Ibuki Combos and Glitches

Mingo “It’s possible to do it so it’s very easy” Dynasty

Considering cr.MK gives up to a maximum of +8 on meaty hit (5f active; +3 on hit), and considering st.MK starts up in 5f, this is somewhere up to a 3f link.

cr.MP is even easier, with maximum of +10 on hit (7f active; +3 on hit). This is like up to a 5f link.

For comparison, AE Ibuki’s st.LP , st.MK is a 4f link.

Oh yeah, that’s if you hit it on the last available frame. Do we have set-ups for that sort of thing?

Not that I know of, but it shouldn’t be hard to just simply wing it if you’re at all familiar with meaty attacks.

Izuna, I tested your audio file for tsumuji loop and it kind of works… couple notes… The loop timing is only good for loops off st. mk, so loops off tc4, f. lk, lp mp, and cr. lk have different timings. Something worth mentioning is that your timing between mk and lk tsumuji is different from mine so my entire tempo is thrown off when trying to pull it off. This is because you buffer your tsumuji after the MK quicker than I do which means there is a longer wait for you than there is for me- mine is shorter, so when I stick to your timing I’m late for the LP.

In short, learning the timing for these things works well if 1- special canceling isn’t involved or 2- possibly if the person trying to learn records the correct inputs himself.

On that note though, I wanted to know- can you do basic tsumuji loops (tc4, jab mk, w/e else you see fit) without looking at the screen?

Not with the same consistency as looking at the screen, but I can do them as well without looking.

Try to do them without sound, it’ll be useful for tournaments ('cause let’s face it, if you play in an arcade tournament, you won’t hear a lot from the game…)

hehe, I don’t play with sound. I’d rather time off of the clicks of my stick or the hard plastic hitting my fingers. Thanks for the input soulsynapse, turns out it’s too gimmicky of an idea to include in the actual guide.

Just noticed another way to do the trial 24 :
instead of :lk: :d: :df: KKK :d: :df: :f: :uf: KKK
you can do :lk: :d: :df: :f: :uf: KKK :d: :df: :f: KKK it’s easier for me this way.

I tried it for cHP xx U2 too but can’t tell you if I succeeded yet as I don’t see the input in the trial room atm but I did an ultra 5min ago. With your better execution maybe you could tell me.

Buffering the ultra early with cr.HP actually makes it harder since most likely you’ll have the jump cancel timing in there, which takes priority I guess? But tl,dr it shortens the timing window from 4f to 2f.

Not that you have to input the ultra early or quickly anyways, as cr.HP has plenty of hitstop and recovery frames for even a beginner to input in time. Most of the time you’ll probably get empty jump cancels because you’re doing them too fast.

yeah I found that doing KKKx2 at the end double my success rate, never thought I could be too fast though, gona retry tomorrow in slow motion till it connect.

Mingo is right. If you are doing cr.Fierce or st.Roundhouse, please make your :uf: your final input, otherwise you will get a jump-cancel more often.

Hi again guys,
Which is the move/combo that you normally use after overhead (hammer kick)?
I go sometimes with cr.lk into lk. tsumuji because it´s easy to connect but cr.lk doesn´t have too much range so doesn´t work if ibuki is too far
I guess that the best option is mk. into a special, but it´s a 1f link right? kinda hard :S

I have the bad habit of use tc10 after hammer kick which I wanna get rid of…for that reason I´m looking for best options.

Thanks everyone :slight_smile:

I always tend to go for st.Forward after because it combos the most consistently due to it’s far reach, but it is 1-frame link. Most people do cr.Jab into st.Forward (which has the same leniency as cr.Short).

cr.Short, not only does it have poor range, also doesn’t combo into Neckbreaker or Forward Tsumuji, not does it combo into st.Forward (outside of counter-hit).

I see. So I´ve work to do with those 1frame links again (tsumuji loop I hate you :P)
Anyway, I still have to get tc10 out of my head…may be I should punish myself with pushups any time I go for tc10 after hammerkick :,(

Thanks again!!

You should plink the st.Forward actually. I don’t because of the way I hold the stick, but that would give it the same leniency as cr.Short.

i use st.lk just because its painful for me to do cr/st.lp-st.mk due to my pad (or my hands). its 4-frame move so the gap is 1 frame instead of 2 but i dont care.
overhead-st.lk-st.mk xx whatever is really easy even for a noob like me, i have no problems doing it consistenly.

I always do cr.LK and burn the meter for EX Tsumuji.

-you’re probably not going to be able to hitconfirm it anyways, even if you did cr.LP , st.MK
-instantly going low actually catches a lot of people that block the overhead
-my Ibuki doesn’t need to save meter anyways

After the overhead your best options are either cr.jab, st.forward, into whatever special you want. But what I do is just a st.forward, into tsumujis. The problem with cr.lk is that you can only do a lk tsumuji, and if you land the overhead they’re in a crouching position, and trying to follow up with a tsumuji loop cannot be done on a portion of the cast. For me, I’d rather do a st.forward into RH tsumuji or neckbreaker for the knockdown, and try to go for the mix-up. The 1f link is easier to do if you learn how to plink correctly, then it becomes an easier 2f link essentially. Advanced Ibuki combos are FULL of 1f links :wink:

TC10 after hammer kick only combos on counter-hit I believe. A bit risky, since you can’t really confirm it off a counter-hit or not, so I rather just take the guaranteed knock-down. If you do use TC10…in any situation…be sure to follow it up with a command-dash, otherwise you’ll lose momentum.

Thank you very much for the replies.
I will try to go for st.mk if I get plink right. But I have a lot work to do because I´m not comfortable plinking yet…got the stick since 3 months and I didn´tr try to do it before.
I´ve improve a lot my accuracy with tsumuji loop (not reliable but improving), anyway, it´s still hard to timing in online matches :SS

cr.lk is good because like mingo said, it forces them to do something beside just holding back. cr.lk to far standing lp is a 2-frame link and works on some characters. The cr.lk to cr.lp link is a useful link to practice anyway, since it is her only (non-meaty) low that goes into a combo.