Ibuki COMBO Thread!

Being able to chain into the TC6/8 ender is awesome. That could be really valuable for combos and pressure. Unfortunately, if you want to connect it from 2MK, it has to be at max range so that far HP comes out instead of close HP, which whiffs.

Here’s what I’m practicing to use for my BnB’s:

cl.LP > 6MP > 3HK > 6HK > 2369LK, 2LK, 2HK (288)
cl.LP > 6MP > 6HP xx 623KK, j.HP, 5MK xx 41236P (386)
2LK, 2LP, 5MK-cl.HP > 3HK > 6HK > 2369LK, 2LK, 2HK (290)
(max range) 2MK-5HP > 3HK > 6HK > 2369LK, 2LK, 2HK (321)
[starter] > 6HK > 6239HK (switch) […]

Edit: It’s actually extremely difficult to connect that 2LK in most of the above combos. Fortunately, you still get a hard knockdown with lots of frame advantage even after dropping the combo.

Slowly working my way up to Sako’s (Very flashy and ridiculously hard) combo. Still haven’t gotten down the cr. HP jump cancel to lk Dash (can only get it like 30% of the time). Whoever said to wait while the game kind of freezes to jump cancel was spot on, but the timing is still a bit weird for me. Been substituting the cr. HP with cl. HP (which still works in the combo). This was mainly practice for the tsumuji loop.

j. HK -> cl. HP -> LK Dash -> TC4 -> HK tsumuji -> LP -> MK -> EX Kazegiri -> j. HK -> MK -> MK tsumuji with ender.

This combo does relatively low damage (around 370 i think?). Good practice for that one frame link. The hurdle now is mastering the jump cancel off of cr. HP.

For all of you who wanted to know cl hp x lk dash is +4 on hit and -2 on block. Cr HP x lk dash is +3 on hit and -1 on block if done perfectly.

Both of these will allow you to combo into EX kazegiri since it forces standing long enough so that you don’t miss unlike TC4.

Also it should be noted that when doing TC4 x HK tsumiji x lp, the st lp xx st mk has to be chained for the air attack to hit after EX kazegiri.

Ending the EX kazegiri x jf HP with cr hp is great for a mixup since you can do normal jump which doesn’t cross up, or super jump which will crossup, or lk dash which you are at +3 or HK dash which you are at -1. Additionally you can end with neckbreaker for the damage.

Found out today jf. HK can cross up, pretty easily too. Pretty good considering you can hit early with it and still have them in enough hitstun that they can’t get out with mashed reversal.

there’s sako footage in this game? =o

I’ve been playing around with this for awhile now, very interesting.
I wish I could get motivated to work in this game. I’m not sure what it is, but I just can’t get myself to really put the work in.

This is awesome. The damage is comparable to raida ender to tc8 but instead you can do :hk: kazegiri after the :d::lk: and tag into your partner.

It is pretty tight link like you said. Here is what I’ve figured out so far.

You have to cancel the last hit of tc8 on the first or second available frame, not sure. If you cross up you did it way too late.

You can plink :lp: with :lk: to turn them into two frame links which makes it substantially easier. When I do it inputs look like this…
:d::hk:
:d::lk::lp:
:d::lk:
:uf::lk::lp:
:uf::lk:
:f:
:df:
:d:
:f::hk:

I’m getting it about 30% of the time after 2 hrs practice. Took a long time to realize I was messing up the cancel and not the follow up…

IDK if I’m the only person doing this, but after I do an EX DP I usually do the j.hk, land, cr.mp then command dash for a 50/50 mixup and if it hits I get around 800 damage from the whole thing. That’s enough to almost completely kill akuma. Also, what are you guys using off of a jab hit confirm, I find myself usually just going for more pressure or command dashing, Idk what combo I should be doing, because most of my gameplan revolves around hitting EX DP or j.hk tbh.

I finally found a legit use for sthp x backhand outside of using it in replace of cr HP. After an ex tsumuji you can use this into raida. It does like 7-9 more damage than spin kick x st mk x raida as a finisher. You can also use it after hitting with AA agemen for about 280 damage. Its not that much better than my current combos but getting a few extra damage for free is always better than not.

Don’t use cr MP since you are at -1 after a lk dash forward, significantly limiting its use as a mixup once the opponent knows that. Use Cr HP because it does more damage, and the mixups are significantly more powerful.

You can use the same mixup with cr HP but you will be at +3 after lk dash and -1 after HK dash, BUT you can also get jump cancel/sjc mixups.

I demonstrate it here:
[media=youtube]KRZoXakMoNE[/media]

As for combos after st jab pressure, I have been working on that myself lately. If I end with st mk on a hitconfirm then I will either lk dash/ mk tsumuji/ neckbreaker, or launcher combo. I’ll throw in lk hien if I want to switch or if they like to push buttons because of me dashing in.

If I am using cr lp into a hitconfirm then I will try to go for the cr mk x launcher since its gaurenteed, then I will use 1 meter to switch back for good damage. If I end at max range st lp, then you are forced to end with spin kick x lk tsumuji or EX tsumiji if you want a combo.

I am trying to incorporate more spin kick/ cr HP in my strings as well. Spin kick can’t combo into hardly anything though which is the annoying part, but as a poke I see that it is really powerful. Here and there you can raida dash cancel with it and use mk tsumiji to get them to stop pushing buttons. If it just had 1 more frame advantage on hit, then you would be able to combo into mk tsumiji on counter hit at least.

With cr HP you always want to dash cancel since you are safe on block except for just a few characters with 1 frame reversals, and on hit that equals a +400 damage combo. If you get a counter hit which is most likely what you’ll get, then you get +5 or +6 after lk dash making it easier to get that cl lp combo into ex kazegiri.

I am having trouble with cr.HP jc lk.CD Its weird because I had pretty much all her jc down from SF4. Back to the training room I guess.

I’m having trouble crossing up after the cr. hp after the combo end the last section of the video. you need to sjc the cr. hp as opposed to jc right? Any suggestions on sjc? I feel kinda dumb for asking that =/

I thought she doesn’t have a super jump in the first place?

Basically when you time it wrong, you get several results.

Cr.hp into ‘nothing’:*** You did this motion too slow***, do it a little faster.
Cr.HP into ‘f.jump’, or ‘neutral jump’: You did the motion too fast/early, slow down a little bit.

…If this is the same from SSF4:AE that is. Try it out.

Thanks for the reply! The sjc is performed the same way. I could do it normally. But for some reason I was having trouble after the cr. hp. I was able to only jc out of it. But it turns out that after the punch, you can’t buffer the motion to sjc, but instead you need to input it as a separate motion altogether.

Hi everyone i have found something really usefull (for users of smartphone only)

this app https://play.google.com/store/apps/details?id=com.co.haijin.SF4xTekkenEnglish&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5jby5oYWlqaW4uU0Y0eFRla2tlbkVuZ2xpc2giXQ

it’s quite awsome you can record your own combo (with tag etc) and share them online ! Go post those awesome ibuki combo so i can receive them :smiley:

How are u guys getting her st.lp to link after her Tsumuji, which version of Tsumuji are u all doing and how are u getting the lp to link after?

It has to be the HK version, since it is the only with +3 on hit, that allows a 1 frame link to st.LP.
(You have to do it without the extra kick at the end).

Two questions:

  • Is it possible to combo anything after a kunai? I think I’ve managed to link a raida in the corner, but I couldn’t do it again, so I’m not sure.
    Is the kunai really useless in this game? (They could have given a little more damage in return, but nevermind).

  • When you do ABC combo ending with cl.HK, the recovery of cl.HK is longer compared to the regular single cl.HK right? So, is it impossible to continue the combo (with cr.MPxxKazegiri after the juggle or something like this)?

1 frame link :confused: i dont have a joystick, do u all p-link this or just input it normal. Like after the second kick of the tsumuji* * is going to end u press the lp, sigh i hate 1 frame links.

Can ibuki get anything other than st.lp outside of the corner after HK tsumiji, i know its a 1 frame link and its hard but for me its not just hard its inconsistent as a BnB if i cannot get it 90% of the time, im not even getting it 10% of the time. How do u guys get this 1 frame link to hit consistently, and wat other move does Ibuki have.

Nope, don’t think she can get anything other than a light punch. If your talking after her target combo then it would be best for you to go for raida or kazigiri in my opinion anyway, unless your looking to go into EX kazigiri & follow up with whatever.

Though to hit it… I think its best to try and hit LP just as the second hit is ending if you know what I mean? Or just try hitting it twice.
I don’t know details when it comes to these games I just play, so if someone says im wrong I probably am.

You can go into C.Mp raida out of the corner after a light kunai if it hits the bottom half of the leg… but it is pretty darn useless unless you want to keep some distanc between you and your opponent for a time out, obviously not if its ryu/guile meaning anyone with a projectile.

That combo sounds pretty cool though I don’t really think it would work, aint got a reason for it just doubt it. I’ll try it out anyways.

Right so this C.Hp dash thing into TC4 anyone got any little tips on landing the light punch? & if anyones tried it out can you still hit a light punch after her TC?