Just tested it: TC4(both hits)>st lp DOES WORK on Ken and Rose
I still refuse to believe this. I’m here sitting in training room and trying it like 100 times to no avail. Unless it’s a 1frame link or something? But I’m blinking and I’m having more success doing tsumuji loops than this combo.
Here’s the deal…I recorded it on ken (tc4>stlp ,5hit combo ),Then i playback it and st lp whiffs at 40%.I don’t know why…Probably because of his hitbox or it’s a glitch .So that doesn’t make it viable,but it works…Same on Rose.
How do you blink?I never understood that technique.
Plink with back/select button.
Yeah i’ve read that on the tsumuji loop thread(finally it got stickied).Seems uncomfortable to me though.
That TC4, st.LP is scary, especially if you can then go into s.MK into Tsumuji/Raida/Neckbreaker. I haven’t touched Ibuki in a while, but I did manage to pull this one off surprisingly a few times in Training Mode.
Are there any other combos I should know about that aren’t in the matchup thread’s OP?
And God do I have a hard time SJCing into Ultra 2. Everytime where it would come out, my fingers just wanna do (EX) Kazegiri.
^ the anti-air combos with b+mp are fun to do
Hello. Long time lurker here.
I’ve experimented a bit with kunai loop combos recently and found some big combos. Quite impractical, but seem really good if you can nail them concistently.
Excuse me if this is already well known.
J.HP, C.HP xx JC towards LP kunai, S.MP, CS.HK, (optional SJC LK CD if you wanna switch sides), C.HP
Meterless 425 dmg/738 stun that also works midscreen. It also ends with C.HP for reset mixups which is usually good after such a long combo to catch your opponent off guard (Seth anyone?)
Maximum stun afaik (edit: wrong!). Been trying all kinds of tsumuji loops (including 1 hit CS.HP xx LK tsumuji loop) but this one does more:
J.HP, C.HP xx JC towards LP kunai, S.MP, S.MK xx EX tsumuji, EX raida
472 dmg/803 stun. You can add another S.MP before the S.MK for 8 more damage but same stun so not worth it. Neither is EX raida, because of stun scaling, so feel free to trade it for C.HP on characters it works on (probably doesn’t with 2 MPs), or HP raida. I’m sorry I don’t have the numbers for the alternatives, but I bet the Ibuki calculator could take care of that.
Easy mode variant:
J.HP, C.HP xx neutral JC MP kunai, S.MK xx EX tsumuji, EX raida
457 dmg/793 stun
If you omit the J.HP it seems towards MP kunai works better in most cases.
This was all tested mostly on Ryu, so the damage values should not be scaled because of stamina issues. It also assures it works on medium small characters. I couldn’t get it to work on Abel because the kunai hits him too high. But I’m sure that dicussion exists elsewhere.
Does anyone know if Ibuki can do more stun than 803 sans counter hit in one combo?
Also, anti airing with C.MK, FS.LP to combo of choice is neat.
j.HP , cr.HP xx SJC lk.Tsumuji , far.st.LP , far.st.MK xx EX Tsumuji , EX raida
according to Ibuki Calculator: 508dmg / 816stun
Actually I don’t think the stun value for EX Tsumuji is correct. I’ll have to retest.
That combo does 481/808 just tested it. Seems to work on biggies only, and that’s also good to know since I was having trouble getting the kunai to hit late enough on Abel.
Hope they patch in Ibuki Calculator EX Tsumuji in the future. That move would be sick!
“They” as in me lol.
Haha no I meant Capcom should patch in the move into the game with your stun and damage values.
Has anybody mastered cr.HP xx JC kunai combos? Is there a trick to them?
uhm… not really apart from getting used to the timing since its rather different from her other combos i suppose.
one thing i did come across myself tending to do is buffering the kunai during cr.hp though to get it off as fast as possible, which works but the downside is that it will turn into a super if you got enough meter=( so atm im practicing on that=)
I personally find it easier to do cr.HP, 236963 MP kunai. I can get the kunai out about 80% of the time, but to time it so I can actually combo after it, maybe 50%. I’m not confident enough to use it in a tourney match yet, but I’ll do it in casuals if I remember about it. Then again, I don’t normally practice this combo.
So far I’ve been using cr.:hp: xx :uf::qcf: :lp: I can usually get it about 25-50% of the time. Getting the kunai input asap usually isn’t a problem. The problem is timing it, since kunai has some sort of height restriction.
The way I do it is that I use df hp for the cr.hp. Then I roll the stick one full circle to forward counterclockwise facing right or clockwise facing left.
The timing still takes some getting used to but it makes me hit it quite consistently now.
What’s also good is that you can’t get super by mistake and that it option selects neckbreaker if the cr.hp whiffs which might be useful off a FA lvl2 or on some characters’ stun animations.
I’m also working on a chart of which chars it works on similar to the tsumuji loop chart. I will post it here when it’s done.
All right so I’ve been in the lab trying to figure out the frame advantages Ibuki has post cr.hp xx kunai. It seems she’s +7 at best and everything seems very character specific.
However I need some help reading the frames to get the numbers for certain situations. For example vs ryu she can do cr.hp xx nj mp.kunai > sweep. So she’s at least +6. But she might be +7. However, if you try to link lk.kazegiri the auto block blocks one hit. I assume this is the third hit (the others would’ve hit) and as kazegiri’s active frames are listed as 111 1 I want to believe the third hit comes out on the seventh frame, making this setup a sure +6. Am I reading the frames right? And what is that fourth 1?
I dunno why you’d want to do nj kunai in the first place. You’ll be too far to link anything useful.
I’m in training mode right now doing cr.HP xx nj.mp kunai , lk.kazegiri. And everything hits. What are you talking about?
Btw the way, the 1111 means the first hit is active for 1 frame, the second hit is active for 1 frame, and the third hit is active for 11 frames. That’s why you sometimes see people getting hit with the tip of Ibuki’s foot when she does regular kazegiri antiair; it’s active for quite some time.
WHAT?? autoblocks 1 hit? AFTER a hit has already gotten through? that should be impossible… its kind of like an ultra getting blocked after already hitting (hello ibuki u2 hitbox stupidity) but it shouldnt happen to kazegiri… ive never had it happen to me.
-dime