Ibuki Q&A Thread: Ask simple questions here!

Is there a listing anywhere in this forum that shows which character we can do corner EX Tsumuji, c.Hp sjc into whatever on? I know I can do it on Balrog and probably Guile due to fat hitboxes, but has anyone tested it thoroughly so I don’t have to?

Guys I just saw godsgarden acqua and tokido was always escaping vortex with focus, do you guys think if a lot of people start doing that the vortex game is over?

Is it safe to them to focus our vortex?

You’re definitely overestimating the strength of focus dash to get out of kunais. If you’re talking about this fight… http://www.ustream.tv/recorded/9831377

I watched over the fight and Tokido only escaped specifically with focus dash one time at most (during the first round of match 2). That one time was against a super jump kunai which is rather easy to eye and focus dash out of. All the other times he used teleport to escape. Which is an issue with the specific matchup not really how everyone can just focus dash out of kunai vortex for free. Meaty super jump kunais pretty much aren’t used much in high level Ibuki play anymore because of how hard it is to create any ambiguity and how easy it is to just mash focus dash in either direction to escape. It’s really only good for stuffing DP or wake up ultra attempts IMO. Especially a meaty regular jump kunai is super ambiguous and not worth focus dashing against unless the opponent is being really predictable with their setups. Pretty much about 70 percent of the time whenever Acqua did a meaty regular jump kunai on Tokido he got hit by the kunai and ate a big jab target combo and the other 30 percent Tokido had to use teleport to escape.

Focus dash works only when the Ibuki player is predictable with their okizeme and general use of the vortex. The opponent has to know which way to dash especially against a regular jump kunai or they will take the focus damage from the kunai and then literally dash into your target combo and take huge damage and stun. Especially against characters with slower recovery dashes this is a huge deterrent from using focus dash as a be all answer to getting out of meaty kunais. If you guess right you get out but if u guess wrong u basically take more damage than if u had just blocked wrong. A smart player won’t gamble with the focus dash too often considering it makes a 50/50 guessing game even more of a risk.

Oh ok it’s obvious I have much to learn and when I saw that I was like, damn is the vortex over?

I’m glad you clarified that for me thanks.

Got a question, with the following combo: Slide, Spin Kick xx EX Tsumuji High/Low, what exactly is the spin kick? Is it just a kick to the leg? Because every time I try this combo, the combo count does not keep rising. Can someone help me? Thanks

I think the “spin kick” you’re referring to is her f+LK. Which combos into EX tsumuji.

Hey got a question today I was fooling around in training mode and I did tsumuji (2hits) then connected a cr.lk.

Is this possible or i counted the hits wrong?

*facepalm

Thanks. Can the f+LK combo into LK Tsumuji?

Hm so if i read correct i should stop using sj meaty kunai,
and start practicing regular kunai vortex from now on?:slight_smile:

Now i use sj meaty kunai after hopkicks or neckbreaker and regular meaty kunai vs sweep,throw,…

You should check out the Vortex thread, there are so many variations or vortex setups. As I mentioned in the thread and others I believe, once you do a untech able knock down, you basically have two seconds to set up your vortex by varying your distance and strength of your Kunai:
example, Neck Breaker:

  1. Command dash, jump kunai
  2. Command dash, Super Jump Kunai
  3. Super jump from where you land(you obviously want to wait a second and or a bit), Kunai.
  4. Simply walk right up and jump or super jump, kunai

I’ve been varying my vortex(s) with mp kunai as well as I am trying to confirm another meaty spot(shoulders) as I have done it on opponent’s wake, while they were crouch blocking(super jump) and a blocked TC6(SJ after launching kick, throw lp kunai) while opponent is still crouching.

I tried SJ from 2 to 3 character spaces away lp kunai Ryu in training mode and auto block and the aiming for the shoulders gave me enough time to throw in my target combo.

yes it can

it can also combo into mk tsumuji on counter-hit and ex tsumuji as a way to get an untechable knockdown.

I can’t get it to work on these characters
everyone else is fine although dudley gave me some troubles
shotos (works on gouken)
buki
makoto
gen
bison
cody
guy
guile

Right this seems the place to ask…

Sorry in advance if (well it will have been) this has been asked like a LOT of times before as I know from the Chun thread its annoying having to answer the same questions over and over, but :wink:

I’m kinda new to Ibuki, like 2 weeks in, trying to find an alt and so far Ibuki seems hella fun. I have most of her stuff down, air and ground vortex, BnB TC’s and a few scrubby tricks etc…

Thing is I’m finding it really hard to control any match, I have no idea how to control the space and the general ground game as it appears she has no really good pokes (cr.strong seems ok and her cr.RH is good I think) or a fireball so I find myself throwing air Kunai’s and using focus dash back and command dash forwards then back dash and see what they do, or command dash random poke/special. So how do you gain control on the ground.

The other issue is I’m not sure if Ibuki is a pure rushdown character? As I play her very defensive and try and wait for mistakes to launch an attack then take my offence from there, trying to stay close until they get out, take control or I run out of ideas lol (probably a Chun thing) so if she is about attacking and using her speed how do you get in and take control. I always fail to time any kind of pressure or TC from command dash unless its a cross up/through? I’m thinking its just poor execution from me as I haven’t played her enough but is this the way to get in and play her rushdown…

Also I’ve noticed her cl.Forward is a pretty good Anti-Air but is it better than her cl.strong?

Well there you go pretty long first post and sorry again if this is the 100th time you’ve had to answer these and I’m fully prepared to take a mauling from you all :slight_smile:

Ibuki sucks at footsies. She has trouble playing that game and building any real momentum that isn’t from being random as shit

Close forward as an antiair? wtf? Close Strong? Her best anti is B+MP(agemen) bar none. Other alternatives are crouching Fierce and Far standing roundhouse and you can use EX Kazegirl also. But agemen is the best.

^^^

My bad I meant b+Strong (agemen), however I did also mean her cl.forward… Its really good, at the right range I’ve not had it beaten by any jump in at all yet…

Anyway cheers for the err advice, I kinda guessed her footsies game wouldn’t match Chuns lol, so anyone got anything I can start to incorporate into my game to get some sort of a spacing game, set-ups for getting in on people during the neutral game. You know what things are good to use for Aniflex-ing ppl…

No offence like but just saying be random as shit doesn’t really help all that much, you must have patterns that you know generally work. Anyway cheers

Sup Whippet. Glad you’re taking up Ibuki. Haven’t played you in a while, how about I play your chun with Ibuki and just take note of what I do? Or if you want I could just list out some stuff that is a big part of my game? I’m also looking into taking up chun again (Have dropped her for a while now).

Need some help fellas.
What options does ibuki have if a close LP comes out on hit? I sometimes mess up the c.jab (x2), s.jab combos and a close LP comes out instead. Since I don’t intentionally do it, by the time it comes out I can’t cancel into TC, and usually I end up having to block. I know far LP works but that 1 framer is pretty difficult

What else could I do?

Don’t think there is much you can do apart from link into Far s.lp. You could try canceling it into lk tsumuji but I doubt that would work, might though.