Ibuki Combos and Glitches

I’ve always thought it was funny when the opponent gets relieved when they see you backdash and kunai. One even said LOL waste and then I st.hk SJC Super and it changed his mind

^ sounds like fun trolling, I’ll have to try it

Idk if this has been posted yet but a decent anti air combo is
st.hk,st.hk.,cr.hp
It does 200 damage and 3

*310 stun

^^^ its very rare to get that combo cause the opponent has to be high and directly on top of ibuki to work… but it is fun. i like just doing st.hk> hk kazegitre… basically keep it simple and get that damage yo. but anyhting that hits i would consider good after AA close hk.

my new shit is just abusing B+mp first hit dash cancel mixups… SO POWERFUL!
niggas just do not want to jump at ibuki AT ALL once she has super.

-dime

That would make me sad if they didn’t want to jump. I WANT them to jump in. Staying on the ground means I have to get beat during footsies… If they are in the air then that means easy AA and me at an advantage.

^^ unfortunately folks 'round here arent stupid enough to jump into ibukis AA’s. i play against chuns/gens/ whoever that almost never jump forward at ibuki… cause there really is absolutely no reason to. but still, just knowing that the opponent is really scared of jumping can make ibukis life on the ground easier… dont have to concentrate so much on jumps and can instead devote much more focus to just playing a strict ground game, means better pressure from ibukis lk cd and jumpins and cr.mk

-dime

Hi,
could someone tell what the input for this is:
St. LK xx St. MK SJC Ultra II , because i dont know how to cancel a SJ into an Ultra:shake:

Thanks!

:lk::mk::qcf::uf::qcf::3k:

Ok, thanks for the answer:)

:lk::qcf::uf::mk::qcf::3k: is the easier method. Not gunna help you with TC4 or clean mk’s though.

“Easier” is subjective.

Okay sure, you just have more time to do the motion.

Casino still doesn’t have AE Ibuki so I don’t know, but is lk xx mk uneffected?

Thanks to alexkidd(I think that’s his name) from the forums, Ibuki can do 330+ depending on enders.

tc4(2 hit) xx lk tsumuji, far st. lp, st. mk xx ender

neckbreaker ender does 376/455 stun
mk tsumuji ender does 335/425 stun
ex tsumuji, hp raida does 405/515 stun
ex tsumuji, ex raida does 414/530 stun
xx super does 458/355 stun

Those are just some examples though. Double loop also works from TC4(2 hit) on the characters that that you can do it on, but I’d probably just stick with one rep for consistency and the damage from a double is negligible.

Don’t know if this is practical or not but a full stun combo on Seth in the corner for 2 meters.

j. hp, cr. hp xx sjc ex tsumuji, ex raida

is this AE were talking about? if so could you possible find out how much stand strong x2 stand foward into neckbreaker is? because in Super it’s 294 dmg/455 stun and to me easier than loops :confused:

It’s possible in both games probably, but I meant in just regular Super.

If you’re used to 1 framers it should be pretty easy to do.

The Seth combo I know is super easy to do.

mackinzie, check page 13. I have full dmg and which chars that combo works on :slight_smile:

Intro:
So I was bored and went into training mode to find out:

  1. TC4 xx EX tsumuji , cr.HP
  2. TC4 xx EX tsumuji , cr.HP xx J , j.HP or j.MK or j.LK
  3. TC4 , st.LP

As you may know, TC4 xx EX tsumuji is Ibuki’s best combo and her reset options and insanely high damage/stun potential is what makes Ibuki’s corner game scary. TC4 xx EX tsumuji , cr.HP does about 350dmg and 480 stun, with or without a kunai starter. Not to mention on some characters, you can reset with j.HP which does tons of damage and stun. This means you can basically finish off any character with just 2 of these mixups, assuming you knocked them down in the first place with like a sweep or something. If you’re the type of Ibuki that plays the spacing game, trying to push your opponent to the corner, or if you like to SJC U2 just to put your opponent in the corner, then this is stuff you should master.

First thing to note: if the setup allows it, ALWAYS go for the cr.HP reset instead of raida or kazegiri. With this much scaling, the dmg/stun difference from raida/kazegiri vs cr.HP is almost negligible. Not to mention it’s a reset vs a knockdown vs a non techable knockdown. It’ll force the player to think asap instead of giving them a breather like when you get a neckbreaker knockdown.

Second: disclaimer. I tried testing as thoroughly as possible but I may have made a mistake somewhere. Feel free to correct/dispute any information here that you believe is incorrect.

So we’ll start with #1. Also note, this is point blank range TC4. I dunno if there’s any difference if you’re a few pixels away. I found that it’s better to go by which characters it doesn’t work on:
Ryu, Ken, Ibuki, Guy, Blanka. Something to note: **Guile **is a special character where the combo wouldn’t work, unless you did something like kunai , TC4 xx EX tsumuji , cr.HP. Must be something to do with hitboxes and pushback and such. I got the idea from Cammy since her Sako combo (cl.st.MP , cr.HP , cr.MK xx MSA) will usually only work if you first do TKCS or a jump attack.

Ok next. I discovered almost toward the end, that j.MK or j.HP may work on your opponent as he’s reset in the corner. So I went through each character to see if these may work, since they are far more damaging than the usual j.LK or kunai.

j.HP: E. Honda, Gouken, Zangief, Dictator (M. Bipson), Boxer, T. Hawk, Adon, Juri.

j.MK: Makoto, Dudley, Seth, Rufus, Dhalsim, Abel, Akuma, Dan, Sakura, Hakan, C. Viper, Sagat, Cammy, DeeJay, El Fuerte.

j.LK:** Claw, Gen, Cody, Rose, Guile.**

Somethings to note here:
-On Cody, the j.LK seems to have to hit very deep, unlike the other characters where you can just aim for the back of their head. If you don’t aim for Cody’s back, the j.LK might whiff because you’ll be doing it too early.

-On Dhalsim, if you J cancel with j.MK, in the left corner, you’ll land in front. If you use j.LK instead, you’ll land behind him.

-If j.HP works on the character, j.MK will certainly work. And if j.MK works, j.LK will certainly work.

-None of these options seem to work on **Chun **(wtf?). So you’ll have to do jump kunai, or SJ.

-Speaking of SJ, doing SJC instead of J off the cr.HP creates a whole bunch of new options, as well as corner specific stuff (I’ll get to this). And I thought of it after going through each character like 2-3 times already and I’m lazy so something else can experiment. But just to explain, SJ instead of J will not be a meaty; it won’t let you hit your opponent as soon as they recover from reset, meaning they can reversal or simply dash under. But if you condition your opponent not to press any buttons, then they’ll most likely not have enough time to react to it. One of the main benefits of this is vs specific characters in specific corners, where you can do j.MK and it’ll land you in front, or j.LK and it’ll land you behind. Yeah some really ambiguous shit. Two character examples of this is Sakura and** Gen** in the left corner.

-If you do j.HP or j.MK, be wary of the spacing. It’s similar to Ryu doing j.MK and not being close enough to do more than two lights (eg: cr.LK xx cr.LP). With Ibuki, it means you may not be close enough to get the full TC4. An example of this is Dudley. If you’re doing j.MK, you’re out of luck. You’ll just have to memorize which characters full TC4 works on at this spacing, or just do TC4 1hit. If you’re doing j.HP, you can just walk up a few frames to be sure, and then start your target combo.

-Despite j.HP not working on most characters, they can still block it, even if it isn’t supposed to work. This is because when characters block, they move their hitbox forward, in this case putting it within range of j.HP. This is also why unblockables are in this game.

-I didn’t take into account difficulty, like the other guy who did (sorry I can’t remember). But if you wanted to practice EX tsumuji , cr.HP link, notably difficult characters were **Akuma **and Dictator Bipson. I was plinking the whole time and it felt like a 1frame link almost, especially with Akuma.

Lastly, TC4 , st.LP link. Works on everyone except** Ibuki, Akuma, Sakura, Hakan, Claw, Fei Long, Adon, Rose, Ken. **Something to note here: TC4 1hit , st.LP works on **Rose **and Ken. Another thing to note, tsumuji loops work on some of these characters. All the more reason to learn your 1frame link jab instead of 2frame links.

Explanation for Ken/Rose (thanks hypersonic)

What do you mean TC4 1 hit st lp works on Rose and Ken?I mean it works on all characters that TC4 (both hits) work.

Specifically on Akuma,Vega(Claw) and Adon,that TC4>st lp doesn’t work, you can use TC4(both hits,or one hit)>cr lp.

I mean TC4 (full) , st.LP doesn’t work on Rose and Ken, but you can do TC4 (1 hit of the st.MP) , st.LP.

I edited my post to avoid any confusion.

Btw TC4 , cr.LP is a 1frame link. If you’re gonna do that, you’d might as well just tsumuji loop. Except for Akuma.