Ibuki Combos and Glitches

Just to clarify:
Ibuki vs Seth (in corner)

nj.HP (CH) , cr.HP xx SJC tk kunai , TC4 xx EX tsumuji , EX raida (stunned Seth)
TC1 , cr.HP xx SJC tk kunai , TC4 xx lk.tsumuji , st.LP , cr.MP xx SJC U2

Not sure why they didn’t add a tsumuji loop before the stun. Or maybe it would have scaled the ex tsumuji/raida too much?

^ Less damage, don’t know about stun

They were going for cool pts and max combo, not really about max damage.

how dependent on spacing is it to hit the lk mk after a f+mk???

I find it’s hard for me to combo so its only hitting as a one hit (the f+mk) then the two hits (lk mk)

Less than (close) LP, but a lot harder too; f. MK is +5 on hit, LK has 5 startup frames, while close LP has only 3 startup frames.

An easier way to combo from an overhead is to use the TC: b+MK, f+MK -> LP MP HP -> Tsumuji Loop. One frame link, force stand. Once you get used to the distance, it’s a reliable way to do TC4 than getting far.st.LP from the clean f+MK. If they block the f+MK, follow up with cr.LK -> Tsumuji Loop. Lol.

From the first post, what is this supposed to mean?

I thought spin kick WAS tsumuji?

spin kick is a command normal.

forward+LK

I don’t know if this has been mentioned but this combo can be useful for those who dislike the range on TC4 and missing the links because of people ducking.

mp -> mp -> st mk -> combo ender

in addition this combo works really well at farther distances than the TC4 into tsumiji loop but… they have to be standing. It even works on several of the characters that TC4 into tsumiji loop do not work on. It also does alot of dmg for a few hits. Which could be a better combo to use when you stun them or use a FA.

mp-> mk-> tsumiji loop

For the hammer kick, the following work really well at med ranges but they are one framers

mp -> mk -> combo ender (does really good dmg about 300)

lk-> mk -> combo ender (does like 1 hundred less dmg than the one above so about 200)

Or if you are an expert at the range the lp into mk one is easy to execute. I dislike the fact that sometimes I get the cl lp and it screws up my combo so I am just going to work with the 1 framers.

I have been messing around with after DJ mentioned it in the Q and A thread is

MP,LP,MK xx ender

is that any better than

MP,MP,MK xx ender ?

I believe that the lp could possibly be a cl lp if you are too close which can mess it up, but I can’t remember. If that is not a problem then in any case it is significantly weaker, but easier to do.

Off the hammer kick you would only do one mp into mk though cause the lp into mk won’t reach at certain ranges.

with the mp,lp,mk I have never in all of my hours of drilling the combo had it come out as a close lp. Could be wrong but not likely.

tested it with hammer kick and at farther ranges you seem to be correct on your second statement.

I sometimes use the mp,lp,mk combo when I get a mp then I hit confirm into lp. But after hammer kick I think I wouldn’t rely on it cause of the ranges. So I am going to try with mp, mk for now off hammer kick.

Sorry if this has been covered; does anyone have a list of the characters that jab x strong x fierce, jab, forward x neckbreaker works on?

Works on just about anyone really expect blanka maybe. Otherwise, just look at the tsumuji loop thread, and it should give you a definite answer. I believe as long as the first hit connects though any hit afterwards should as well since they’ll be standing.

Yes. I do have a list that I made that apparently not too many people cared for, even though I spent ALOT of time on it. Here you go.

http://shoryuken.com/f336/ibuki-chart-242402/

This is just something stupid and random that I found out. I figured since you can kara Ibuki’s regular throw with s.MK I would try doing it with the grab version of her ultra. Apparently you can actually kara Ultra 1 to slightly increase the grab range of the ultra. Though of course karaing it will increase the start up of the ultra an extra couple frames.

Basically u just do the ultra motion and then hit MK right before hitting the 3 punches for the ultra. This is probably most useful at best to just give yourself a bit of extra range to grab people trying to poke you with certain normals if you wanna take the risk. The kara will inevitably make the ultra slower to start up so u probably can’t really use it to make punishing things on block much easier.

How many frames does it add?

Most karas usually add about 2 frames start up to whatever you’re doing because whenever you do a normal the game usually gives you about 2 frames to cancel that normal into something else if you don’t want to commit to it. Which is basically how karas work to begin with. I wouldn’t know the exact number but I know from 3rd Strike if you kara’d a throw it usually made the throw about 4 frames start up instead of the normal 2 frames start up.

Does HK fair well for a kara into ultra 1? It works decently for raida… but i dont know how effective it really is

edit kind of works decent…