I’m gonna be doing some testing on damage and stun combos and how much meter they use today. Hopefully this will be helpful on people knowing what combos to do.
i think mo tempest may have come up with this combo… but i dont feel like looking for his original post so adding on to what i remember from his post i added a bit of a followup to his original combo:
lp,mp,hp> st.lp>st.mk xx hk kazekiri> focus dash cancel forward> juggle with cr.fp> sjc> blocked jumpin.
so yeah i think he had a raida after the kazekiri cancel… but i seem to remember him talking about a focus cancel somewhere…
but anywho the news is to me that cr.fp will juggle after a 1 or 2 hit kazekiri.
i didnt know that before.
this combo might be good for confusion cause it changes sides twice when sjc’d and once when when regualr jump canceled.
(can crossup the opponent with lk or mk when sjc’d)
-dime
Does Ibuki have a reliable combo that isn’t character dependent and ends with FA crumple -> Ultra 1 (Yoroitoshi)?
I don’t think she has any combos that end with an FA crumple.
Dime: I actually have kazekiri 1/2 hits FADC forward, s.HK (1 hit) xSJC command dash > c.HP -> Jump Cancel/Super Jumpcancel (crossup)/ SJC Command dash. Thats my B&B when i have meter, just because its VERY ambiguous and if your mixup is successful you can do a meterless reset by comboing a close c.lp -> close s.HK xcommand dashx (yes…this does combo) > c.HP > JC/SJC/CD. rinse and repeat. She’s much more potent played as a reset crossup machine imo instead of always looking for the obvious knock down to vortex. You can mix the shit out of them while they’re standing lol.
close c.LK, c.LP, s.HK (two hits) x Command dash into whatever combos in full. c.LK > c.LP is a one frame link i think so I don’t use it that much…but good when im feeling confident in my linking.
close c. LK, close s.lp > s.mp > s.hp chain starter is pretty reliable on most characters.
I’ve been playing with some of Cali’s best recently, with a fair amount of success. I’ll try to have some vids up sometime soon to show some tricks and matchup strats.
This may be already mentioned (or painfully obvious) and this is tested vs Ryu. If you super jump forward from almost a full screen away and use hp kunai, if the kunai hits ryu’s foot you can followup with a neckbreaker, sweep or s.hp backfist. The spacing is kind of weird but it is semi-useful if you are jumping over a fireball and the kunai hits and you are too far away for the TC’s/st.mk. As a note though the kunai must hit the edge of ryu’s hitbox or this won’t be combo’able. The neckbreaker seems to work the best though and has the most range and damage.
Also you can cancel into super from a normal kazegiri while still in the air and land it, don’t know why that hasn’t been mentioned in any of the threads I’ve read.
This super off the kazegiri is NEWS to me. But than again who’s using normal kazegiris either haha
No one really, and I tend to burn meter a lot when I play Ibuki so I rarely have a super stocked. It isn’t like 3s where you had 3 stocks and you were burning 2 stocks on EX meter and 1 on a super.
If you AA with close st.rh and juggle with kazegiri you can then cancel that into the super, or if you AA with ageman, cancel into mk.dash > kazegiri you can then also do it there making it one hell of a way to punish a jump in (400+ damage iirc).
I never really used to use my super much but I’ve been incorporating it in a little more after I realized it does absurdly high chip damage and I also catch a lot of people with hein and cancel into super off that.
yeah i completely agree with you about that, my execution is crap so i’ve just started to scratch the surface of these things that you mention… you talk about a reset in there… is it after the cr.fp>sjc dash cancel? which strength of dashes do you use to land on either side of the op? i assume since its an airborn reset that it might not need a hk command dash.
also have you started to integrate her 1 frame launcher combos? you know, the ones where the opponent gets launched in the OPPOSITE direction? those look tricky to me.
good stuff, ive been playing with unconkable and super fx mostly… i think you know conk from the old sc2-sc4 days…
also you and i have met but never spoken… i think i saw you playing at banes house at one of the early sc4 gatherings… after that i saw you once at WNF…
your execution is gdlk.
-dime
I don’t think anyone has posted this one yet:
cr. lp x2, st. rh (2 hits), SJ rh. Fairly easy to land but not very practical. Does 198 dmg and 400 stun. The 2 lp can only be done on a crouching opponent. You can do one lp into st. rh on a standing opponent. It actually does more dmg and stun with one lp (210 dmg 410 stun). I’m sure you can also SJC into super after the rh but I didn’t have time to try it and get the numbers.
MiamiX-Alex
Thanks :D. Whats your name man? I might remember you. Yeah I wonder what Banes is upto these days. I hear he’s been MIA for a minute now.
Yeah, the reset is after the c.HP. You can use any dash really depending on how you want to mix it up…they all work. When Juggling you have to remember the rule of how many times you can juggle someone with each special. I think they made a combo video on the front page around week 8 or so that had some notes about the way the juggle system works. Anyhow, you can just leave out s.HK completely if you want, I doesn’t add that much more damage. I just do it cuz im a flashy bastard haha…well and because it really messes with people and by the time they land they don’t even know whats happening to them. I was playing some games at AI last night and I mixed Juri up so hard we broke the camera for a second lol. Good times
-edit
Oh and nah I havent incorperated that wierd glitch yet. I didn’t know it was practical enough to use in real play. I haven’t even tried to mess with it yet…but im about to now!
^^ pm’d ya.
-dime
Soon I’m going to make a list of the best BnB’s for every character when they are crouching. Basically will do best c.LP and best c.LK (low hit) combo. Ibuki gets a lot of very flashy high damaging combos off people when they are standing but most good players in this game will only force themselves to get hit while crouching which limits the bnb’s u can apply. Which even then the game seems to be rather picky about which combos work best on which characters.
That was one of the big things I liked about Viper. No having to readjust your combos for crouching opponents. Everything worked the same on basically everybody. All her standing BnB’s basically worked just as well if the opponent was crouching. Ibuki…not so much. So definitely gonna make a list so we can stop dropping combos as much. LOL.
Well the combo that i use now when in doubt is cr lp cr lp cr lk hk kazegari.
It does great damage for a hit confirm and it works on everyone as far as i know when they are crouching.
Yeah that combo isn’t bad and the range on it works from like the most absolute max range you can which is good but you get no okizeme/wake up opportunities and that’s how Ibuki wins matches against like the entire cast. My combos are going to be more focused on combos that set up her okizeme line neck breaker and tsumuji.
do you have to SJC in order to combo into ultra 2, or are there other ways to combo into it without SJCing? One thing I hate about being a pad warrior, it’s fucking hard to SJC
Yes you have to SJC. The only other way to use it is after an FA crumple, or a punish.
I feel your pain bro, I’m a pad user too.
technically speaking, ibuki can command dash cancel into ultra as well…
no point since its ALOT harder than just sjc’ing… but its there.
-dime
Don’t worry if u can’t SJC into ultra. Ibuki has so many other ways of landing damage and applying pressure than just relying on SJC into ultra. If you can’t do it you can still make Ibuki very strong by just relying on basic BnB’s into neck breaker or EX tsumuji.