Ibuki Q&A Thread: Ask simple questions here!

Ibuki is not exactly a solid character. She has an exceptional okizeme game, very good rush down game, good zoning ability (with kunais), command dashes, fast dash/backdash, and exceptional mobility, but her pokes are only soso, and her wakeup/defense game is awful and so is her health. She basically revolves around getting a knockdown, and then letting her okizeme and rush down games go to work.

This works great for most characters, like Sagat/Dhalsim who have nightmares trying to keep (zone) her out, and other characters like Guile/Gen who have very poor wakeup options. However, for some characters this doesn’t always work, like Dictator. Dictator has much much better pokes than Ibuki and can easily space himself out from her to make sure he doesn’t get knockdown. And even when he does get knockdown, he’s impossible to vortex since he has so many good wakeup options (ultra, teleport, ex anything, etc.).

air target combos

can anyone enlighten me on them? i saw a vid where it looked like somone did lp hp jumping in to a standing opponent (like chuns one) but it doesnt seem to work for me

hmmmmmmmmmmmmm

has to be angled right and it apparently doesnt work on like some characters

The most solid thing about Ibuki is what Mingo just mentioned…her ability to basically run a train on you off one untechable knockdown. Ibuki has 3 special moves that force you into a situation where u can’t quick rise and that’s what her gameplay revolves around. Constantly putting you in a position where u can’t quick rise, can’t use most of your reversals because of meaty kunai on wake up and have to deal with combos that do 300+stun until you get out. Anytime Ibuki hits you with a HP neck breaker it puts you in an ideal situation for vortex and it does 250 stun by itself. 2 or 3 of those comboed into is free stun and pretty much the end of the round since she has loop combos during stun that do like 400 damage without ultra. That’s all Ibuki really wants to do is stun you. She doesn’t just rape your health bar in 2 combos like Viper does or like Sagat used to but if she hits you with enough neck breakers it’s basically the same thing.

Funny thing you brought up 3rd Strike Ibuki because 3rd Strike Ibuki would be SS+ tier by herself in this game. She was like the 11th best character in 3S but probably the most underrated character the game had. She had the second best footsie game the game had to offer next to Chun Li IMO. Everyone talks about Kens’ footsies but she basically beat Ken’s footsies too. F+MK overhead started up much faster which made it better for footsies and you could combo off of it hella easily compared to SFIV. Her s.MK comboed into everything and just had such a great hit box and was easy to hit confirm off of. Her f+HK either beat or sailed over the hit box of like every poke in the game, s.MP had very high priority and much longer range than it does in SFIV, and her s.LP’s were basically a wall of pressure that executed in 2 frames. If you had never fought a good Ibuki before as a 3S player you were probably going to lose that first match pretty free. Especially with all of her mix ups tacked on and the strength of parry. Also…just like in SFIV in 3S Ibuki was known for being able to stun the opponent very quickly. She didn’t do half life combos but if u ate 2 or 3 of her basic combos or target strings you basically lost the round.

I guess due to how Ibuki would pretty much run the game free by herself if she was exactly like her 3S form they changed her up a bit. They shortened the range on like ALL of her normals. They still have really good start up frames and are strong for pressure but they all have shit for range now minus her c.MK which doesn’t necessarily lead to huge damage (except apparently some 1 frame link into s.LP??). Her f+MK overhead starts up much slower but still retains it’s property to be able to combo. Even if it now requires a 1 frame link if the opponent is crouching. f+HK doesn’t have the same range or recovery anymore either. Though to suffice her mix up game is basically stronger, her kunais are better for zoning and do more hit stun and now she has a serious wake up game that can lead to stuns very quickly and is most of her new gameplan. Knocking you down once and keeping you there. Which works really well in a game like SFIV where most of the cast normally has huge incentive to just mash on shit to get away from your pressure.

DJ her lack of range on normals is one of my problems with her specifically cr.lk(also her s.mp it would be so good it had alil more range, with links in cr.hk and s.mk) in 3s it was similar to sf4 rose’s cr.lk good range quick. its still quick but the lack of range is annoying. Im stiill training up with her to try and bring her up ther with my rose.

I aslo think they had field day with nerfing comand normals because they fuck rose f+hk up super bad comapered to sf4, in so many ways while only give it a slight buff by allowing it to combo to SThrow in the corner.

You best be trollin’. Gotta learn this shit.

Quick question for you guys. I know that Viper can, in a sense perform a meterless FADC by cancelling her SJC with FA. Is Ibuki able to do the same?

Hey DBC :smiley:

I assume Ibuki can do the same since she has a SJC. Sort of like how any character with moves with EX armor attributes can do Armor Ultra.

I can’t seem to think of any useful set-ups for Ibuki with that though. Viper’s meterless FADC is pretty useful because you can combo a sweep for untechable knockdown or her U1.

I haven’t tried so I’m not 100% sure. I don’t have access to a console right now.

OMG! that is something i just knew righ now!!! gonan try it out with Ibuki…ty Orikasa!!

Edit: yah i just tried it. it works after TC lp,mp,d+FK,FK. tis not bad to use Focus after this combo while in the corner actually…this tactic is awsm. though for a reason it’s kinda hard to pull sometimes >_>, when i do the executions she preforms either dash command or if i tried the other side then she will do Tsumuji kick

yah…after c.MK u can chain into either c.lp or s.lp, though they are not that hard to be honest and not that usefull in term of using em in a match(i rather sacrifice a chance of reversal with c.lp into s.mk)…i really dont see them as 1 frame as well lol

i luv this chain cause tis really intense to pull lol (on biggies), c.LK, s.lp, c.mk, s.lp ~ ex Raida

I’m pretty sure it’s a link, not a chain.

cr.lp has 4 startup frames. cr.mk gives you +3 on hit. how is that even possible?
i can see cr.mk, s./cs.lp though.

If the srk wiki frame data is right, then c.MK has 5 active frames. That would make it theoretically possible as a meaty combo.

actually ur right. though u can chain c.LP into c.mk, not the other way around. she doesnt reach opponent wutever the size with c.lp after cr.mk

cr.LP , cr.MK is a link, not a chain.

lol why you being such an ass. its a link w.e.

u dont have to get ur dick wet over it. he has english problems so cut him some slack.

Because some day someone is going to read it and think it’s a chain and that they’re supposed to be cancelling the cr.LP. when you’re not.

English problems, or basic SF problems?

Im pretty sure that anyone complaining about not being able to execute c.lp > st.mk, wouldnt know what a chain or link is anyways.

Take it easy. Tbh you seem to act like some elitist that thinks hes the shit around these forums. It ends up making you look like a prick so just cool down. aight

Just let people be. It’s actually good someone’s correcting all the flukes around here.

He can at least do it without sounding like a douche. It’s pretty obvious that he’s only nitpicking cause him and the other dude were chirping each other.