Looking for Love: Ibuki General Discussion Thread

Was hitting the lab the past few days to find delayed wake up tech to find out that majority of the players don’t use delayed wake up lol. Here are some videos of me using backhand fierce and messing around with Tsujigoe. I’m not sure if she’s still strong, too early to tell. But I know for a fact that red focus is pretty much useless to her.

That’s a good idea actually. It makes the ex nb unblockable a frame perfect setup if they DWU since you have to wait 1-2f to get it before jumping. Cr.lp has total of 12f recovery which kills the manual 1f wait you have to do. I played Ultra yesterday and I forgot when the technical message showed up after ex nb. I actually had a hard time adjusting to DWU aka not used to looking for the technical message so I hesitated on my setups. Played USF4 tournament yesterday without any prior experience to the game and I was surprised that I didn’t go 0-2. If DWU from ex nb is easy to adjust, then this is a good setup. Goddammit I need a console…

Ok so ex NB, and if DWU, cr.LP, into what: j.lk, sj.lk, j.mk, or sj.mk…?

How do you play solid with ibuki? I want to increase my fundamentals but I don’t know how? Can anyone help me on this ?

Did anyone notice that ex kazekiri is doing only one hit in a lot of counter hit situations? I think they messed up with the hitbox trying to fix its vertical range.

If anyone has a PC running AE, could you please test some situations?

U2 punishes all non-EX headbutts. And U1 sometimes doesn’t work as a buttslam punish due to pushback, I had that happen to me today. It’s easier to dash on reaction to buttslam or anti-air it than to stuff a headbutt anyways, and U2 is the only way to punish a headbutt. I would go with either U2 or UCW (but higher damage is nice because Honda with a life lead is horrible in this matchup)

I made a video showing the delayed wake up when I used ex neckbreaker. I have been using it so far in matches if i notice they do delayed wake up. Not 100% sure if it is safe.

If they do not use DWU I just go with the old unblockable set up.

When I play in matches I usually have enough time to adjust.

I hate Decapre’s hitbox. St.MP st.MP doesn’t work, not does her basic BnB at many distances, you have to treat her like Blanka but even then the highest damage combo is actually from TC8 no matter what.

You can only loop her in the corner it seems…

Oh no. That video above, I have to tell you that you are not getting a meaty Kunai and that it is unsafe and it also cannot catch people who backdash away. Do not use the Kunai for this.

how can deal with decapre ? when she is close to me and she does the teleport i really can’t see where she is going :frowning: and hints…

and also i want to ask did they fix the 2 frame difference between the ps3 and xbox 360 ?

thanks

You can focus everything she does out of regular Scramble. Only EX Ground Pound will break armor(well Stinger but y’know) so focus hit or focus backdash if she doesn’t attack and tries to go for the throw. I don’t have any Ibuki specific stuff since I haven’t picked her much since Ultra came out.

I think the frame difference is the same. Don’t think anyone tested though.

Have you tried st.mp, st.mk > lk.tsumuji, st.lp, cr.mp > ender?

I guess it also depends on the clarity of the monitor you play on, but there is a feint red tracer that tracks her movements that helps immensely.

I find her less ambiguous than Cammy in the sense that when she looks like she is landing a cross up, it looks like a crossup and I can reaction block on time and then go for a throw.

If she lands in front and I block a divekick that hits above Ibuki’s waist, its cr.lp > bnb/os of your choice :slight_smile:

Yeah, I wrote earlier that on Decapre you can loop c.lp, c.lp_s.MP_3 hit TC4 into s.MK xx L.tsumuji, s.LP, c.MP xx Ender.

Poison’s hitbox is worse - you cannot use more than two c.LPs on her (either standing or crouching) and she’s unloopable in any way.

There is no point doing cr.MP at the end of a loop considering that it is a 1-framer and the scaling is pretty horrible. In this situation the loop acts a nice hit-confirm but be careful, I think Decapre’s super can punish a blocked LK Tsumuji

I am pretty sure that most of the new character have awkward wakeup times. I think Rolento feels like he wakes up later and Decapre wakes up sooner. I am definitely going to focus on these characters for the next Ibuki Player Guide and possibly Akuma, that should cover everything about adjusting the Vortex to different characters whether it is which setup to use and how to combo afterwards.

So I’ve tested all remaining blank positions in New Tsumuji chart, so @M00nTiger‌ if you let me edit the document on google docs I can add them all.
Some interesting things:
Loop 20 on Elena works point blank only in specific moment during her neutral “dancing” stance (she has to be furthest to the back, so two s.MP’s can combo).
s.MP whiffs completely on Rolento if he’s neutral crouching, so I’ve tested all s.MP&crouching combos after a jumpin.
One new loop not included on the list working only on Hugo (I’ve tested only new characters): TC4 (4hit) c.LP, s.MK xx L.Tsumuji, s.LP, s.MK xx Ender.

In other words, Tsumuji Loops are only worth doing on Elena and st.MP st.MP st.MK combo shouldn’t be used. I had a long training session with an Ibuki player today (about 40 games) and I really think kara Tsumuji and TC8 Ultra 1 are insanely good. Especiall TC8 Ultra 1 as does so much damage with mininal damage scaling.

Can you post a video of the Kara tsumuji?

PM me your email so you can edit.

Quick update, played a Fei at my locals today, the new Kara, fei’s reduced hitboxes, and his rekka’s being less safe on block change the match-up to be far more in Ibuki’s favor.