Ibuki Q&A Thread: Ask simple questions here!

so after a df.mk u just mash standing or crouching jab? isnt it unsafe to followup at all unless its max range? and would any of those jabs even hit at that distance?

You can also use EX hien if your fast enough, U2 goes through fireball and is an easy punsh and goes a lil over half screen.

If you want to use LK or MK tsumuji for footsies you’re better off cancelling it off of a f+LK first.

Personally, If I were to shy away from the neck breaker vortex set ups I would just experiment with her other vortex set ups lol. I find I just lose in a straight footsie game. Knowing her few good options is important as you need them to help keep up the pressure when someone escapes the vortex but generally the whole point is to get back into it. I have a hell of a hard time against people with great pokes like Bison and Ken. I use her slide almost exclusively to get under fireballs.

I could be very wrong though, I am not a pro lol.

You shouldn’t be using df.MK unless it’s at max range anyways.

If your spacing is 100%, and so is your links, st.LP can link after df.MK, but it’s tough to do consistently.

yea i know f+lk is good move to use but its only good once your already inside.

im trying to mess around with pokes i can use from outside. maybe im just playing ibuki wrong.

it seems against shotos, lk. Tsumiji after a well positioned slide under a fireball is a good poke. stuffs them before they can throw out another fireball.

I use tsumuji’s from a distance mainly to stuff out focus attempts or just try and randomly shut out a poke from a range though like said above…you’re basically trying to poke with a move that takes 12 frames to start up. That’s pretty slow when you’re contending with other characters throwing out 3-7 frame footsies. The idea really is to zone mainly with your kunais and then use your high priority but short ranged normals to close the gap on people and fish for knockdowns. Once you get a knockdown u go to town basically. I’ve been using s.MP a lot lately because of how it can link into sweep at closer ranges and it has a solid size hit box that can really shut out other normals at closer ranges. I used it one time to stuff out Dictator from using a s.HK after scissors pressure in the corner.

why f+lk? it 0 on block? better off from c. lp

f+LK is probably her longest reaching cancellable normal.

yeah but its not farther then the range of a tsumuji. For chip and pressure at maximum range your just better off using Tsumuji.

Isn’t st.MK her longest reaching cancelling normal?

best followup after a blocked lk. tsumiji? i need something that will give me some mixups

a mk hien? a j lk crossup? f.mk to throw? Your on equal terms when its block so use whatever

@mingodynasty
I thought so to but its unsafe on block and couple that with long start up of tsumuji and its free super/ultra even. -4 on block.
With that being said I use it cause its not like anyone knows this
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In what situations would you use the LK and MK versions of Kasumi Gake? The Tsujigoe?

There both imo for aesthetic purposes. I mean they can be used to mix up but how much they leave you open and losing your frame advantage is hardly worth it. Also why hits someone with a super with Tsuijigoe when you can knock them down and vortex them? Unless theres a situation that allows one and not the other. You cant combo into the super with Tsuijigoe, only punish so its fairly useless EXCEPT!!

It can be used to jump fireballs and build meter tho I just FADC them tbh

lk Kasumi Gake can be used after block string to set up a tick throw or over head. And all versions of the kasumi gake have a use after a target combo launcher:

Hk dash you can go into a meaty and continue with the vortex
Mk dash you can block if you think there going to reversal or go for a meaty
Lk dash looks like your really far away but you’re at the perfect distance for the standing jab into mk link

Tsujigoe - there just has to be a use for this beside building meter

cr.MP, safe poke, slower than s.MK though.

F+HK has good range, itself. It also propels Ibuki forward, so it’s difficult to jump on her if you space it against jump-ins. Good priority, too. In that way, it can be used like Ken’s step kick or Akuma’s HK.

I tend to be able to get some far HP hits in toward the ends of battles when onliners stop wanting to jump on me but want to stay out of mid-range.

Technically c.MP is but it also takes 8 frames to start up. So it’s difficult to use in footsies unless you are really spacing it well. f+LK is just good for pressure because of the combination of quick start up, solid range and ability to cancel into tsumuji for breaking up focuses. f+LK starts up in 4 frames which is the same speed as a c.LP.

Yeah I finally decided to mess around in training mode and figured out that Ibuki has to work against dives a bit differently than some other characters. Like even C.Viper has a couple moves that are guaranteed anti airs all the time against Rufus dives. Like s.HK and HP Thunder Knuckle. Which even if HP TK traded it would still work in her favor and at closer ranges basically give her a free ultra. Obviously Ibuki doesn’t have that luxury so I messed around with a a training dummy spamming dives and found some stuff out.

Basically it looks like the go to answer for stopping dives is neutral jump MK. Viper’s neutral jump HK served a similar purpose but basically neutral jump MK hits far enough away from Ibuki’s vulnerable hit box that Rufus’ dive hit box can’t touch her during this. The fact that neutral jump MK is active for a very long time allows u to just throw it out as a big wall against dives. Ibuki’s neutral jump HK has a strong hit box also but it angles higher up and is only active for 3 frames which makes it easier for Rufus to dive on or whiff dive then punish. Unless Ibuki players find out something better I imagine neutral jump MK is going to be key to spacing out Rufus dives and finally forcing Rufus to do something I dunno…different. LOL. The funny thing about Ibuki is that if you’re on the ground her AA’s against dive seem to differ depending on what type of dive he does. Like if he dives from a far range s.MP, s.MK, f+HK, s.HK and of course b+MP seemed like solid AA’s. Though once he starts diving in close like all of those AA’s stop working. You pretty much are forced to used c.LP or Raida/EX Raida to stop the dives once he gets in your face (least that’s what I’ve experienced). Regular/EX kazekiri’s/DP’s seemed ok against dives but if Rufus makes his dive whiff and then blocks your kazekiri you are dead obviously. Raidas also aren’t bad for stopping dives but u just don’t want them to whiff at all. I would say overall your best option ATM is to space him with neutral jump MK since that’s the only thing that seems to work consistently and keep you safest regardless of where he does the dive. Which if u can take him out of his dive element that should allow you to further pressure him.

On wake up you really shouldn’t be doing anything other than blocking against Rufus. Rufus has too many ways to either option select or just flat out feel for you backdashing and punish it. Backdashing in the corner works against certain characters but against a good Rufus player it’s basically giving him the win. You’re basically just telling the Rufus player “hey I like to open myself up for you while I"m in the corner”. This whole matchup seems like it’s going to be about how good you are at staying out of the corner against Rufus. If you do get in the corner you basically have to see a dive coming and c.LP or s.LP it out to give yourself space or IMO the overall best tool u have is to see one and then EX Raida it so you can blast him to the other corner of the screen and get out. If u don’t have EX raida then regular Raida isn’t terrible either. Just have to remember to time it just when Rufus takes to the air with a dive. If Rufus lands from a dive and blocks your Raida you are dead. EX DP might be ok against bad Rufus’ but good Rufus’ will learn quickly that Ibuki’s EX DP moves her forward before she does it which is insanely good for Rufus. Basically if he knows you’re going to EX DP he can purposely dive behind u and make the DP whiff and then you lose for free. The DP also only has like 93 frames of recovery if it gets blocked and a good Rufus will just focus dash forward through the kunai if he blocks and punish.