Looking for Love: Ibuki General Discussion Thread

Hello =)

I didn’t like what I played of USF4 at the Arcades but I have it for console now. I don’t think I can still compete at all in thi game but I can still help out the newer players. If you want any afterhours (GMT) friendly training just add my GT – Perfect Izuna

Although I might just be playing Titanfall all the time

Guy’s no longer loopable. Not even with f.lk/cl.hp.

Not really a game changer, but you can juggle non-cinematic U1 and U2 off of the new soft knockdown target combo.

Edit: I take that back, it is a game changer. Pretty much makes U2 worthless outside of punishing fireballs, since the damage is the same but you still get U1 for command grab gimmicks and punishes. And EX Neckbreaker is good for fireballs so I don’t see myself using anything but U1 in the future.

Well U2 is more important in making the opponent fear throwing fireballs, and punishing cr.mk into fireball. And it punishes Honda’s headbutt on block. And of course combos with SJC. To me it’s a very important tool in certain matchups.

EX Neckbreaker makes opponents fear fireballs and punishes c.MK into fireball.

U2 only punishes Heavy Headbutt on block IIRC. U1 punishes Butt slams, which I think are much more common in the matchup at high levels.

U1 combos off of SJC now with the soft knockdown target combo for comparable, if not better damage.

And, after all that, you can use the full cinematic U1 for max punishes.


In other news, I got j.HK to cross up on Dudley in the corner. Was this possible in 2012? Will test on other characters.

Edit: Does not work on Ryu. But, I just tried switching to 2012 Ibuki and I couldn’t cross up with j.HK on Ultra Dudley. They did something to its hitbox.

Edit again: Having difficulty replicating it now. Dunno, scratch my theory about j.HK being changed for the time being.

A couple things…

HK Kazegiri into Super is impossible to get most hits now, but you should always use HP Super as it always connects the most. Strange change indeed.

TC6 or TC8 into Ultra 1 (no need to SJC) gives a nice knockdown situation, but sadly it doesn’t work after TC10. Going into Raida may be the best choice unless you are trying to reset, but cr.HP outside the corner never goes into anything good.

Also TC10 is practically useless now as it whiffs on crouching opponents.

Not sure if I agree with you. TC6(8) SJC L/M Command dash c.HP SJC M/H command dash is a neat mixup.

If this was 2012 I’d say you’re right, it’s not worth it, but this is now a game where DP FADC is unsafe. It could very well turn into something good.

Also speaking of DP FADC, I amend my statement earlier about U1 being better than U2 for everything. U2 will punish DP FADC backdash, that’s definitely a plus.

I hadn’t thought of using another dash after cr.HP outside of the corner, but either way the damage is not really worth it as it is not really a “new” mix-up. Overall this game feels very “off” to me. I can’t get back in it.

Since when does U1 do more damage than U2 from a sjc? I think juggling into an Ultra from Target Combos is a waste unless you’re sure it’s going to kill. TC10 is still good to blow up focus attacks.

Tsuijigoe might be a good tool now too, for using to react to delayed wakeup. If they don’t DWU, you land and c.LP. If they do, you can throw a meaty kunai. It won’t be ambiguous but you’ll be at frame advantage to do whatever.

TC6 JC U1 = 271 damage (non-cinematic)
TC4 SJC U2 = 422 damage (full-cinematic)

Haha okay I’ll eat my words there. My bad! At this point it becomes a decision on whether not the extra utility is worth the 150 damage difference. And that’s not an easy decision, maybe Ultra W is the way to go after all.

He’s talking about the juggle, which you don’t need to SJC.

Ok so finally got to play some 3 hours or so.

  • TC 6/8 have less lenience on inputs. A lot of times I was missing the last kick (launcher) because was pressing the second HK too fast (like I used to do in AE)
  • TC 6/8/10 have a smaller window for SJC. I immediately noticed the change and was having a hard time doing it consistently, will probably get better after some training.
  • MP in TC 6/9 still whiffs a lot. It whiffed against crouching Ryu and Dudley, needs to test

I think they made TC JSC cancel harder to use because the reward was increased (more damage and stun before resets).

  • j.HP, TC8 xx sjc, cr.HP xx sjc (reset) MP, MP, MK xx neckbreaker does 1040 ± of stun. So basically if you read a fireball correctly you can stun most of the cast with one reset and no meter. The first part only does 610 stun!

I had a bit of lag with the new stages… the furnace one is specially annoying, terrible music, loud sound effects, looks like a total mess.

The match-up with Hugo was really fun, felt like a 5-5 but it’s soon to be sure.

It looked like poison was a little bit more floaty when super connects, it seemed harder to juggle all hits against her.

Her new walkspeed is pretty good, cr.jab is awesome, and I could adjust to DWU without much trouble. I’m pretty sure her shoto unblockable still works.

And I never though about using U1 to punish buttslam. I’ll definitely use W ultra now against Honda.

That’s all for today folks!

Someone sent me a combo sample vid … The combo on crouching character.

Max Far hp 2 hits jump cancel kunai clp stmk xx lk legs crlp stmk xx neckbreaker.

Looked broken :smiley:

So I’ve quickly tested Tsumuji loops on the entire cast and here are some results:

NEW CHARACTERS:
Decapre: c.LP c.LP OR s.MP s.MK OR TC4 (3hit) xx L.Tsumuji, s.LP, c.MP xx Neckbreaker
Traditional s.MK enders will whiff on her, but c.MP works ok, we can also end in s.LP, sweep.

Elena: all single loops work on her (No 2, 3, 7 from Mingo’s chart). Didn’t test crouching, but she can be looped with c.LP instead of s.LP so crounching loops should work anyway.

Rolento: loops No 3, 7 work. c.LP loops whiff.

Poison: no loops, I couldn’t hit anything on her crouching too, nor loops 12-14 from Mingo’s chart.

Hugo: loops No 2, 3, 7, 9.

PREVIOUSLY UNLOOPABLE CHARS:

Blanka: now loopable: TC4 (3hit) OR s.MP, s.MK xx L.Tsumuji, c.LP, s.MK xx Ender.

Dan, Cammy: nothing works on them, I couldn’t even get old M.Tsumuji, f.LK ones.

Juri, C.Viper: (opp crouching) s.MK xx L.Tsumuji, c.LP, f.LK xx EX Tsumuji

Rose: now loopable: s.MP, s.MK xx L.Tsumuji, c.LP, s.MK xx Ender.

T.Hawk: (opp crouching) s.MK xx L.Tsumuji, c.LP, s.MK xx Ender

NEW STUFF:

Dudley: new loops that work: No 1, 6, 9. Double loops also work with c.LP instead of s.LP after first Tsumuji.

E.Honda/Gouken/Dudley: s.MP, s.MP, s.MK xx L.Tsumuji, c.LP, s.MK xx Neckbreaker (361 dam/517 stun)

Guy: no old loops work, the only one I found was (opp crouching) s.MP, s.MK xx L.Tsumuji, s.LP, s.MK xx Ender

Makoto: TC4 (3 or 4 hits) xx L.Tsumuji - s.LP whiffs, c.LP combos into s.MK xx Ender.

Oni: TC4 (3 or 4 hit) xx L.Tsumuji, s.LP/c.LP s.MK xx Ender now work.

Great. I wasn’t bad enough at that. I’m still not tooootally sure where the cancel window is. I swear it moves around. lol

Not sure if this has been posted before but the Target Combo 6 glitch that was posted awhile back will ALWAYS work on Hugo if you do the 4-hit version instead of the 5-hit.
By this I mean that it will reverse the launch and Ibuki’s following inputs. Haven’t been able to get it to work on other characters yet.
Also not sure if this should be in the glitch section or not.

I quite like Decapre, one of the best DPs in the game (in terms of how it feels), but yeah, for the most part my opinion of Ibuki in USF4 is unchanged from when it came out in the Arcades.

Can someone test something for me? I was looking at this:

http://watissf.dantarion.com/sfultradiff/IBK_AE2012_TO_ULTRA.html#change-6MK6MK

And I noticed that they gave f.MK a juggle point. Does that mean you can do b.MP xx L.Command Dash, f.MK for a hard knockdown off of an anti-air? Theoretically you could do EX Tsumuji, f.MK in the corner too.

Edit: Scratch that, I was looking at the wrong field. JugglePotential is the field that handles the juggle points, not Juggle. :frowning:

Would you mind testing the loops on the new chart? A lot of the stuff you found are already there, but with just a little bit of different results. Looks like the game have some changes on the casts’ hitboxes. Link: https://docs.google.com/spreadsheets/d/1CiT6Rz4rGlXVEKTDG4OclHzJgHjFql51GSGFjlCWjjg/edit#gid=0
Thanks for the work!