Ibuki COMBO Thread!

After TC4 it is best to go with HK tsumiji x st lp x st mk x neckbreaker OR with meter go for st lp xx stmk x EX kazegiri x jf HP x cr HP x ender. If they are standing already, then skip HK tsumiji x stlp xx stmk and go straight for EX kazegiri.

Yes to get the 1 frame link after HK tsumiji I also believe its best to try and hit LP just as the second hit is ending.

As for the cr hp dash, practice that link like crazy. Press cl lp right when lk dash finishes. Not much else I can help with. You can’t hit a st lp after TC4 unless they were already standing.

Basic combos for Ibuki? Thanks.

hitconfirm BnB:
c.LP > c.LP , s.MK xx MK Tsumuji
c.LP > c.LP , s.MK xx HP Neckbreaker

when tagged in:
s.HK xx (jump cancel) fj.HK , HK Kazegiri
s.HK xx (jump cancel) fj.HK , HP Raida

anti-air:
b+MP xx LK Kasumi Gake , s.HK xx fj.HK , HK Kazegiri

Sorry if this has been mentioned but I usually cancel the first hit of Back+MP into Command Dash followed up with ST. HK into jumping HK into HK kazegirl.


st. HP, df. HK, f. HK, jf. HK, (land) cr. MP/st. MK xx HK Kazekiri 433

Most damaging meterless combo possible.

Character specific.
Works on the following characters:
Sagat
Abel
Hugo
Zangief
Ogre
Kuma
Vega
King
Marduk
Balrog

jf. HK after the target combo will whiff on the rest of the cast. For these characters, substitute jf. HK with jf. LK (slight delay) jf. MK (land) Raida for maximum damage. Personally on the smaller characters I simplify these combos to just jump cancelling directly into Raida after the target combo. If the TC was hit confirmed it only makes a difference of five or so damage and it’s easier to react with either jump cancel Raida on hit or jump cancel HK Tsumuji on block.****

can anyone tell me how to execute ibuki’s st.HK into her HK. kasumi gake

So I finally figured out how to cr HP x kasumi gake with accuracy and I thought that I should share this since her cr HP combos are by far her most powerful combos. With 1 bar you can get 490 damage with cr HP on counter hit or you can get over 500 damage starting with a jumpin or CH bonsho kick.

  1. After inputting cr HP input Up immediately! Do not try to super jump cancel into kasumi gake because that is way more difficult, since you have to input down again, then the input for kasumi gake and then hit up after cr hp hits, and then cancel with the kick button.

Hitting up immediately forces Ibuki to jump cancel at her earliest frame which is extremely important when trying to get the +3 advantage to hit with cl lp.

  1. After you hit up input ALL three directions necessary for kasumi gake. Do not use shortcuts, since it wont work. You can use a half circle forward motion if it helps, but make sure that the 3 directions for the input are there.

Do not input any forward direction at the beginning when using the cr HP and cancel, since Kazegiri might come out instead of kasumi gake. Use up and not up forward for the cancel.

  1. Input the kick button that you desire AFTER she cancels into a jump. You MUST learn the timing for when Ibuki cancels cr HP into a jump, and if you input up immediately after cr HP she will CONSISTENTLY jump cancel on her first frame making it easy to memorize.

If she jumps and you did all the inputs, then that means that you pressed the kick button to early. If she jumps and kicks, then that means that you pressed kick too late. If it looks like she was about to jump and then did the kasumi gake, then that means that you did it on the later jump squat frames. On my first day of practicing this I have increased my execution by around 40% and now it doesn’t feel random when I mess up.

Cr HP has so many mixups, but for solid damage use this combo:

A. CH cr HP x JC x lk Kasumi Gake x TC4 x EX kazegiri x JF HP x Cr HP x JC X lk Kasumi Gake x TC4 x HK Tsumiji x st lp xx st mk xx TC8 x TC 3 (you stall the two hits as Silph said) x Raida- 490 damage!

Also its possible to combo into TC8 by doing TC4 x HK tsumiji x st lp xx stmk xx TC8. But using TC8 from st mp x stmk is more damaging.

i find it easiest to not focus on the jab, just do the combo after the tsumuji (lp > mk > hp > launcher) and i find that if you do that, i land it 99% of the time.
also pushing forward helps for some reason :l

I’m really struggling with her jump cancel combos such as TC 6 into air LK>MK landing and doing raida. Any tips on how I can get the timing down right on those kinds of combos?

A few posts above I have given some tips on how to perform cr HP x command dash effectively. However I still find it hard to not miss an input because I use pad. I believe that players using stick won’t have such a problem. So I have come up with two other effective ways to perform the cr HP x command dash effectively.

  1. Perform cr HP with downback + HP and then input up back immediately for the jump cancel. Then do a half circle forward and input the kick button to cancel the jump just like in my previous explanation.

I still found that one a little difficult for me on pad so I started using this last one which has by far the highest rate of success, BUT cannot be done with an expert input gem (the only gem I use), AND if you mess up in one of the two ways, it is the most punishable. Nevertheless it is the easiest and my success rate went up by ALOT.

  1. Perform cr HP with downback + HP, and then input a quarter circle forward motion but end at diagonal upforward instead of just forward. Wait for it to jump cancel and then press the kick button. You should do the inputs pretty fast but it doesn’t have to be very fast. Make sure you get ALL the inputs, which is not hard since you only need 4 directional inputs.

  2. If you press it early, then you will do a normal jump cancel forward which can be bad, but isn’t too bad. If you press it too late you will do a jump and immediately attack in the air which will whiff and be punished upon landing.

You have to place a slight delay between the jf. LK and jf. MK and execute the Raida as quickly as possible when you land. It will take alot of practice, but eventually you will be be consistent with it. Personally I started out jump cancelling straight into Raida off TC 6 hit confirms. Once I could execute that consistently, I found it easier to time the jf. LK from TC 6.

A good way to practice is to set the dummy to random block and on hit, jf. LK, (delay), MK, (land) Raida, but on block jump cancel directly into HK Tsumuji or Raida xx Backdash. Learning the timing of one will help you with the timing of the other, and this is generally what you’ll be doing in actual matches as well anyway.

I wish I had read this properly the first time I read it. Had I known that you could cancel into TC8 from FAR hp as well as close HP I would have learned this much earlier. This makes cr MK very deadly during footsies now, since if you hit, you can get 368 damage meterless, and if you get blocked, then it becomes safe. Furthermore I am going to make every combo end with TC8 since its not hard once you got it down, and really puts the enemy in the corner for good meterless damage.

Even with TC4 you can cancel into HK tsumiji and do st lp xx st mk xx TC8 combo for about 330 damage. From the tip of cr lp range you can combo into cr mk for the TC8 combo for about 343 damage.

From st jab pressure you can cancel into st hp TC8. And if you hit with st mp from up close you can combo into st mk x TC8.

Is this proven, or do you just assume that it works? I have a lot of trouble getting the range right so that far HP comes out instead of close HP. You have to be really far away to get that far HP or else a whiffed close HP comes out instead. I gotta experiment more to figure out when it’s going to whiff on hit/block.

Hey Ibuki’s! I have been in a character crisis lately and Ibuki is a character i’ve been meaning to try over the years so I decided to give her a shot recently. I have to say that I enjoy her for as much as i’ve used her so far. There is one subject though that I am having trouble with, her target combo into jump cancels. I have to say that while I can do it SOME of the time ( about like…20% of the time to be generous to myself ), I cannot manage to do it consistently. In fact, I was practicing it for so long the other day, I may have accidentally conditioned myself to attempt the wrong timing all together, which is frustrating on my part.

I seem to have more luck jump cancelling into moves like Raida, neckbreaker, and super, but there is a particular combo I have had issue with and I humbly request the advice of you Ibuki’s. The combo in particular actually comes from the Bradygames guide itself. The combo is Target Combo 6 xx lk Kasumi Gake, cr.lp, st.mk xx Raida. I seem to have a bigger problem jump cancelling into Kasumi Gake for some reason and most easily into super, not sure if its just a coincidence. For the times I do get it, the timing for the cr.lp seems somewhat difficult as well. My consistency with her jump cancel combos is garbage right now, and consistency for me is a huge deal. I need to have these combos on lockdown before I use them in matches.

I was wondering if there is any advice I could get for this combo in particular as well as jump cancelling in general. Is jump cancelling a big part of her gameplan? I seemed to have good luck early on using the red hit sparks as a guide for timing but it is seemingly less effective now. Also, is this combo worth mastering in the first place? I have some combos I can use for now that are easier for me to perform but I am one of those people who likes to have a large arsenal at their disposal, so I don’t want to count this out just yet, or the rest of her jump cancellable combos for that matter.

Thanks in advance.

Just test the ranges. Far HP comes out from middle and far range of st lp, st mp, and a little bit more far range of cr lp. If you combo cr lp into st mp you could also do it. st mp x st mk also combos but from close up to get both cl hp hits. Cr mk combos into st hp from outside cr lp range, so just learn the spacing. I’m still experimenting myself so I have not gotten this perfect yet. I have been consistently hitting this combo in matches though.

As for the cr lp x cr mk xx TC8 yes I have done it many times. You have to be hitting any near the max range of cr lp before you start the combo.

Save yourself the trouble and drop that combo. Just use TC 6 into jf lk xx jfmk x raida. Its WAY easier and does more damage. Her main jump cancel combo that I feel is very powerful and worth getting good with is cr HP x kasumi gake. Damage off of that combo is awesome and the mixup potential is even better. I dont jump cancel into any special move anymore other than cr HP. Even with TC8 blocked you can do jump back or jump back kunai.

As for help with jump canceling, I made a few posts above about jump canceling cr HP which should apply to any jump cancel move.

Thanks for the advice, I appreciate it. I really like that combo you advised me to replace with. Its a good example of keeping things simple. I think I remember doing that combo or something similar in the trials too. Anyhow, gonna keep things nice and simple for now and evolve my Ibuki play over time. Still happy with her so i’m sticking with her. She’s really fun.

Thanks again.

I’ve tried reading the past posts, but I’m not having any luck. I’m basically new to SFxT as is and I want to learn how use Ibuki. What are her basic BnB’s that I can learn? And from there what should I start getting into? Besides Ibuki, I’m playing Juri on anchor because of her (c.hp x jc, d.hp > c.mk > m.pinwheel/fuhajin store) combo from launcher that I’ve been practicing, so Ibuki will be on point.

Thats a cool team, i have ibuki on point when i play, i’m no expert but my general b&b’s are…

st.HK xx jc, j.HK, (land), st.MK, xx — Then you can do… Super arts, Cross arts, HK. Kazegirl (into tag as well if you wanted) which is nice

You can start the above combo with a jump in as well j.HP is nice

ermmm another combo i like is

TC4 xx Ex Kazegirl, j.HK (on the way down timings not to bad at all), (land) cr.MP, cr.HP into tag

Hope this helps im sure some of the more experienced players will have better stuff but as someone who was in the same spot as you not long ago these were great to help me get started :slight_smile: best of luck mate enjoy the game!

Is it possible to go into air tc (j.lk, j. Mk) from anything other than tc6 or tc8?
Also, if I manage to hit tc8, and then jc>j.lk do I have to hit the j.mk too or can i just land and hit the raida? I’m asking that because I always miss the j.mk.

You can probably land it from cr hp AA and maybe some other situations like from a tag, but you only really should be looking to do it after the TC. Yes you have to land the j mk. Just practice it in training mode till you get it. The earlier you hit the J lk the easier it is to hit with the j mk, so try to hit with j lk as early as possible, then do a small delay and hit the j mk.