Actually I might keep that for when I want to build meter! I like the untechable knockdown/stun from ex tsumuji, but I just can’t argue with damage and meter building. Heck, for all I know, Ibuki could have great mixups whether it’s quickrised or not.
As long as they’re knocked down, I can get to work on getting into a position for a more advantageous combo. The risk of failing a 1 frame link vs getting a less desirable knockdown vs blowing a meter … tough choice, but I think keeping momentum is the most important part. getting mk tsumuji blocked isn’t so bad, though, since you get a decent mixup based on your position (slide/jump/kunai/walk up/wait).
@klazzik: I haven’t tested it today, but, yes you can chain lk tsumuji off of cr. lk; but, no you can’t link st. lp after that particular combo because of the pushback. I think st. mk xx lk tsumuji tends to work because st. mk actually moves you forward when you cancel it.
Well, I figured I would be conservative and use the proper names because I don’t know what everyone else is going to be calling “tsumuji”. I didn’t want to call it “kicks” because people who didn’t know what I meant would be even more confused. If more people would rather I use D/F MK for slide, and F MK for overhead, I’m willing to do that.
Then copy/paste the whole thing into your word processor of choice, and do a “replace”. Then you won’t have to check anything…
Oh, and if you’re having a hard time remembering what 5 moves are, you might have some slight difficulty in remembering combos. Perhaps have some notes around while you play until you get used to it?
Well i havent played much ibuki (mostly makoto) so was looking up these combos mid match and yeh it was a bit frustrating lol. Also it isn’t that i have trouble learning stuff, it’s more that i don’t wanna learn the japanese name for a command normal its a waste of brain space and im not trying to role play ibuki irl
Sorry about so many posts. I just wanted to say I am trying to find time to finish up the first page on these combos. Her 0-1 meter combos are pretty basic, and should be intuitive when you work them out in training.
2 meter combos are basically going to be things for kazegiri fadc and I guess ex tsumuji ex raida in the corner for max dmg/stun. I just haven’t worked out her most damaging options into and out of kazegiri fadc. Then there’s the reset options she has out of those that I think will need their own section, for her reset setups.
3 meter combos probably isn’t going to be a big section.
4 meter combos will probably just be changed to super combos.
And ultra combos necessarily do not require meter so those will be moved out of the meterless combos section to its own section soon.
Deviljin: When you finish your BnB’s, would you mind if I added a section for them? I intend to have character specific combos up on the third post. That section is going to be highly dependent on the community.
Please, if you guys have comments on the first page, let me know. I tried to choose the best combos based on spacing and possibility of hit-confirm, so if there are any improvements to specific combos it would help me to look into them. I know I mispelled kazegiri a few times, so I’ll have to fix that on the next update.
K yeah just got done with the best non frame BnB’s for every character when crouching or standing. Yeah no probs on putting that stuff up. Might as well since without one frames her BnB’s are very picky character to character.
What I’ve learned from all of this is how to apply Ibuki’s low game. Which the best way to do it without using a 1 frame link is c.LK, far s.LP, s.MK to whatever. As long as you space your c.LK so that your s.LP when linked will turn into a far s.LP you have an instant easy mode low game. c.LK, far s.LP is at least a 2 to 3 frame link and allows u to instantly be scary with a low game without needing the 1 frame links. I also believe that combo works on everyone except like Blanka. Blanka is the only character you’re forced to one frame with after a c.LK to land a s.MK into neck breaker or MK tsumuji for sweep knockdown.
Generally though if you want a combo that can lead to HP neck break or MK tsumuji sweep all the time no matter what there are 2 combos. They are both 1 framers though. Whether they are standing or crouching it’s best to do c.LPx2, s.MK to whatever. If you are trying to hit them low and do the same thing then u must do c.LK, c.LP, s.MK to whatever. The low hitting combo is a bit tough because it requires two 1 frame links but at least u can plink the s.MK.
If u need a combo that reliably works on everyone (except Vega/Claw from far range) without the 1 frame links then c.LP, LK MK chain is your best bet. Works on pretty much everyone otherwise outside of max range and leads to your HP neck break or MK tsumuji which starts a vortex or cross up set up. Though generally I just made the list so u know which combos u can do according to which footsies you are using in the fight. Like pressuring a Blanka player with s.LP might not be as smart as pressuring Rufus or Cody with s.LP since s.LP will whiff on crouching Blanka and your BnB will mess up on him. If you hit Rufus or Cody with a c.LP and are in range for far s.LP u know you definitely have a combo there. Which means u should try to space your c.LP’s during footsies so that u can hit Rufus or Cody with a far s.LP when the c.LP hits.
Which gets me into the other thing I’m trying to bring up. If you are doing a combo and it doesn’t end in an untechable knockdown it better do 300 plus damage or it’s a waste for Ibuki. Once Ibuki gets in she can’t afford to get out. Those of u doing these little bitty combos into kazekiri or LK tsumuji need to change things up if you ever wanna win more often. Ibuki needs to apply cross ups and vortex off of every chance she gets.
Wouldn’t c.lp, s.lk->s.mk work better than c.lp -> s.mk? c.lp to s.lk is an easier 2 frame link, should hit universally regardless of hitboxes. You might lose out on some damage/stun, but it’s more reliable.
That’s what I’ve been saying to the people that have been trying to combo into kazekiri or using one frame links all the time. Plus you don’t really “lose out” on much because that combo allows u to go into HP neck break or MK tsumuji sweep ender which is basically all you’re looking for any ways. c.LPx2, s.MK to HP neck break only does like 25 more damage and 35 more stun than c.LP, s.LK, s.MK into HP neck break. If you get the same situation off a 2 frame link and still get 300 plus stun plus an untech knockdown…u didn’t really lose that much.
Though the only issue with c.LP, s.LK, s.MK is that it doesn’t work at max range. Once you get near max range it won’t work and you’ll have to opt for one frame links. Though outside of max range it’s probably her best hit confirm into damage.
I don’t know if this has been posted, but it seems that it only works on Balrog(Boxer), Akuma, Gen and Vega(Claw)… and it doesn’t work in the corner. Kinda useless imo.
For the Kazegiri FADC s.RH in the “hard mix-up”, I am finding it absurdly difficult to connect the s.RH anywhere but the corner. Is there a trick to this that I am missing? Is there a certain version of Kazegiri that must be used? Or am I just flat-out doin’ it wrong?
@ Jiiigs: It also works on Abel and Sagat, may be impractical, wouldn’t go so far as to say it’s useless
@ Skoot: Try inputting the s.RH at different times, a little later, a little earlier, the timing is kind of tricky, i can’t even dash after the s. RH :S, i can’t get it to connect everytime either, so don’t feel bad if you’re having trouble with it
Make sure you cancel the first hit of the kazekiri. If the only problem you are having is that you can’t get the close s.HK to hit it’s probably because you’re cancelling on the second or 3rd hit of the kazekiri which kills the juggle potential on the combo.
Yeah, I was practicing in training mode and my s.lk would whiff some times. I didn’t realize the s.mk was a 1 frame link. I just thought I needed more practice with it. I guess I’ll practice with both from now on so I can land it more when I’m close.
I was in training mode and got s.mk sjc kunai to connect on accident, and it got me thinking. My execution is bad, so I couldn’t really test this, but could this lead to an infinite or loop? Something like lp, mp, hp xx lk tsumuji, lp, s.mk, sjc, kunai, lp, mp, hp…