Ibuki Q&A Thread: Ask simple questions here!

Hi Everyone,

new here. I have a quick question I bet it already has been answered, but I can’t find it ^_^;;

Can anyone give me tips on using TC9 (s.LK, s.MK, s.HK)? It feels like all the other TC have some way to connect to something else or launch the opponent once they connect. But with TC9, right after the last hit (s.HK), it leaves me open for punishment.
Is there a list of when to use TC9 or which character is best to use it against?

Thanks in advance

TC9 is pretty much useless except maybe as a U1 frame trap, sorry.

The real usefulness of the target combo comes from dropping the st.HK and cancelling the st.MK instead.

First of all, that tc is not punishable. In matter of fact I believe we’re +1 or +2 after it on hit (not sure). It does have uses though, besides an ultra 1 setup. In matter of fact you can press st. jab and if your opponent tried to press a button you get a free combo. It can also be used as a grab setup or a reversal bait. So basically this tc is more of a pressure (or mixup) tool.

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Thanks for the quick response guys! your’re right, it doesn’t get punish. players keep on throwing me right after that HK hit.

So do something that counters throws. Press jab, do an overhead, or raida :wink:

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how do u super jump into hien after cr.hp wat r the directional inputs i kinda have an idea but im not sure

:d::hp: :l::qcb::ub::k:

ok thx btw mingo we need to play again sometime

Hey quick question. On the Warzone stream, I saw the Ibuki using cr.mp > neckbreaker from range against Vangief.

I first I thought he was just godlike and hit confirming it, but I wasn’t thinking properly. Now, I presume that he was buffering it, so that if it hit he’d get the combo. But he was doing it from a range whereby if ANY kind of contact was going to be made, it would be a counter hit against a poke, thus the combo is ‘safe’. What I’m wondering is though… are any players out there able to hitconfirm cr.mp into neckbreaker? Seems impossible.

Which method of hit confirming? By seeing the cr.MP hit, seeing the possible counterhit show up, or knowing already that your cr.MP is going to hit (like whiff punishing)?

If we take Daigo (and Alex Valle as well) for example, he can usually hit confirm cr.MK xx EX hado, usually with the 3rd method. And since Ryu’s cr.MK is alot faster than Ibuki’s cr.MP, I think we can assume they hit confirm Ibuki’s cr.MP as well.

Oh, I mean in the situation where you aren’t sure if its going to hit. As in, go into training mode and put block on random, then try to only neckbreaker when you see cr.mp hit.

I’ve tried it for a while now, and whether it is possible or not I am sure its well beyond me at the moment. It feels like the reaction time delay to seeing cr.mp hit (whether counterhit comes up or not) is just too long before I lose the ability to cancel cr.mp and have it combo.

Interesting, I didn’t know those guys hit confirmed that. I’m sure I’ve seen them ‘waste’ meter on it purely being a block string through. Part of this of course is there is a HUGE difference in the outcomes of a blocked fireball versus neckbreaker.

Whiff punishing is obviously easy as pie!

wrong, they arent hitconfirming cr.mk xx ex hado.

they are guessing cr.mk xx ex hado and hitconfirming that into fadc ultra.

also im pretty sure claky wasnt hitconfirming cr.mp xx breaker. he was buffering it mostly and at other times reading a walk forward or slow poke startup.

hes REALLY godlike with his cr.mp though… it was what impressed me most about his play, overall. well that and his spacing mindgames.

-dime

On that note, what I saw claky do was no doubt entering the whole cr.mp > neckbreaker input quickly, then if it connects with an outstretching poke then the opponent is getting neckbreakers.

So is this a safe tactic? It could potentially go wrong if someone with a fast forward dash came in and you were on autopilot. He’d block the cr.mp and you’d neckbreaker anyway. But not too sure if this would happen in practice.

BUT. Is it possible to trade cr.mp, then as you both reset you still neckbreaker? That would also leave you in a world of hurt.

If the above were extremely rare, then I’m going to start to try and use this more.

as a tactic its as safe as you want it to be:

wiff buffered cr.mp with a character length gap = EXTREMELY SAFE. it can be punished by stupid shit like guess ultra and whatnot… but… meh.

however wiff buffered cr.mp xx breaker from the close ranges that claky was doing it takes balls of steel and ridiculously good spacing. it seemed as if he was spacing it to miss by like a pixel or 2 … lol.

i aint anywhere near that godlike. the closest i get is about a half a character length away. any closer than that and i run the risk of getting my shit blocked>pwnd.

and thats why claky is DA MAN.

-dime

Yup, ClakeyD definitely knew his ranges because he has awesome spacing. OS cr.mp xx neckbreaker. If the opponent walks into it (or in some cases, throws out a poke and it gets beat), they get hit by cr.mp xx neckbreaker. If not, cr.mp whiffs and that’s it. Or the opponent punishes the whiffed cr.mp, but that’s just footsies.

It really does require ridiculously good spacing because at close ranges in high level play, both players are constantly moving back and forth for that “sweet spot” to get momentum. Oh man, I remember ClakeyD being the most random Ibuki player at EVO that was winning money matches and now he’s soooooooo much more GDLK.

Good shit ClakeyD. I ain’t gutsy enough to do that with Ibuki just yet.

Chef Borjan, if you do it correctly (really fast, as if you were canceling cr.mp xx neckbreaker) and you trade, neckbreaker shouldn’t come out. I just tested it out.

Could anyone tell me the pros and and cons of Ibuki? Im a beginner.

http://shoryuken.com/f336/shinobi-guide-[-total-guide-people-who-want-learn-ibuki-]-currently-updating-232320/

A more up-to-date analysis:

Pros

  1. Her damage output is very high. Even without meter. You can end rounds in less than 10 seconds.
  2. Her stun output is also incredibly high. She can stun every character in 2-3 mixups.
  3. Her vortex is one of the best mixups in the game (imo), almost like a bnb mixup.
  4. Fast dash speed, mixed with a good backdash and command dashes, makes for a mobile Ibuki.
  5. Super is incredibly useful and damaging, as well as very safe.
  6. Random U1 (shouldn’t be relied on, but can steal you a few wins here and there).
  7. SJC U2.
  8. She’s a ninja.

Cons

  1. Low health (900)
  2. Below average stun (950)
  3. Has high execution requirements. You need to be able to SJC… like everything.
  4. Decent to poor footsies. Relies more on whiff punishing or buffered specials.
  5. Can have trouble getting in, as with all rush down characters.
  6. Doesn’t have a reversal without meter.
  7. May have trouble with enemy focus attacks (ie: Fei Long’s) at footsie range. Though AE will fix this with a cr.HK SJC-able target combo.
  8. Requires lots of character specific knowledge at high levels (eg: tsumuji loop).

pros:

  1. best command normal AA in the entire game. maybe even the best overall AA in the game.

-dime

LOL, agree’d. But I always do it accidentally. Like I’ll be walking forward, the press back to do ageman, then I’ll accidentally do a hcb motion and thus, AA raida. Anyone else do this?

^^^ yep. (raises hand) funny thing is it almost always works. and my opponent will go:

WHAT?

or “good shit”

lol little do they know.

-dime