Ibuki Q&A Thread: Ask simple questions here!

is it better to level three focus after dizzy or air target combo

Depends what you’re aiming for. Max damage? Max meter gain? Was your opponent stunned by a big combo? By one hit?

Well elaborate on each why not? Which will give the most meter? the most damage? Big combo or one hit, the scalings gonna be the same afterwards. Tho damage is priority.

How do you guys pressure with tsumuji? After blocked st.mk > mk.tsumuji (2 hits), i just do another st.mk and repeat it again. If i think my next st.mk is gonna wiff then i just slightly walk forward and then do st.mk again. its good for trapping them in the corner. I had a guy pinned in the corner for like 5 tsumujis before he could escape. And it builds up meter like crazy.

^ I would also like the above question answered. I have been trying to improve my pressure game with Ibuki and can’t seem to do more than the kunai vortex and lame it out with kunai.

Guess I better get into the training room and practice my SJC into command dash and block string( that block sting pressure shit sounds GDLK)

Is there a good explanatory video on how to do Ibukis SJC into CD/MK Tsumuji off of TC6?

If I’m out of range of s.MK I usually substitute with f+LK. It’s her best ranged normal for cancelling into tsumuji because it starts up in the same frames as a c.LP but has better range than c.LP. It’s almost like using Sagat in Vanilla SFIV where he used the 2nd hit of his s.LK to cancel into tiger shot to pressure people. At 4 frames start up and having about the same range as her sweep it’s really good for pressure. What I also learned recently is that since her f+LK has 4 frame start up if she hits an overhead (f+MK) at far range she can still land f+LK and combo afterwards. From that range you can at least combo into EX tsumuji (qcb+K) and land an untech knockdown. It’s just you have to make sure u confirm the f+MK otherwise you’ll just let the combo fly and EX tsumuji is easily mashed through on block.

Generally mid range with Ibuki you’re just trying to bait people with focus attack while using footsies like s.LP, s.MP, s.MK, df+MK f+LK and f+MK to pressure people. Anytime ur close enough to land a s.MK or f+LK cancel into MK tsumuji to start pressuring. If they block a s.MK and u know they aren’t prepared u can do LK kasumi gake (qcf+LK) to close the gap. df+MK is pretty important because it’s used to slide under fireballs and goes under a lot of standing footsies while moving her forward. Just make sure it hits during the last possible frames (near max range) so u don’t get punished.

QFT i think this and going for one to many c.lp is what cost momochi the majority of those match’s.
But if you guys want to learn proper pressure strings watch the first 5 or so matchs before momo started to crack.

I’m confused about Vortex.

What part of it is the mix up?
The kunai, or the follow up? Because I’m seeing vids where people are getting hit with kunais sometimes.

I’m new to this forum as i’m new to ibuki but i’ll try to explain what vortex is for me.

basically it’s a bunch of commands you’ll input when you achieve a “safe” ko in order to avoid any reactions (or the majority of them) of your opponent during his wakeup.

so when u achieve a KO you wait a little bit then superjump and low punch kunai him.
if you time it right you’ll find yourself in mid-air above his head waiting to land on the other side of the opponent who is suffering the kunai damage and he is able to do nothing except suffering your next combo… the choice of the second combo is the part of the vortex in which you can mixup:
if you are skilled enough (and I’m not) you can land a combo that ends with another “safe KO” and you can repeat the process over and over.

unfortunately atm i have some trouble landing the starting combo (usually TC4 + neckbreaker) and i can connect it only when i land FA successfully or after i block a special move from my opponent. probably coz i must yet master the SJC :xeye:

hope it helps and if i wrote something wrong feel free to offend me :bgrin:
(and sorry for my english too but I’m italian :bluu: )

From KO, I’m assuming you mean Knock down.

I know how to set up for the Vortex, It’s just the “mix-up” I don’t understand, because people sometimes go for the vortex but choose to land in front of the opponent in purpose. So is the Kunai the mix up or is the follow up mix up?

I prefer Spin kicks over neck-breaker, it’s easier to hit confirm.

yes KO means Knock Down,
I suppose they chose to land in front of the opponent doing a normal jump instead of a SuperJump.
so I think the mixup starts at the beginning of the jump you decide to perform.

about hit confirming the neckbreaker I use a little tips that helps me a lot. I’m playing with the DPAD (no arcade stick for me) and i’ve improved my success ratio of hit confirm that combo doing as follows:

push and release :lp:
push and keep pressed down :mp:
push and relase :hp:
as soon as u release :hp: quickly input the half forward circle then RELEASE :mp:

(so basically i’m using the release of the :mp: as input for the neckbreaker)

the amount of damage is the same coz neckbreaker does the same damage whatever punch u decide to press and after a little bit of practicing i’ve found it’s more easy to hit confirm that combo.

Scaling is not always going to be the same. The first two hits of any combo are always 100%, and then there’s a sharp drop to 80% followed by 10% decrements. Say you stunned your opponent with a kunai or some other 1 hit move. j.HP will definitely be the starter of choice so it’s at 100% (120dmg), compared to FA which would be at 80% (112dmg). Also there is MUCH less scale following j.HP than FA. But since Ibuki’s j.HP’s dmg is fairly high, and you’re probably going to do a long combo anyways, j.HP is probably your best starter.

Your biggest damaging combo here would be TC4 xx neckbreaker, and doing tsumuji loop if possible. If you want a reset, use TC8 launcher and the reset of your choosing (preferably command dash unless you want jump/superjump/cancel). I am not sure if meter gain is also scaled, so I don’t wanna make assumptions about FA usage for meter gain.

If your opponent is at least somewhat close to the corner, you can end your combo with EX tsumuji , hk.kazegiri for max damage. You can also tack on st.LP , st.MK at the end of your TC4 or add tsumuji loop for extra meter gain, but slightly less damage.

Teef has some videos on it. Not sure if he explains the timing to it though.

Yup, i made one as mingo said. Hope it can be helpful to u , GL

Ibuki SJC dash
[media=youtube]zDl0jRnfsM4[/media]

Thanks for the video teef, gonna have to study that for a while.

I believe the mix-up is that your can either have the kunai cross-up or land in front while still landing, generally safely, on the other side of your opponent to start a combo which puts them in the 50/50 guess again from there you can loop it over and over on many characters (assuming they always guess wrong).

The vortex you can either

  1. have kunai hit front and you land front. They block regularly
  2. Have kunai hit front and you land behind. They block regularly
  3. Have kunai hit crossup and you land behind. They block crossup.
    their nothing to it

It doesnt matter which side she lands on. It matters which side the kunai hits.

umm no. the kunai is ALWAYS gonna hit front. Ibukis position depends how you block the kunai.

uhh ibukis kara throw with B+mp how useful do u think it is and do yall use it or know about it?

What is safe jumping and how do you do it ??

Also anyone else find it rather hard to break the habit of random neckbreaking ?? Yeesh, I cut down alot but still find my self going oops damn lol

Ibuki’s kara throw is with st.MK. For the record, it’s about half the range of Ken’s kara throw.

j.HP and option select (buffer) hp.neckbreaker. Go into training mode and do j.HP then hp.neckbreaker as you land (as if the j.HP whiffed, in terms of timing) and then do your usual bnb combo whatever it may be for you.

Not to sound like an elitist, but I don’t have problems with random neckbreaking. If it helps, find a good opponent that heavily rapingly punishes neckbreakers. Or punch the wall as hard as you can everytime you do a random neckbreaker to punish your hand for doing random stuff; worked for me.