Ibuki Combos and Glitches

Since i dont know which thread will be updated i will post the info in both:

My personal combo learning list:

hit confirm combo’s(add a jhk or whatever if you want,she has so many jump in normals/target combo that i will leave it out)
I assume you always want to add neckbreaker at the end because of the untechable knockdown+big stun
[]means its a target combo
>(x) means a link with x the number of frames (i deducted 1 frame from each startup,else the data wont be correct,
cr lp+6 s mk6 so this is impossible according to the guide.
If this is incorrect please tell me )

couple of jump normals you can use
[lp f+hp] f+hp 110 dmg Stun= 200
[hp f+mk](hit hp early or it will miss) hp > f+mk 160 dmg Stun= 250
j hk 100 dmg 200 stun
kunai 50 dmg 60 stun

cr lp cr lp >(4f) s lp >(3f) s mk hp neckbreaker
216,5 dmg 500 stun
(when the opponent is crouching i use the 2 combos below)
cr lp cr lp >(3f) [s lk s mk] hp neckbreaker (whiffs on the following characters: Juri,rest needs to be tested)
224 dmg 410 stun
cr lp cr lp >(1f) s mk hp neckbreaker
215 dmg 450 stun
(following combo’s are more for mixup if a normal is blocked,stuff like cr lp cr hk & s lp cr hk can be usefull to use)
cr lp cr lp >(4f)s lp >(3f) cr hk
134,5 dmg 250 stun
cr lp cr lp >(1f) cr hk
121 dmg 200 stun
cr lp cr lp >(4f) s lp >(2f) d+mk
118,5 dmg 250 stun
cr lp cr lp s lp >(3f) df+mk
118,5 dmg 250 stun

biggest punish damage combos:
[s lp s mp(2 hits) s hp] hp neckbreaker
340 dmg 448 stun
[s lp s mp(2 hits) s hp] >(2f) [f lp mp f+lk] hp neckbreaker ?? speculation/corner to be tested
407 dmg 572 stun
cr hp sjc tk lp kunai [s lp s mp(2 hits) s hp] hp neckbreaker ?? speculation/corner to be tested
442 dmg 708 stun
cr hp sjc tk lp kunai [s lp s mp(2 hits) s hp] >(2f) [f lp mp f+lk] hp neckbreaker ?? speculation/corner to be tested
493 dmg 834 stun

command normal combo’s:
df+mk s lp cr hk
176 dmg 250 stun
f+mk cr lk ex tsumuji (link tip,the moment she hits the opponent is when you need link)
207 dmg 400 stun
f+mk [s lp s mp s hp] hp neckbreaker does not work on big characters
70 100
200 198
140 250
396 dmg 448 stun
f+mk [s lp s mp s hp] >(2f) [f lp mp f+lk] hp neckbreaker does not work on big characters to bested corner/speculation ???
454 dmg 674 stun

crossover combos(i use air [s lk f+mk] because this gives the best results,you can also use j lk & j mk)
air[s lk f+mk] … (see combos above)
sj lp kunai … (see combos above)

corner combos
cr lp cr lp s lp s mk ex tsumuji (ex)raida
(293,5)275,5 dmg (750)700 stun
cr lp cr lp s mk ex tsumuji raida
(306)294 dmg (700)650 stun
cr lp cr lp [s lk s mk] ex tsumuji raida
(306)294 dmg (726)676 stun
[s lp s mp s hp] ex tsumuji raida
(456)429 dmg (698)648 stun
[s lp s mp s hp] >(2f) [f lp mp f+lk] ex tsumuji raida ?? speculation/corner to be tested
(510)486 dmg (824)774 stun

super combo’s:
later,not like you will have super anyway :slight_smile:

ultra combos
cr lp cr lp >(3f) [s lk s mk] sjc ultra1(level2) (tip, input s lk qcf mk qcf uf 3k,works a lot easyer this way)
441 dmg 160 stun
s lp s mp s hp sjc ultra1(level2) (u counts as 90 or 80%?,now calculated with 90%)
613 dmg 198 stun
cr lp cr lp >(1f) s mk sjc ultra1(level2)
424 dmg 200 stun
cr lp cr lp >(4f) s lp >(3f) s mk sjc ultra1(level2)
394 dmg 250 stun

a good poke to ultra 1 is s mk sjc ultra. (u counts as 90 or 80%?,now calculated with 90%)
483 dmg 100 stun

does the german/w/e version you have have hito as ultra 1?

Any link to s. mk > ultra works. see my above post for a few examples

What are you talking about (level 2)?

Hm my mistake i meant ultra 2 of course :slight_smile:
Level 2 means full damage on the ultra
Another combo is cr lp cr lp cr lk ex tsumuji

I did that trial by dashing UNDER him and doing the Raida from the opposite side. You’re inputting what is effectively the Neckbreaker motion to get the Raida to come out.

In regards to SJC>U2

Thanks a lot for this! I am on her #24 combo trial and this where I have problems. Do I need to go neutral after the :mk:~:d::df::r: (buffered in the Kick)? Also, should I take my time doing this part or does it have to be done extremely fast?

Wow really? I couldn’t get that to land so I checked a video and did the corner way. Interesting…

You shouldn’t have to go neutral, just treat it like a normal Ultra motion (except the first part buffered in the kick as he said) and the last part ending with :uf: Let us know if you get it!

not sure if this has been stated but, you can do the LK,MK target combo on a cross up which can lead into many of her other combos or even links into ultra, ibuki is scary. Ultra: cross up lk,mk,ultra (this is for the ultra 2, its not tested for her 1st, and gives 418 damage)

wts! you can?! thats nuts.

dot dot dot

My first post, been lurking here for a while now. Sorry if this has been posted before.
You can link a Far Lp after a LK or MK Tsumuji but it is a one frame link . So you can do

LP xx MP xx HP xx LK Tsumuji, Far LP, MK xx Neckbreaker 376 Dmg…

Found this out on release day in less than 15 minutes…Lol

I have been trying to do Ibuki’s #24 for quite a while now. I believe I am very close to pulling off her SJC>U2. Can you please tell me what do I need change because 50% of the time I attempt to SJC>U2 I hear her say “taa” but know U2 comes out. The other 50% of the time I attempt to SJC>U2 it looks like she does the motion but an EX move comes out instead of the U2. Any more help with assisting me in completing this combo ender would be much appreciated. I have completed Sagat, Guile, Adon, Dudley, and T.Hawks’s combo trials. Also, I am using a SFIV fightpad and not just the regular ole 360 pad. Thanks!

Nevermind I got it finally. Still tough though.

biggest stun meterless combo I have so far is
jump hp, st.mp x2, st.mk xx neckbreaker (379 dmg, 600 stun)

best damage meterless:
jump hp, lp-mp-hp xx dp+hk (388 dmg, 444 stun)

  • 2 hits of the mp
  • with hp-f+mk air target combo instead you get 387 dmg, 456 stun
  • neckbreaker instead of dp+hk you get 376 dmg, 522 stun (which is a way better combo in a real match unless they’re already stunned I guess)

Id say losing 1 point of damage is worth the extra stun.

If you are in the middle of the stage, its always best to use a neckbreaker after lp-mp-hp to set up kunai vortex shenanigans right? Is there any reason to use kazegiri or raida or tsu? Sometimes I use Ex Tsu to get a knockdown plus more damage than a neckbreaker.

i was playing against a boxer when i landed this target combo that popped him the OTHER way and while holding up forward, she went backwards.

i decided to go into training to try to re-enact it.

[media=youtube]Pmq5TFbcS_w[/media]

i tried delaying the timing and doing it fast and i can’t get it to come out when i want it to. however it does come out randomly. i get it like 1-2 times out of 20 attempts. not sure if this is boxer only.

I have a small question:
why would you use that combo instead of garuanteed damage and a neckbreaker mixup,Is it to reset damage for bigger stun or?
Because what if the opponent knows you will do this and intercepts your sjc whith an aa.

I just saw this and started messing around with it, it seems to have something to do with pressing the st.hk hit as late as possible. Haven’t gotten it down consistently enough yet to try and start testing on other characters, but it seems to work fairly consistently against Rog.

i thought that could be it, but there’s not a lot of room to press it late. on top of that, in an actual match i just mash fast and i tried to do the dash cancel but it crossed up and tsumuji came out. =/

i did however do the super jump after the s.rh and balrog’s ex headbutt went under me and i still clipped him with i think j.fwd. so it might be okay just to do the super jump after the s.rh everytime and if you get lucky and land the crossup version. yay.

i’m assuming this is regarding my post?

well the main reason i would ever use a less damaging combo is because i got tired of my opponent blocking the crossup kunai after neckbreaker. if the target combo has potential to also “vortex” them in another fashion, i wouldn’t mind throwing it in.

another reason is that s.jab is ibuki’s fastest normal. so using a target combo, instead of c.jab, c.jab–>whatever, is less likely to have someone mash out after somethign like a blocked j.short. (however, u could always s.jab, s.strong(1hit), s.fierce xx neckbreaker too. but check out the next reason for blocked strings)

last reason off the top of my head. conditioning. they have to block low for the c.rh part of the TC. if they block the s.jab, u can chain into the s.strong, c.rh, s.rh sjc kunai/cmd dash/etc. although it may not work later in the future once ppl figure her out. doing enough low attacks allows u to land f+fwd and penguin kicks xx super.

this happened to me once before against gief in training mode. if we could perfect this :slight_smile:

Heyy, I dunno if this combo has been posted or not yet. If so, my apologies. Here goes:

j.lp > hp > lp-mp-hp xx Kasumi Gake dash > lp-mp-hp xx ex-Neck Breaker

It doesn’t necessarily keep the combo consistent but it could cross up some opponents.

Something interesting I came across here… I didn’t find it anywhere so I’ll post it here. OK! The combo goes:

cr.lp > lk-mk (Target combo) xx lk tsumuji > far st.lp > st.mk xx lk tsumuji (232 damage, 341 stun)

The tricky part is the far st.lp after the lk tsumuji, I think it’s a one frame link but with practice you can get it right easily. I personally double tap the lp and it comes out just fine.

Additionally, if they are near the corner, you can end it with an EX tsumuji then follow up with a raida for some extra damage.

ALSO:

You can link a sweep after the far st.lp instead for a nice non-techable knockdown. I’m pretty sure you can do a neckbreaker too instead, but I have to test it out first.

I wanna record it, but my camera battery is dead I’ll have to charge it. I’ll make it and post it tomorrow when I get a chance.

EDIT

yeah you can do neckbreaker at the end as well!