Ibuki Combos and Glitches

Took the chance to look at Ibuki’s glitched wakeup. Ryu does d+HK on F1, then check to see how long until he can do another d+HK which will hit their wakeup at the earliest opportunity.

Dhalsim (standard wakeup) is F81
Sagat (1F slower) is F82
Ibuki (1F faster, so should be F80) is F85
Adon (7F faster) is F74

So Ibuki has an additional 5F of invincibility.

I’m not sure what the Target Combo numbers are but she has 2 very annoying glitches.

Her jumping :lk::r::mk: air target combo doesn’t work on Abel. Anytime you try to cross Abel up with it, the jumping forward always whiffs.

Also, her :lp::mp::d::hk::hk: SJC Dash doesn’t cross up on Dudley.

First combo can be punished on the startup of the mk tsumuji. However the second combo only works on fat characters UNLESS you omit a cr. lp AND you hit the first cr. lp at the tip. It keeps you safe though since it pushes you out. There are some supers that can punish even that though it’s only a few.

What do you do after the down.hk hk launcher? I’ve tried multiple things but the only safe attck that doesn’t get reversaled is (ex)hein

Depending on how good the person im playing is I

  1. SJC and jump right back into them for a reset.

  2. SJC jump into them but throw a kunai to cancle a move in its start up frames.

  3. f.command dash twice to the other side of them

  4. sjc, jump towards them and then f.command dash to the other side of them.

ect ect ect

or i might just jump straight up in the air to try and bait out a shoryuken

thanks! ive been expiermenting with diff things

after the launcher, i like to jump and ex kunai (safe from SRK’s), and i catch a lot of people with neutral jump kunai after launcher

also, reverse DP+k (whatever its called) is nice

I’ve managed to land this on every character mid screen except sagat
shim and viper where harder than the rest but doable

I haven’t had the chance to test out the applications of this in the lab yet but

for the bnb combo of c.lp, c.lp, s.lp, s.mk, finisher

I’ve found that c.lp, s.lp, s.lp, s.mk, finisher
gives more damage
I plan to test it out on crouchers and various characters but just thought it was worth mentioning

** so far crouchers it doesn’t work on (ryu,ken,saks,juri,chun,shim,viper,bison,gen,deejay,guy,hakan,guile,blanka,claw,rog,adon,rose)

so yeah not practical against crouchers, but standing opponents are fair game

For those having some trouble landing some links in the combos, here is what I do:

-For s. lp, s. mk link, although this is relatively easy to link, the visual cue of when to hit it is when Ibuki begins pulling her arm back after hitting them with her palm. This is important for the next part…

-The reason why you want to get that link down to a tee is because the timing of the two separate links in the lp-mp-hp, s. lp, s. mk ender is different and can mess you up, even if you can do either link fine on their own, so it’s important to know when you should be doing both. Unfortunately, I can’t really explain how to do the link after the target combo, you just hit it as soon as you recover at the end of the chain. I guess the closest thing to a visual cue is it’s somewhere in the beginning frames of animation when the character bows their head down, but something like that is hard to keep track of in the middle of battle.

I also want to note that the above link is not worth it unless you combo into neckbreaker, otherwise, the stun/dmg differential isn’t worth the risk.

-I don’t know why I see so many Ibuki’s doing the c. lp x2, s. mk link, when c. lp, s. lk-mk is much, much easier and the dmg/stun differential is nil. The timing for c. lp, s. lk-mk is, you just wait like half a second after you press c. lp and then do it. You can do it earlier than that, but only the s. lk will combo and the mk will not come out.

-Off an overhead (and it’s really, really important to be able to combo off the overhead consistently, or they will have no fear of blocking low and your chance of winning decreases drastically) s.lk-mk chain is the easiest to connect, but it does have slightly less range than c. lp, s. mk. Near max range, you can only connect c. lp, s. mk. When done correctly, the entire animation should be smooth, as soon as you land/recover from the hammer kick, you should c. lp, and as soon as you recover from c. lp, you should s. mk.

-Reminder that Tsumiji doesn’t fully connect against crouching Chun (although it will on Blanka), you must combo into neckbreaker, and be careful with your block strings against her…

where did you get your dmg/stun numbers from? I just did each and there is a difference in dmg/stun;

c.lp, s.lk-mk
72/140

c.lp, c.lp, s.mk
96/180

the timing is much more lenient though in the former
but the latter visibly gives you more damage and stun

It does cross him sometimes depending on how early or late your input is.

has anybody done the lp, mp, hk hk Target combo, and had the opponent launched THE OTHER WAY?

happened to me twice today, and confused the FUCK out of me.

I should also state that for some reason, it’s hard to land a target combo starting with lp against dhalsim after level 3 FA crumple…he seems to fall down so fast the lp whiffs

I haven’t tried it out yet but a couple pages back they talk about it
something about hitting the s.hk at the last possible moment they have a video too
I’ll edit this post with a link to the initial post about it if I have time later

I don’t know about the shim issue though, again if no one helps first I’ll test it out later

Is it possible to link (TC)st.LK~st.MK after (TC) st.LP~st.MP(1 or 2 hit)~st.HP?

For me it’s because the good distance with st.MK only is a looooooottt more easy to manage, and I think more safe than whiff the st.LK of target combo… If you miss the link between cr.LP and st.MK you can continuous with lk/mk tsumuji, for less risk, and maybe little cheap…

What about cr.LP, st.LP, st.MK into whatever after an overhead? Should it be more reliable without the 1 frame link cr.LP,st.MK ?

You can’t link st. lk after TC6 (lp mp hp) – not enough frame advantage.

Overhead > st. lk is a 1 frame link.

If you are at MAX range, you can’t connect with anything after overhead.

If you are near max range, far lk xx ex tsumuji is your best option. 2-frame link.

If you are in the middle, go for cr. lp > st. lk xx mk xx neckbreaker. two 2-frame links there.
— the reason not to do st. lp on most chars is because it will whiff if they’re crouching. if you’re familiar with chars it doesn’t whiff on crouching, then go for it because it’s way easier.

If you’re too far to connect st. lk after cr. lp, just do cr. lp > st. mk xx mk tsumuji.

If you use b + mk xx f+ mk target combo, you actually are only +3 instead of +5, so your only option is to do TC6 or connect st. lp. Luckily B + mk xx f+ mk target combo puts you way closer to the opponent than just raw overhead, so it’s not a big problem.

Yes I saw this TC few day ago and didn’t understand why nobody uses it; it’s not a real link between b.MK and f.MK but the overhead is a lot less predictable like that. So it’s good to know that I can directly link st.LP/TC6 after that, thank for the advice! :razz:

A better combo against crouchers than c.lpx2 ect. is c.LP, b+MP (1 hit) > LK tsumuji, s.LP, s.MK loop/ender. Back MP will stand up any opponent for alot better damage. The only tricky part is you have to go to neutral before inputing the motion for the Tsumuji or else you’ll get a hien (which isnt too bad either since people tend to hold db against Ibuki and spam jabs and whatnot. Even crosses up some characters). This combo is definetly worth learing. It’s made my Ibuki way more confident when applying pressure by taking out some of the guesswork with worrying about different characters hitboxes all the time and trying to remember what works on who.

If thats a bit too difficult, you can also do c.LP, s.MP, f+LK > Kazegiri or sweep after s.MP. Both combo’s do pretty good damage and are consistant against most characters

edit-

b+MP is actually a good starter in and of itself to stand people up. you can link standing jap afterwards or c.LK into whatever

^ sounds good
I’m going to try adding that to my play
being able to stand up a croucher is amazing

hmmm that’s very interesting!..never though of it

awsm :smiley:

Gah! Im getting tired of being reversal’d out of the MK Tsumuji string (on hit, and block). Of course my timing could be off tonight, but regardless, the damn thing is unsafe be it high or low. I’ve opt’ed to using links into sweep for my UKD’s, as well as LK Tsumuji loops (which, for some reason seems like it’s getting better, and better then MK Tsumuji dispite the frame-disadvantage on block). Anyone else trying to get around this besides mixing in the MK version here, and there?

Edit: Screw it. LK Tsumuji just became my best friend. Outside of everything, regardless of frame advantage or not, it rapes MK Tsumuji’s face at times. Still going to use it, just spairingly though. Essentially, LK Tsumuji was all I really needed to get used to since the loop came natural after that. Although, because I wont be using MK Tsumuji to much, my dominate UKD’s are coming from links to sweep, and Neckbreaker.