Ibuki Q&A Thread: Ask simple questions here!

You pretty much have to forget about normal SF play when u play Ibuki. Ibuki doesn’t look for the same things Chun Li does when she’s trying to win. At least not in the sense of just staying on your feet and pressing buttons at the person until they die.

You have to understand what Ibuki needs to do to win the fight. Which is basically land untech knockdowns. Your gameplan is similar to Akuma’s in that u want the person on their back at all times. Except this gameplan is even more so important because your footsies are worse than his and you have even more tools to make that happen than he does. Plus you’re a walking anti projectile. It varies exactly how you do it from character to character but the jist is the clear things u want to land are things that lead to untech knockdowns like c.LP, s.LP, s.MK, s.MP, counter hit f+LK (combo into MK tsumuji), level 1 counter hit or level 2 focus attacks, throws, focus dash forward into throws etc. You want to just basically put yourself just close enough to the opponent so that anything u hit them with will end them up on their back unable to tech and the things i listed can lead to that. Once that happens of course that’s when u start your kunai vortex to jab combo or target combo spree and keep that up until they’re dead.

Of course that’s all easier said than done because most of the cast has better buttons than you. Yet you have to remember that it’s really only 1 or 2 real knockdowns Ibuki needs to kill most of the cast. Which is why it’s important to just concentrate on what’s important like I said earlier which is finding the quickest way to put the opponent on their back. Something as simple as landing a forward throw can be the beginning of the end for your opponent so keep that in consideration as you’re fighting. Get in and get them on their back.

Thankyou, I kinda guessed her game revolves around knockdowns and that she’s not great at controlling the ground game but its good to get an explanation for it. Also its handy to get some sort of idea about what her optimum distance is… Now as I do use command dash and focus dash a lot with her I get that its better to just go for the throw than the pressure.

I’m pretty sure I’ll still suck with her but I guess now I know I need to work on my Vortex from throws as well (as currently I just fish for NB’s as that’s the easiest timing/spacing vortex I know)… I’m pretty sure I’ll be back here again soon :wink: with more issues but for now I think I know what I need to be looking for and what distance is good for her.

@ Jourdunable… Hey man been a while, yeah I’m giving Ibuki a go, seems fun so I’m hoping to add her to my pretty small list of viable Alts… I know this is the wrong forum lol but I’m still not sure why gave Chun up you had a decent Chun but yeah I’m Soooo down with getting some Ibuki training with you. I need the practice both from my Ibuki standpoint and my Chun (damn that match up is so odd, I find it easily in Chun’s favour until a knockdown then it all gets a bit random, although I will say Chun’s wake up focus backdash is good against Ibukis vortex)

Ok, there is something weird with this chick. I’m searching for “my main” and i think it won’t be ibuki, the timming of her stuff is weird. It was my main in sf3, but i can’t pull off things with her in ssf4.

-Shoryuken shortcut don’t work with Hien, her b, d, db + kick move. You can’t use d/b, d, d/b.
-Her TargetCombo 4 (lp, mp, hp), mp can only be canceled into something in the first attack, (but you can buffer it really ok, just pressin lp,mp, whatever and it come out)… but the cancel window for the final hp is really strict, you have to do it fast or it won’t work.
-The timming for the super-jump-cancel… you have to do it fast or else it won’t be a super-jump.

But i’ve been playing with ibuki for the last 2 weeks (i’m not a pro, i have 2.000 points online, and i gave up on her trials at 22th), and i can’t do target combo 6 into dash ( lp, mp, d+hk, hk, whatever+hk ). And i can’t do instant kunai too.

I’ve read this forums (not all, this thread have 57 pages…), and i’ve seen the motion for the instant kunai is like a tigerknee, d, d/f, f, u/f+p, but i couldn’t do it even once. And the target combo 6 into dash, lp, mp, d+hk, hk~d/f~ f~u/f+hk ,** i couldn’t do it** even once either.

TC 6 into ultra is out of the question right now if i can’t do those, and my vortex mixups are weak because i can’t super jump properly (half of the times i get a normal jump).

She was my main in sf3, but i’m thinking about letting her go in this game, and find another easier to use character.

Sorry for the T_T but i’m kinda frustrated, i need a little help with TC6 into dash (because i can’t use TC6 nto jump always because shoryukens stuff me), and instant kunai, or i feel i will give up, but i always liked her since sf3 :frowning:
Thanks in advance

Ok ElMouchoLoco ill do my best to answer everything as all the problems you are having i had at one point or the other. I saw her before super came out and decided i would main her. before that i played blanka with a keyboard on the pc so i had loads of execution issues.

I wouldnt worry too much about this, Just practice the motion. Hien isnt really a move you need to use a lot anyway and most of the times you do it the motion does not have to be fast.

I disagree that the cancel window for the HP is strict, i find it very lenient especially compared to say st.mk. You can buffer the input you want before the heavypunch even comes out and just hit the button you want as the hp hits.

I dont tend to do the tigerknee instant kunai, i find it more problematic than just jumping and doing a quick kunai (u/f, d, d/f, f+p) you can still do it low enough that you can vortex with it.

Target combo 6 SJC cmd dash the timing is very weird i agree with you there. I have so far managed without it especially since online lots of people will just mash a dp or jab out of it. Im learning the timing now just to add more to my mixup games. You have to do the sjc after her last HK but make sure you hit kick fast enough that you cancel the superjump. Try working the timing backwards from starting the motion too slow, so find out what timing means you were too late to superjump then you can speed it up till it works.

I would say Tc6 into ultra 2 is one of her easiest SJCs. Most people either buffer the first QCF during the mp-hp part of the tc then do a final qcf with a u/f tagged on the end into 3k OR people just do the full motion after hitting hp. I’ve been doing the motion straight after the hp but you actually still have loads of time Ive found if you want to you can even do a 540 motion and the ultra still come out. The basic rules when trying to learn SJC u2 the rule is if ex-kazigiri comes out you either did the motion wrong (no SJ or incomplete ultra input) or you pressed 3k too early. If you get a superjump you pressed 3k too late (the SJ was not cancelled into u2). If you get nothing you were too late.

To do her kunai vortex her superjump is not a necessity it can also be done off of normal jumps and if you are close instant air kunai. It can be very useful to know different setups for all 3 just for mixup value you can do fine with just normal jump kunai’s. It is really just practice in training mode, find how to vary which side the opponent has to block (record yourself doing a vortex attempt and control the dummy) always think that the ideal place for the kunai to be is waist height or below when it hits. this should ensure you have enough time to combo out of it.

Dont give up :slight_smile: Yes she is a technical and complex character but I think she is really fun and rewarding. If you need to know more id really strongly recommend reading the ibuki matchup thread although its like 100+ pages long now but each page is full of great information.

Thanks, everydayghost.

-The only point in not being able to shortcut Hien is that we can’t do it from crouching position. Not big deal though.

-With instant kunais, i can do instant air-fireball with akuma, but the “akuma timming” doing d,d/f,f,u/f+p don’t work for me with ibuki, i don’t know why.
Maybe it can’t be done with that motion (like hien can’t be shortcut), i was looking for confirmation on this, but my english is not good so i didn’t express myself clearly :frowning: sorry.

I quite did it doing like a shoryuken motion starting with a jump: u/f (sight pause), d, df+p
It is not so fast as akuma’s instant air-fireball… but at least is something.

-Target combo 6 SJC cmd dash, still not lucky.
The only reference i could find was the “Option Select” video “ibuki 101”, but i can’t see the motions scrolling or the hands of the player…
… i hope maybe VesperArcade do ibuki tricks in one of his future tutorial vids.

Right now i fear that the problem is that i don’t do a super jump at all, and so i can’t cancel it. My ibuki just jumps at the end of the TC 6, but i fear it is a normal jump.
I try: lp, mp, down+hk, stick back to normal+second hk, d,d/f,f,u/f+hk

Anyways, thanks for the feedback :slight_smile:

Eh…you’re thinking too hard El.

Why are you worried about target combo 6 into command dash? That’s a scrub combo. It was a scrub combo in 3S also minus its ability to set up 50/50 parry games from the air. In this game u can’t even do that cuz most characters have reversals to just shut you out of the air on top of having no air defenses. If you can’t do TC6 into command dash don’t even worry about it because it only has legitimately useful mix ups (c.LP 50/50) only like 3 of the characters I believe. It’s pretty easy to eye which way Ibuki is coming from during that setup otherwise and it’ll just get mashed or thrown out. If you have to be able to do this the only other advice I can give u like I’ve already written on the first page is just to do the motion slowly and hit kick towards the very last frames of the last kick.

You don’t need to do a tiger knee motion to do Ibuki’s instant kunai. Ibuki’s kunai activates and travels quicker than Akuma’s fireball You can just quickly do a qcf+P immediately after jumping and get the meaty you need to start a vortex.

Considering u played Ibuki in 3S I don’t know why you’d have a problem doing a reverse DP motion. You couldn’t short cut DP’s in 3S so I don’t know why you’d need a shortcut now. Plus hien mostly sucks in this game unless you have super. It’s horribly unsafe even on hit now.

At least learn yourself how to do target combo 4 into HP neckbreaker consistently so you can get easy 300 damage and stun for landing a simplistic close ranged combo. Just stick to using combos that land untech knockdowns rather than worrying about the scrubby 50/50 resets. There’s more useful and trickier resets any way but even those don’t get used a lot because…well they’re resets and not hard knockdowns and generally require stricter execution than her fundamental mix ups and combos. Learn c.LP, far s.LP, s.MK to MK tsumuji or HP neck break as that leads to untech knockdowns on most characters. On some characters you’ll have to learn how to confirm c.LP, plink s.MK into MK tsumuji or HP neck break because they’re hit boxes are small but generally just work on combos that will untech knockdown the opponent.

Basically…play more basic. LOL.

O_o Because i didn’t know it was a scrub combo. I thought that it was an evolution and a more scary mixup than TC6 into jump forward and stuff.

I thought that after the dash, if the opponent choose a reversal, but i choose to block, i would be safe to punish for free. And if, after the dash, they choose to block or grab, i may choose to continue the pressure/combo.

If i can’t avoid/bait a reversal with the dash, and punish… then you are right, i don’t need TC6 dash at all.

I was terribly mistaken. I’m sorry.

So, instead of lp,mp,d+hk,hk, jump 50/50 into jump attack pressure, or into air kunai to stop reversals…
…i should use lp,mp,hp into tsumuki or hp neck breaker
and, of course, cr.lp, s.lp, link s.mk, mk tsumuji

Ok, thanks a lot. I will try to stick to the basics and hope that i can surpass the scrub level i’m on now (because, yes, i’m evolving but i’m on a scrub level too)

Thank you very much.

As long as you get those un techable knockdowns, The opponent is under crazy pressure because of her easy hit confirms.
And like DevilJin said, Vortex can be done with normal jump to hit in front. Which is a good mix up in itself.

I wouldn’t recommend lp x mp x hp TC from a vortex though, most of the cast is too small to do it on unless you do one hit off the Mp, but even so, Some character do miss completely. I know Adon and Rose take all hits though… :slight_smile:
I usually do mp ~ lp ~ mk xx raida or something because I seriously get pissed when I miss the target combo… >.<

Can someone tell me how to do the Vortex when she’s really close?
Is it just instant Kunai? I’m guessing it’s good against Characters with uppercuts?

How come when an opponent is standing I can cancel back + medium punch into command dash a million times in a row, but then I record the dummy to jump at me and I do the same exact thing as an anti air, the dash comes out like one out of ten attempts?? What am I not understanding?
Thx anyone

Hmm after I posted this I figured out that they have to be close enough for the first hit to connect otherwise no canceling… I guess u can’t dash and get that extra crouch hard punch every time u antiair…

can you combo crouching jab into a knockdown?

yes link to stand jab, stand forward then either neckbreaker or tsumuiji

How do you approach the adon match,i know almost nothing about this matchup?

All i know is that jauguar tooth and kick ad close to -0 on block because only u1 seems to be able to punish it.
Lame it out with kunais al day and some small mixups or?

For the Adon match-up you can anti-air all versions of jaguar tooth with b+mp, which (I believe) you can CD and Kazegiri for extra damage :slight_smile: I don’t recommend doing so against the EX version as it comes out quite a bit faster and has much different timing. Generally with an Adon I’ll try to bait out a poke and counter it with Raida or slap it with a jab, cr.strong, etc. If they’re spamming Jaguar Tooth at shorter distances (lk,mk versions) you can punish with NB.

I’ll admit it’s been a while since I’ve played a good Adon so this is all the advice I have for you right now :frowning:

When should I use Hien? Is it any helpful? because I hardly see it at all, aside from getting a free super.

Hien is a generally unsafe move as you can get punished by many characters on hit. Also, the move is slow so you can’t really do much with it.

Unless you have super and cancel to make it safe I would say it is not too useful in most match-ups.

I sort of have a question with the c.lp -> s.lp -> MK -> quarter circle back, MK.

I tried this in training mode, but here’s the problem: I can’t get it to s.lp -> MK as fast enough, and nothing comes out, or it’s really slow (I can do it from c.lp -> s.lp). Also trying MK -> QCB MK seems to come out rather slowly, or nothing happens? I’m not quite sure if there’s anything I have to press, or I need a strict timing on the s.lp to MK, …or my execution is just plain horrible (pressing extra buttons in an execution is a bad idea ._.)
As for the QCB -> MK, I think I need more practice on it. But if there’s somthing I missed, let me know… Thanks.

Your problem with c.LP, c.MK is just a timing issue. Just keep giving it a go vs. Auto Block in Training. As for MK xx Tsumuji, try to do the special during the MK hit. You can do it as fast as you like and it’ll come out, don’t wait for it.

This is a question with a quote from other thread. Forgive me.

So, what gameplan do we have at our disposal? Approach and walk right and left waiting for the right distance and poke with:
c.mk -> low poke and stop
b.mk -> …
f.hk -> to jump over a low poke
df.mk slide -> to slide under something and hit with the tip of the slide to make it safe.
jump up and instant kunai, or jump back kunai.
-> all of the avobe loses initiative even on hit. It is a single poke, but i don’t seem to find a way to keep pressure on with those moves.

c.mp -> and buffer something (spin kicks usually).
walk forward, spin kicks :qcb: :mk: (i say walk forward just to be sure not to get a :bdp:)
-> at least we start something.

command dash and surprise
dash close and grab,
dash to a distance and spin kicks
-> risky if they counterpoke.

And that’s it. I don’t know what to do to approach and/or poke people, and i find even difficult to build metter to make them afraid of fireballs and such.
I don’t know what to do… until they move and i play defensive/punish, or someone get’s a knockdown and mixups start for both players.

The only safe special is kunai from a distance and spin kicks, and the only poke i can use to start something is c.mp… i don’t know how to attack.

Okay guys. I’m really pissed off. Please make me understand how Seth vs Ibuki is even possible.

He does his target combo. I stay blocking: He command grabs
He does his target combo. I try to poke: He command grabs
He does his target combo. I try to grab: He command grabs
He does his target combo. I jump out: Get hit by last kick

Is there any way past this bullshit?

Also, link in first post is dead.

Neutral Jump or Raida are your ways out of a command grab.
Wait, are you talking about the CPU?
Crouch-block and bait his specials, had to learn how to beat him senseless at the Arcades. Having 6 or so people watching you lose to the boss isn’t good =)