Ibuki COMBO Thread!

^^good to know.

-dime

So I found some new tech.

**Any ABC that ends in HP (close or far) can cancel into TC8 ( :hp::df::hk::f::hk:)

TC8 is safe. Really safe. As in it has enough hit stun that if you forward JC it and they mash shoryuken it will miss. And if they sit there, jf.:lk: will cross up on them. It is also her most damaging target combo.

So the utility here is what you can do after a TC8. Best I could come up with are
:uf::lk::f::mk::f::df::d::db::b::hp: for damage
:f::d::df::f::uf::hk: for tag cancels
:d::db::b::hk: or :uf::lk: cross up for continued pressure.

Some combos-
:d::lp::d::lp::mk::hp::df::hk::f::hk::uf::lk::f::mk::f::df::d::db::b::hp: for 299.
:lp::hp::df::hk::f::hk::f::d::df::f::uf::hk: for 288 into tag, works well for punishing things within 3 frames.
:d::lp::d::lp::d::lp::d::mp::hp::df::hk::f::hk::uf::lk::f::mk::f::df::d::db::b::hp: for 270, used mostly as a frame trap / heavy hit confirm.
:f::mk::mp::hp::df::hk::f::hk::uf::lk::f::mk::f::df::d::db::b::hp: for 363.
…:d::db::b::hk: frame trap, :lp::mk::hp::df::hk::f::hk::f::d::df::f::uf::hk: for 307 into tag

Just a few examples.

Is there anyway to combo into hien?

Sako posted this combo in a recent interview:

JHP-(2HP-sjc-236LK-LPMPHP-214HK-5LP-5MK-EX623K-HK-) repeat loop

Not sure how viable that is but looks pretty beef

Edit: also mentioned was that 2 reps of the loop gives you 1 bar back, so that seems pretty efficient

For people that don’t speak tekken: j.:hp:, :d::hp::uf::d::df::f::lk:,:lp::mp::hp::d::db::b::hk:,:lp:,:mk:,:f::d::df::2k:,:hk:

Or jump HP, cr. hp, sjc LK dash, TC4 (LPMPHP), HK tsumuji, lp, mk, ex kazegiri, HK on the way down.

Fun fact, the cr. HP SJC LK dash LP link works in SF4 on counter hit, 1 frame link. Feels pretty tight in sfxt as well, I dunno the data.

This is exactly the combo I’m having trouble with. Getting the timing on the :uf::lk::f::mk::f::df::d::db::b::hp: seems very difficult. Seems like the :uf::lk: has to be hit immediately, but the :f::mk: needs to hit late to give Ibuki enough time to land before performing :f::df::d::db::b::hp:. But if you wait too long, it won’t combo and the :f::mk: won’t come out at all. Have any tricks to help with this timing?

Dime: St.mk works just fine but actually requires more timing than Cr.MP > Raida. This is very very easy to get every time. Requires no waiting after the mk and is an easier motion too because you can start it in the df position.

Soul: what are you tagging into that does 500 damage?

Xiaoyu breakdance (cr. HK loop x 6)

The :uf::lk: doesn’t necessarily have to be hit immediately but the timing for the :f::mk: takes some practice. I don’t have any advice other than sitting in training and doing it over and over until your fingers know the combo, sorry.

It is a 1 frame link in SF x T on hit and on CH it feels like at least a 6. I can finally do it around 30% of the time now. If they are crouching and you do the cr HP x lk dash x EX kazegiri, then you can combo with the aerial HP on the way down. This combo with mk x neckbreaker at the end does 413 damage on non counter hit.

Yes. Cr HP will combo into lk Hien on counter hit but you have to input it in either the first or second frame. It is not easy for me.

Thanks for the help. You were right this is pretty tough.

Ibuki 1 meter combos:

Cr HP x lk dash x TC4 x EX kazegiri x JF HP x cr HP x Nechbreaker= 425 damage (This one is easiest to do and does solid damage.)

Cr Hp x lk dash x TC4 x EX kazegiri x JF HP x cr Hp x HK tsumiji x spin kick x mk x raida= 427 damage (requires the wall. Also is very practical and easiest to do.)

Cr Hp x lk dash x TC4 x EX kazegiri x JF HP x cr Hp x lk dash x TC4 x HK tsumiji x lp x mk x neckbreaker= 438 damage

Cr Hp x lk dash x TC4 x EX kazegiri x JF HP x cr Hp x lk dash x TC4 x HK tsumiji x spin kick x mk x raida= 442 damage damage (requires the wall)

EX kazegiri x jf HP WILL hit on everyone since you force them to stand from the cr HP.

Additionally from the last cr HP you can do HK dash or lk Hien or lk dash to get a strong mixup going. You could also jump but I haven’t tested how effective it was. Always use cr HP instead of st mk after the EX kazegiri x jf HP since it does more damage and has more +frames on hit.

this is ridiculously good stuff. i was JUST getting into tc8 myself and wondering (why is this combo so hard to do?) i figured that it MUST be really good now which is why it has bonkers execution… (by bonkers i mean that the inputs are retarded for no reason) i think this might be a staple of ibukis gameplay at a high level. they made her into a very high execution character that has good meterless damage into high damage tag combos.

im actually thinking that your xioayu/ibuki team might be the best overall one for ibuki. in fact im defintely going to be using it and trying to make it into my main ibuki team. its rushdown central and xiaoyu has abilities to get in plus tag safely while ibuki has good damaging juggle enders and ground enders lus ibuki can tag into x to do her cr.hk loops.

-edit @ alex:

also this tech makes your cr.mk tech MUCH more valuable as it means that ibuki can crush highs with cr.mk xx hp xx tc8 ender.

it seems that capcom DID actually think about ibuki in this game and gave her a way to use abc combos in ways that others cant. i was really pissed that every character got abc combos… as that makes ibukis less meaningful… kinda like grapplers would be less meaningful if every character got unbreakable command grabs with little range and the only thing that grapplers got was the same thing for a little more damage and range.

-dime

I give up on Ibuki Cr hp combos. Although they are really good and I really like it’s mixup potential I just can’t seem to do it efficiently enough. I am just going to use st hp combos instead.

St HP x backhand combos are just so easy and for 2 meter I can get 503 damage on non counter hit which isn’t bad. It’s safe on block and hit confirmable (since its two hits) and launchers aren’t immune to it.

I wrote this up for somebody asking about her new technology via pm, did I miss anything?

Also, something new I found out today is TC8 to jf HK can connect, strict timing and it may be character/spacing specific.

Edit, it isn’t spacing specific at all (you can do it from max range ABC TC8) but it is pretty character specific. Heres who it works on (disclaimer, screenshot is not mine)-

I am almost certain that it’s character specific. I can pull it off on large characters such as Sagat, Kuma, Hugo, Zangief and Ogre, but not against medium sized ones such as Ryu and Kazuya… Would appreciate if someone could confirm this though

Am I the only one who can’t get her jc combos down? Sometimes I can’t even get her TC8 down because for some reason :df: doesn’t come out. I didn’t have any trouble in sf4 with comboing into her ultra 2. I guess its a tighter timing in this game.

er nvm just saw the post in the other thread lol

Finished testing it and edited my post. In other news, jf.:hp:, :hp::df::hk::f::hk::uf::hk::mk::f::d::df::hk: is her new highest meterless combo at 475 (correct me if I’m wrong)

^ that same combo, minus the ender (after the ground bounce) does 644 damage with cross art to xiaoyu.

Oh nice! And yeah, I’m pretty sure that is indeed her most damaging meterless combo.

I’m having trouble connecting the last :hk: in the air. Any advice for this?

It only works on some of the cast, I posted a pic of who it works on above. I recommend plinking HK with MK to land it.