK, TC4 xx Ex Kazegirl , j.HK, cr.MP, neckbreaker (360 DMG) Can be done mid screen (uses one bar)
I’m usually to scared to contribute to this kinda stuff but i hope this is useful to someone its very easy to do it might not do as much damage as what has allready been posted however.
The issue we’ve discussed with this combo is that if you start it on a crouching opponent, the follow up j.HP or j.HK with wiff after the ex Kaz. Its mentioned above that the j.HK is slightly better on some characters as cr.HP seems to wiff no matter what. I need to test this. But if you are connecting a cross up attempt they block wrong it should work. But if the jump kick connects because of a low block it wont
Just to follow your combo up you can also end either HP, HP (launcher) into tag or an Ultra after the crouching MP (instead of the neckbreaker).
Dont be scared to contribute. Its helpful no matter what.
Oh cool thanks i spend a fair bit of time in the lab working on the combo’s people post and like to try and find new stuff to help give something back
i really like the combo juggle with j.HP, c.HK, J.HK, cr.MP – Ultra, kazegirl, crossassault
its been very helpful with bringing that into my game. And thats greta thanks! i’ll deff use that, i tried the HP HP launcher and i use lili which is great cause i can connect a, SRK into cr.HP into ultra, or EX moves for some nice damage also
if i find anything new i’ll deff post it
If you are looking for a way to tag in her partner with a meter her standard Kaz is the way to do it imo. This is nice because you can always end her j.HK, s.HK, j.HK combo with it and then tag in for more damage.
I’ll give you an example of something simple. Hugo: :lp:, :mp:, :hp:, :hp: > Ibuki: s.:hk:, j.:hk:, :dp: :hk: , :mp: + :mk: Hugo > cr. :lk:, :dp: :lk: . This is like 420ish damage off a simple 1,2,3 boost combo 500 with a jump in. Of course Hugo does most of that damage its just an example of her best move to tag in on.
Also i’m not sure if its been said here but you can end her EX combo (TC4 >EX Kazegiri>j.:hk:) with a reverse spin kick (B+:mk:) to F:mk: to instant overhead pressure for another mix up. The overhead doesnt combo but the reverse spin kick does. Since it combos the back kick it traps them there for the overhead pressure though.
Obviously you can command dash through them as well for a different mix up/reset if you dont want to end it with a special move/knock down.
Has anyone tried out the combo shown off in Rolento’s reveal trailer? It looks like after Rolento tags in Ibuki she does j.lk>:f:+j.mk>s.lk>:f:+mk>:qcf:+lk>:qcf+mp+mk.
This obviously is mostly for flash since you would be able to land the cross super without needing the command dash, but it sure looks purdy and I was wondering if there would be any variations to this that could be practical. Seeing this combo months ago got me really excited to learn Ibuki’s new stuff, but sadly it seems very difficult to land. Trying this combo off of the cl.hk and following up with j.lk>:f:+j.mk about the only things I have been able to connect with are a kazegiri or sometimes a raida. Although even these are very difficult to land and don’t do as much damage as using the j.hk’s ground bounce properties.
How tight is the link from hk tsumuji into s.lp in this combo?
TC4 xx :hk: Tsumuji ( 2 Hits) > s.:lp: > s.:mk: xx :hk: Kazegiri (312 dmg)
I’m having such a hard time getting it down, getting something like 5 successful attempts out of 50
It is a 1 frame link.
Think they’ll fix the whiff on crouchers after EX kaze > HK? It’s pretty lame.
I just realized that she can in fact do a TC4 into neckbreaker. It was not because the combo is wrong, but because they forced you to add :f: in the motion to TC4.
I hope that I’m not late for it.
If landed, it does around 274 dmg. (tc4, neckbreaker)
j.HP + MK, TC4, neckbreaker = 360 dmg
although not doing the most damage in the world, I’m just prooving that it is possible to do this combo.
Ibuki has had problems with backdashers in the past and in this game its still bad. However she has a new option that she could use. If you use spin kick (4 frames) on on airborne opponent, then you could still do a follow up attack, just like you could with agemen. Raida or HK kazegiri are the obvious choices. With HK kazegiri you could switch and have your partner do a powerful combo. Or you could just combo into super or another spin kick.
I guess I missed the post where it was said she couldnt cancel into neckbreaker?
You can cancel her TC4 into any special move. This includes command dashes.
The damage is decent if you can get it started. My issue is that her jump kicks are ideal in training mode only. I almost never land her air attacks on anyone. I have a very hard time getting a TC4 in a match. I have no issues with the other 5 or so characters im playing in getting offense started off a jump… Just Ibuki…
If you tag cancel Law’s MP fury fist rush can you supercharge Ibuki’s Raida to get a free Yoroitoshi?
edit: Tested now - it works!
I’ve been having some trouble with Target Combo 6>Target Combo 3>Raida/Super. I love this combo, but the timing on the end seems so tight it’s tough to land consistently. Does anyone have any tips on how to get the timing down or a variation that’s a little bit easier to do?
3 meter
J.hp, cl.st.hk, j.hk, cross arts (586 with no gems active)
This is using rolento so I’m sure you can pull more with a higher DD as anchor.
Only does about 514 if you use this after tagging in ibuki(without j.hp starter)
I am here: http://tapatalk.com/map.php?p1l2xa
easy mode AA combo that i dont thinkhas been mentioned… will probably be my bnb AA combo:
B+MP (2 hits (in juggle state without counterhit) st.mk xx raida 232 damage.
the B+MP cancel into lk command dash, close hk jc j.hk, (land) hk kazakiri… does 310 damage and is alot more inconsistent cause of the B+MP float not being nearly as floaty as it is in sf4. also note that in the first combo you can cancel into super or cross art for more damage of course.
-dime
I prefer to b+mp into hk kazegiri tag, saves that damage percentage for your partner and you get the 150 damage kazegiri in before scaling. I get 483 after a tag with the st.mk but I get 507 if I leave it out.