I’ve been running ibuki since SSF4, and in this game, I honestly thinks she’s amazing in this game. Ummm, don’t worry about target combo’s to be quite honest, because that’s really a nubby strat, only way to really hit the target combos is to jump in and basically be right next to the character.
Since it is an Street Fighter game, footsies is the name of the game. Spacing is super important with her especially with her mix-up game.
I still think her best button is MP. Back MP is your best anti-air, Crouching MP is your best poke. It’s your defense and offense.
Know the match-ups, for sure.
Ibuki is really good against fireball characters. Down Forward MK, slides under most fireballs (I think low tiger shot is the only one it doesn’t go under). Forward MK is an overhead that goes over fireballs, and her EX Neckbreaker (HCF+PP) is a full screen really really fast slide that can easily punish fireball characters when timed correctly, but it’s easily timed. If someone is fireball spamming, just jump kunai for meter, or if you really wanna be fancy, do DP+P then kunai, for even more meter than your opponent. Then EX Neckbreaker, and start your offense. With the right spacing, you can combo df. MK into c. LP. You can also combo after f. MK once you land. It’s awesome.
I still play her like the SSF4 mindset. Keep your distance until you get a knockdown, which is pretty much the name for most rushdown characters in this game.
When poking with c.MP, buffer neckbreaker, tsumuji(QCB+K), or things that will cause a hard knockdown. But neckbreaker is extremely unsafe if it’s blocked. If you whiff, the special moves won’t come out, if it connects, obviously the moves will come out. Tsumuji is safe after the second hit, you get the option for the third hit if you hit MK or HK. I never use HK because the startup takes forever and doesn’t combo. But the second hit is completely safe. If you want to put someone in the corner, just hit K again to knock the opponent back, to sweep, obviously just hit c.K
Her BnB well at least the one I use, is a little different than the one in SSF4, but still the same idea. it’s c.lp, c.lp, st.mk, mk tsumuji (or neckbreaker, but usually just tsumuji) In SSF4, she can fit a st.lp in there before the st.mk, but she gets pushed out too much in this game. Learning this combo and getting it down is suuper efficient when applying your offense.
She has an AMAZING anti-air combo. Back MP, then c.MP x Raida (HCB+P) pushes them away and it shuts down someone’s offense. The first 8 frames I think keeps your upper body invulnerable to attacks. Keep in mind that it is a 2-hit button. If only one hits, the rest of the combo is harder to land, but if you wait just a millisecond later and get the 2-hit, that combo is pretty much guaranteed.
If you can read a jump, she also has an air grab, but for Air to Airs, use j.HK, it causes a ground bounce, and you can hit Kazagiri when you land!
I think she can still Super Jump Cancel all of her normals, but I haven’t really found a good use for it.
I play her on point. I start by feeling out the opponent. She has really good movement speed, so she can pretty much zone while you feel out the opponent. If someone jumps too much, you have a combo that does 25% damage to most of the cast, so you’ve already neutralized their jump in offense, forcing them to play footsies. If you feel like you can rush someone down after raida, command dash twice (depending on which spacing you can use LK, MK, or HK) and the reason I do command dash more than just a regular dash is for more meter. Since it’s a hard knockdown you get a free jump in as long as you time it right, but becareful for people with great uppercuts. But to deal with that, just do a deep jump-in. The great thing about ibuki is her jumping target combos can make it so that one hit is on one side, and the second part of the target combo hits on the other side (with the right spacing of course, but that may be character specific and I haven’t really tried it out enough to know)
Once the opponent stops jumping, it’s time for that c. MP poke! Once you land that hard knockdown, start that offense. The great thing about c. MP, is that you can just hit c. HP, then launch and bring in your next character.
They can also roll out which kind of messes up her offense, but if you stand mid range, you can just c. MK since it has great range.
Also, tsumuji is great for bringing in your next character. Once you hit tsumuji, just tag in and whoever you’re using can pretty much continue the combo for free.
Only con to her, is that she doesn’t really have any answer for deep jump-ins, but everyone has their flaws. With the right timing, I command dash towards the opponent and punish from behind once he/she lands, but the timing has to be right.
When I say the timing has to be right, it’s not strict. The timing for her is relatively easy. Even her BnB is easier than most linking combos.
I can’t stress enough when I say spacing. Once someone gets a deep jump in on you, you’re shut down. Unless you wanna alpha counter. But I really wanna save my meter for her super.
Her super is really easy to land. If I have 3 meters, I try to be fancy and somehow land a jump in, c. LP, c. MP x EX Kazagiri, j. HP, land, c.MP, Super! EX Kazagiri is different since its an uppercut but leaves the opponent in a standing state, so j. HP can connect, but it’s a little weird, but at the top of her jump, I hit it, and it hits a little later than you think, but it will connect. j. HK connects too, but I just like how her j. HP looks, haha.
Her kunai set-ups in this game suck, the only use I’ve found for it, is if you hit nearby the opponents feet, you can land and c. lp x Raida if you’re lucky, it’s really situational for that combo. Only time I use it is against people with good answers to my jump-ins (like Ryu’s Shoryuken, Sagat’s Tiger Uppercut, ect.)
That’s pretty much it, Ibuki is my baby, haha. I’m never dropping her, I hope she does the job for you like she’s done the job for me. Practice, Practice, and Practice. Especially that spacing, can’t stress that enough. Get that knockdown, and GET IN DAT ASS!