Looking for Love: Ibuki General Discussion Thread

Rule of thumb is, there’s no reason to use c.LP instead of s.LP in standard loops, because c.LP has worse damage and generally if a loop doesn’t work with s.LP, it won’t with c.LP (except for these few cases I mentioned in previous post), so there’s no need to test c.LP loop variants on already loopable characters (there wasn’t a single case when c.LP gave for example another loop rep whereas s.LP wouldn’t etc).

I’m looking more for the loops on crouching characters especially on the 5 new characters since I can’t test them out because I don’t have the game. The cr.lp buff introduce more crouching loops. Of course there’s no reason to use the cr.lp if st.lp loop already work.

Test thoroughly, there might be things that are surprising.

And I should say that you tested loops 1-14 on the 5 new characters? And I can update the chart on the loops you didn’t mention as not working?

Hey guys, I saw some blank spots for damage and stun in the new loop chart so I tested out some RFC loops. I hope this helps~

(All tested on Abel)
BP, RFC, TC4(4hit) xx Neckbreaker: 337 dmg | 534 stun
BP, RFC, St.MP, St.MK xx Neckbreaker: 338 dmg | 560 stun
BP, RFC, St.MP, St.MP, St.MK xx LK Tsumuji, St.LP, St.MK xx Neckbreaker: 372 dmg | 593 stun
BP, RFC, St.MP, St.MK xx MK Tsumuji, St.LP, St.MK xx Neckbreaker: 352 dmg | 587 stun
BP, RFC, TC4(4hit) xx LK Tsumuji, St.LP, St.MK xx Neckbreaker: 355 dmg | 547 stun
BP, RFC, St.MP, St.MK xx LK Tsumuji, St.LP, St.MK xx LK Tsumuji, St.LP, St.MK xx Neckbreaker: 384dmg | 605 stun
BP, RFC, St.MP, St.MK xx MK Tsumuji, St.LP, St. MK xx LK Tsumuji, St.LP, St.MK xx Neckbreaker: 372 dmg | 613 stun
BP, RFC, TC4(4hit) xx LK Tsumuji, St.LP, St.MK, LK Tsumuji, St.LP, St.MK xx Neckbreaker: 375 dmg | 573 stun
BP, RFC, TC4(2hit) xx MK Tsumuji, St.LP, St.MK, LK Tsumuji, St.LP, St.MK xx Neckbreaker: 328dmg | 558 stun

@M00nTiger‌ I’ve tested only loops No 1,2,3,6,7,9 (and 10-14 on Decapre). TC4 into s.LP didn’t work on Decapre also.
Sorry, I’m EU timezone, will try and finish all of this tomorrow.

Instead of TC4 (2hit) can you test with st.mp and st.mk? The damage looks pretty low when the combo is more difficult than just basic TC4. Good job though! Test the same combo on Dudley too and see if that works.

NVM you already did that combo but test it on Dudley anyway.

I just tried it and it doesn’t work on Dudley.

what’s BP? f.fierce x2?

hi guys, im a Ken main but im possibly switching to Ibuki. quick question, did Ibuki get better, worse, or same? thanks.

Can we react to delayed wakeup?

I feel like if delayed wakeup messed up her vortex than shes pretty much pointless to play. Yeah, she can do her loops and get her damage but she loses a mixup game/her whole gameplan…

It’s maybe too soon to tell if she’s better or worse. My opinion so far is that her gameplan got more linear (and predictable) than before with DWU. Basically all we can do now is setup the most ambiguous j.lk (example: neckbreaker, walk 6f fw.lk j.lk) and throw a kunai if the opponent DWU. I’ve been noticing, however, that throwing the kunai in setups like that gives less frame advantage than before when we could super jump kunai, and it’s been a pain in the ass to adapt to that, as I get more reversals in the face trying to connect combos after the kunai on block, and it looks easier to escape with focus backdash.

In general, I believe her gameplan got more predictable, less efficient and less fun. I need to hit the lab though and come up with better setups, specifically I want to try if the neckbreaker > walk back > sj.lk or sj.mk works with the reaction kunai on DWU, that might make things better.

Also I believe that 3 frame jab and better walkspeed is not enough to make her footsies viable in high level competitive play. Specially against the buffed Yuns, Yangs and other dive kickers. Oh and I got my ass kicked by some Dudleys yesterday. Not sure what buffs he got but boy Duds’ looking really strong now.

Please don’t think that just because DWU affects weakens her vortex doesn’t mean she’s weaker. She still have unblockables and I already have some dwu unblockables that I’d like to try. Her footsies were already viable at high level and they got much better at Ultra. Just look at AE2012 T. Hawk, has amazing if not the best vortex game once he lands one LP SPD, but his ground game and other tools were limited and that put him as a low tier character. Kunai vortex sucks at high level anyway. You will have to rely more on fundamentals and mind games than vortex setups to win against good players. There are other mixups you can use than just doing kunai/j.lk setups that can just be as lethal if not more when used correctly.

Hi guys, my thought on Ibuki inn USFIV is that generally, she’s better, with a less emphasis on okizeme.

But that said, the new Backhand Punch might have a glitch!!

Actually, Backhand Punch (far.HP xx HP) can be canceled by a High Jump even on WIFF !! It can be canceled in the part between far.HP and the follow-up HP.
I noticed it when trying to test some U1/U2 OS from BP. This grants Ibuki some ridiculous options for kara specials (although slow, delayed by like 12 or 13 frames). Such options include 1/2 screen Tsumuji, 2/3 screen distance command dash, full screen EX Neck Breaker, and a full screen jump!!

If someone can confirm this or make a footage of it it would be really appreciated, since I don’t have any equipment to do so. I’m playing the PS3 version if that matters.

Hi, I’m in a training room right now and just ran into this,

At the moment you can cancel a wiffed Backhand Punch into High Jump or straight into Specials. As in, to kara a command dash you don’t even have to SJC, you can just do it right after far.HP xx HP. You don’t even have to plink it, but you have to do it relatively fast.

This is really fun and I hope it doesn’t get removed, kara LK Tsumuji is my favorite atm. I could make a video of it, but I don’t have a capture card so quality would be yuck. It’s also pretty easy to replicate.

So, I’m getting destroyed lately… everyone seems much better than Ibuki now… maybe it’s a bad luck day… I don’t know.

I had a lot of strange things whiffing today… like lk tsumuji, st.jab, st.MK WHIFFED, on ABEL … I also had ex tsumuji to whiff on a crouching Abel in the corner… damn they said they’d fixed this

I’ve actually found the whiffed st.hpx2 into tsumuji by complete accident. Although I’ve been getting stuffed with that move so many times, because of its slow start up. It’s not bad at far ranges though.

I don’t know why, it almost seemed like the characters hitboxes are a little odd. But I’ve been getting somewhat blown up because of the DWU option that every person gets a chance to during my offline matches. I put my fundamentals to the test but… It still feels a little more predictable about what she’s going to do next. Although, I think its time to create new set-ups with her.

I don’t know how to put this; she’s not bad or good either. She doesn’t have a guaranteed set-up (atm) unless the player decides not to DWU. At high level play, I’m much more concerned however. Yes it’s not a good idea to always kunai vortex. But, what if I decide to use j.lk instead? I risk eating a DP if not timed correctly.

I’ll share more thoughts about her later as I continue to play.

What have you guys been doing against dwu? Here are the mixups that I have been using. Some of them work better than others.

Mk Tsumuji

(Slight walk forward) f.lk, s.lp, mk/hk kasumi gate
(Slight walk forward) f.lk, jump kunai
s.lk, jump kunai
(Slight walk forward) f.lk, super jump kunai
s.Hk, super / jump kunai
s.Hk, lk kasumi gate, f.mk / c.lk
s.Lp, lk kasumi gate, jump kunai / f.mk / c.lk / mk/hk kasumi gate

Throw

Hk kasumi gate, lk kasumi gate, f.mk (cross up) / c.lk
Hk kasumi gate, lk kasumi gate, immediate kunai

Neckbreaker

s.Lp, lk kasumi gate, jump kunai / f.mk / c.lk / mk/hk kasumi gate
b.mp, jump kunai
b.mp, lk kasumi gate, immediate kunai
walk forward, f.lk, kunai
walk forward, lk kasumi gate, f.mk (cross up) / c.lk

For the most part with DWU, I just abandon the Kunai. If they keep on using it I will just want and go for a standard kunai. It doesn’t really change anything because at higher level people used to focus dash anyway, if anything Ibuki players will be better because of it.

I don’t have any set-ups which OS the DWU yet, and I don’t think Ibuki will ever have them (maybe something that use Tsujioge?). I have heard C.Viper has a few though.

I hope the BP cancel on wiff get removed and is just a glitch and not actually intended by CAPCOM.
It messes up Option-Selects at mid range, since BP is really useful as a far poke or as a wiff punish against some moves (like Oni’s f+HP) and can be used to occupy the space in front of her at 1/2 screen while options selecting with U1/U2 or neck breaker. Also, it’s kind of cheap that it grants her a full screen jump.

Hey, so what happened to that set up from the Ibuki player on arcade footage that had a long streak going. It was s.lk, throw kunai if they dwu and j.mk if they didn’t dwu right? Did someone find out that one isn’t viable?