Ibuki Q&A Thread: Ask simple questions here!

cl.st.HK is super jump cancellable, not special cancellable like b+MP.

:hk::qcf::uf::k:

yea its so weird for me man, i can do her combos into sjc ultra, i just can’t seem to get this one stupid move down haha, i am never gettin gthe dash out of it, i just keep super jump canceling, with just the jump no matter how fast/slwo im pressing the button, am i not supposed to use hk for dash too?

If you’re getting super jump, then you’re not pressing kick fast enough to cancel the pre super jump frames into command dash.

Oh god, I beg of you, please do this sometime! I picked up Ibuki as one of my two mains and video tutorials do more for me than reading guides ever could.

I just got AE and I went into training mode to test some things. So how do you do kunai vortex after neckbreaker since the space is larger than Super.
And is it me or did Spin Kicks got changed? I did cr.lp, st.lpx2, st.mk, medium spin kicks. Hakan got pushed back much farther than they did in super. I try to follow up with a SJ but I can’t get a crossup anymore.

Practice by setting the training dummy to Dhalsim and get a 2nd controller to hold forward. Then vortex 1000 times to master spacing, timing, setups, etc.

MK tsumuji seems the same to me.

So I’m having trouble with safe jumps. After a neckbreaker I always try to safe jump with j.mk but I keep getting blown up by dp. I know you can time it with cr.mp after neckbreaker (right?) but I just can’t get the timing down. Any ideas?

Same question for the cr.hk st.hk target combo. Every time I try to follow up with j.mk I get blown up by dp. Is this unsafe?

3frame reversals are generally un-safe jump able.

Where are you getting this cr.MP from? That hasn’t seen use since the super days. Remember that Ibuki’s AE neckbreaker has new spacing and timing.

Launcher xx j.MK generally is not safe from dp’s or other antiairs. What you can try is sj.MK instead, but you’ll have to catch your opponent by surprise because they will land and recover before your sj.MK will reach them. Or you can just use SJC command dash.

Yeah I’m new to Ibuki. Just started playing her when AE came out. I got that info from the front page of the matchup thread. Where can I get the right info?

Very nice, thank you!

after cr.hk target combo launcher i often trade dp’s with j.hp if they dont mash it fast enough.
its better not to follow-up with jump against DP chars at all tho.

is standing mk ->throw a kara-grab? o.o i was just in training and i kinda accidentally did it wondering if this is something known. (moves ibuki forward 1/5 of a box forward)

does she have a better kara-grab?

Yes. It’s about half the range of Ken’s kara throw. Not gdlk, but not totally useless either. Two examples I use it is after a blocked st.MP, and after two blocked cr.LK.

Not that I know of.

Thank you thank you trying out that setup right now seems pretty useful does the cr.lk leave you at the right distance on every character?

Whats the best way to practise TargetCombo4->SJC->Ultra 2 how should i know if im doing it right or wrong

I believe so.

First ensure your inputs are correct. You don’t want to be second guessing if your ultra input is somewhere in your mess of a 540 input that some Ibuki’s do. Then you only have to worry about timing.

empty SJC = you didn’t press :3k: fast enough. You need to press it before you leave the ground.
EX kazegiri = you pressed :3k: too fast. You need to press it after you input SJC, specifically when Ibuki is in the pre-jump frames of her SJC.
command dash = watch your negative edge, especially when doing things like st.MK xx SJC U2.

Shit, this is so hard. That’s basically the only thing I need to learn with Ibuki right now.
Most of the time I get EX kazegiri out, but it works when I use the 3xK button, which I usually don’t use.
Can you tell me when I start to input the motion for the ultra?
I usually do :lp: :mp: :qcf::hp::qcf::uf::3k:.
Is there a easier way or does it make no difference?

i do it the way you just posted ending in the up SJC, this way you know you have allready done a qcf and you can guarantee the SJC by ending with it,just think when you do the combo, that you buffer the ultra then jump towards tripple kick :slight_smile: thats been working for me hope this helps. Also start when you hit the Mid hit usually and hit tripple kick when you know you have hit the SJC and the start of the heavy punch hit the kick.

Whether you use the 3k button or not should not matter as long as your inputs are correct.

Considering your situation, I would suggest inputting the sj first. In other words:
:lp::mp::hp::qcf::uf::qcf::3k:

Since you say you are getting EX kazegiri often, this is because you are pressing :3k: before you actually super jump. Moving the super jump input to the first part of the qcf motion could possibly alleviate this issue.

I’d also advise not to buffer the ultra input in the middle of the target combo, or at least don’t get too used to it. It is okay for now, but it’ll be more difficult to SJC U2 off other things that don’t allow that, such as raw cr.MP/st.MK or even f+LK for those advanced Sako players.

i know u can sjc out of certain normals into kasumi gake to juggle an opponent in the air after using one of those certain normals to anti air. I tryed to do it with the cr.hp and cl.hk and cant do it, but i can do it with the agemen. when i do with the cr.hp and cl.hk i just jump. this is an example of my input. cr.hp (hits):qcf::uf: lk is that right or does it have to be mk or hk. maybe my timing is just off plz help.