Looking for Love: Ibuki General Discussion Thread

Basically this.

You also have to think that there are now three wake-up situations after a knockdown. Ibuki is more ambiguous in this sense and people can’t uh, anti-autopilot their escape from the set-ups anymore. Sure unblockables were safe, but you still have all of the same set-ups after anti-airs and kazegiri etc.

Ok i have no idea why I have not made a shoryuken account until now but I have been playing sf4 since vanilla and starting maining ibuki when ssf4 dropped. I started winning with her regularly and became a better player overall but I’m looking to take my game to the next level lol. These may be general questions but 1. How did you guys consistently learn sjc to ultra 2?because I get to the point where i just get pissed and shut system down lol. 2. Although there are videos of it on youtube i just don’t quite understand option selects( for example punishing akuma’s teleport with neck breaker or sweeping back dashes). 3. Whiff punishing is this all based on reactions or does it have to do with reading the opponent? Lastly is kara dash from corner combo from raida I’ve never successfully done this. Just for history sake lol, I know all ibuki basics i can perform the tsumijii loops consistently i normally hover around 2.7k-3.1k pp so i don’t think I’m a bad player i just want to finally maximize what I can do with the character. One last i don’t really know frame data (for other characters) but i generally know some moves that are safe and not so should I consider reading up on the cast? I’ve taken a 6 month break from the game and want to jump back in. Any advice from anyone would help id really appreciate it .

  1. Practice. Only way to do it is to do it. Do something like lk qcf mk qcf up towards all kicks.

  2. Put the move in while it can’t come out. I.e. put in neckbreaker DURING when you are/should be hitting with your jumpin. If they backdahs or teleport you won’t get the hitstun so you’ll be grounded to do the neckbreaker. If they get hit the game will freeze frame a second so you’ll still be airborne.

  3. Some things can be whiff punished on reaction obviously, like whiffed green hand from Gief, but a lot of the times it’s a read https://www.youtube.com/watch?v=FQQCan5oo90 Check this out.

Anyone going to UFGT? I’ll be coming from Cali

Holy shit video blew my mind lol… I was just playing superficial sf4 didn’t completely understand what was going on haha. Thanks for the responses, wish i knew the power of making an account earlier lol.

Seems like there’s a newer build of USF4 at Stunfest.
TC10(cr.hk>hk) is getting juggle now instead of a reset.


This can mean 2 things:
We get a new soft kd vortex and air reset mixups like Yang.

Also, no recovery after Hop Jump. (From his previous tweet). I feel like that’s going to add a bunch of mixup potential. It’s a pretty under-used move that I think can be explored more, especially now since it has no recovery.

@M00nTiger‌ lmaooo!!!

Correction: It’s not TC10, but actually TC6 (lp>mp>cr.hk>hk). Damascus and Saunic tested it. That’s more fair and smarter to implement so that TC10 happy players don’t get to abuse something that 97% of people online can’t even punish on block. Don’t know if TC8 (cl.st.hp>cr.hk.hk) works though. I’ll ask if that works.

I don’t get it, so–no more sj canceling or into command dash?

SJC still works except now you can combo into it just like cl.st.hk SJC launcher combos. Example: TC6 sjc dash, cr.hp, then reset.
Just asked Saunic that the juggle only works on TC6.

Ohh ok, this helped too:

Okay guys I was talking to some guy yesterday, and he told me something about Ibuki’s neck breaker that I couldn’t quite get.

He said something along the lines of,
‘Ive played ultra and her neck breaker is still a hard knockdown but the opponent recovers as you get up’

Now is this guy talking shit to me cause I can’t find any source to what he’s said?

Is he referring to a soft knockdown neckbreaker? That was listed as one of the changes before, but then they introduced delayed wake-up. So, it should of been back to normal hard knockdown.

Well that’s what I said to him,
That it was soft KD then they reverted it back.
He was all like no, no, no, you both get up at the same time, said something about desk and a few others kicking up about it.

He’s probably talking crap.

Has anyone tried out the new properties of her far st. HP? I believe Combofiend made the second hit Special-, EX Focus-, EX Red Focus- and Jump-cancellable in order to help out her poke game–make her more of a threat at a range she typically isn’t.

Perhaps Backhand Punch xx confirm into EX Red Focus Attack would be a staple tool?

I messed with it at Final Round a bit. A max range s.HP SJC gets you a cross up j.LK, meaning another way to approach somewhat safely. It’s going to be really useful. Didn’t have time to test much else though.

I think backhand punch is her only way to get a red focus crumple. I asked Shimauta if her cl.hp can be RFC’d, but he said no. Backhand punch will add another zoning/whiff punish and maybe a little bit of frame trap game tools for Ibuki. The special cancellable ability will make it so that there’s more incentive to use this move. I believe I see Sako use it for corner pressure also. If you can confirm it to red focus crumple, her stun output will be pretty big if you can get the loops down too.

Backhand punch is special cancelable? Thought it was JUST sjc.

It has been special cancellable since Capcom Cup build. F-word tested that, but wasn’t included in the change list for some reason, but then was listed in the Japanese Arcade build.