New ibuki thread

All normals reset, so cr.hp does too. He just Jumpcancels and hangs above them and can do Ex knives which you easily block, but then he lands behind you. Blockstun will save you from a nasty crossup, so it’s not that great… I think. Also, I believe a DP will knock out both knives AND Ibuki…

I just finished testing and building a chart for who can be hit by the FP->FK air chain after launch.

Check it out: Launch -> Super Jumping follow-up <–click

timing is very important with ibuki on this follow up
if you launch them with s.hk, it is different than when you launch them with c.hk>s.hk. the spacing from c.hk>s.hk puts them a little away from your body, but you are still able to hit them afterward. but this spacing can be a factor when superjumping toward a direction and attemping the fp>toward+mk

and it is also different on how long you delay the air chain fp>toward+mk

i played around with it a little bit, delaying the timing of when i hit them with the air chain. i found out that you can cross certain characters up or land in front depending on how late you hit them with the chain. mix-up dashing after you land with throws and raida or s.mk into raida, and you can cause major stun and damage. also remember that people can wake-up dragon punch you, so you may want to bait it out and block, then punish.

if you follow up with c.hp after the launch and superjump to them and throw EX knives, it is like the combo s.lp>s.mp(2 hits)>c.hk>s.hk and superjump, following them in the air with EX knives. The knives will hit the oppenent (or put them in blockstun if they block) and you land on the other side, crossing them up. now which way is better (faster, safer) to go into the knives, i don’t know… that needs to be tested.

you have a better chance to cross them up with knives if you do it sorta late (not too late - can’t explain it in words right now), so they are still in blockstun when you land behind them, but… people like ken, ryu, akuma can dragon punch through the knives and either hit you or trade with you from one of the 2 knives.

while c.hp may not be the most effective way of finishing a launcher combo (reseting them), i don’t think s.mk into dash is the best way either. i think the back+s.mp>s.fp is the best way to finish up the launcher combo and has more possiblities for a mix-up afterward while keeping you pretty safe, including rdm dragon punches when the oppenent lands on thier feet.

So far it seems that after a s.RH launch, you can always hit everyone with the jump toward air chain except: Alex, Chun-Li, and Elena (assuming you timed it right).

However, after a c.RH>s.RH launch, you can only hit: Akuma, Dudley, Hugo, Ibuki, Oro, Q, and Urien.

And you can always hit every character with it if you jump strait up, instead of jump toward.

Well, remember that the s.lp>s.mp(2 hits)>c.hk>s.hk doesn’t fully connect with some crouching characters (a lot, actually).

So in my opinion, it’s always better to launch with close standing roundhouse whenever possible, and go from there.

Problem is, a close standing rh isn’t the safest thing in the world. Though, you can escape the recovery by superjumping.

I think it’s entirely circumstantial, though. But I do know one thing, I try and lay off the s.lp>s.mp(2 hits)>c.hk>s.hk against turtlers, or people who play footsie a lot.

But lately, I’ve been concentrating on following up with air chains after a launch. Mainly because I’ve been experimenting with SA.III, which doesn’t really allow me to toss around ES Kunais as much. Plus like you said, it does sick stun/damage, and looks fancy. :cool:

i know the s.lp>s.mp(2hits)>c.hk>s.hk doesn’t hit most people while they are crouching (except for akuma, dudley, hugo, q, and urien)

i don’t use this that much unless i know i will land it on them… i go for more throws and radia combos than the one listed above. when playing against turtles, you can’t really pull out all the flashy shit. you can’t afford to be attacking that much. you need to land stuff that you know will connect. and throw…stupid turtles lol. AND I HATE THE FACT THAT IBUKI’S S.LP CAN BE PARRIED LOW DAMMIT. i hate turtles… (even though people are now saying i am one :slight_smile: )

anyways…

the point was the spacing and setup it enables when you do it, similar to a c.hp reset off the launch. the thing i want to know is it the exact same spacing between the two, and will you land behind them every time when you throw out the knives?

i hate going for a EX knives crossup only to land in front of them. but if this happens, you can combo in a s.mk to radia for a good 4 hit combo that does a good amount of damage. or if they block the knives and you land in front, hit them low or dash through to mix it up, even throw them after the blockstun.

also… fyi… c.lk>EX qcb+kk (don’t know name… similar to hurricane kick) is an awesome combo! its pretty safe even when blocked because you can mix-up high and low. and does pretty good damage.

Yeah, sucks how you can low parry and high parry almost all of Ibuki’s moves.

As for the launch thing…

I’ve always crossed up with s.RH>c.FP>SJ>es kunai

And I’ve always crossed up with c.RH>s.RH>c.FP>SJ>es kunai

So, it might be a character specific thing, but I’ve tested it on Alex, Akuma, Chun-Li, Hugo, and Yang.

I crossed them all up using both version of the combo, starting from far away and from up close, and also by varying the timing of the c.FP (hit low/hit high). And still, always crossed up. So, I don’t know…

Maybe you could give an example of when you didn’t cross-up?

c.lk>EX qcb+kk is nice, yeah.

EX qcb+kk = ES Tsumuji. And… ES Tsumuji is stronger than Raida. RH Tsumuji is stronger than Raida if the opponent is crouching (I guess because Raida forces them to stand up) and of corse ES Tsumuji is even stronger than that.

Also, the range is nice too… Sometimes you’re too far away for a Raida, so the ES Tsumuji is the only thing that can hit.

And it knocks down… So, rushdown. :slight_smile:

i am not sure… but raida still does a lot more i think when they are crouching… yeah, it makes them stand up, but from a crouching position. can you test this?

and is it true, that you can’t combo into the RH Tsumuji usless they are already stunned? (god, i hate saying the name of the damn move cause i always forget and too lazy to look it up)

honestly, i never use the RH move, always the lk or mk version, or EX

and also, why do you call is ES? is that the real way saying it? just curious :smiley:

I think he’s watched a whole bunch of Jap matchvids. The announcers say ES instead of EX, cus there’s no X-sound (only ‘sh’ or ‘s’) in japanese. RH spinkicks can’t be comboed in a useful way AFAIK. The EX version does more damage than Raida so the same should be true when crouching.

Nate, I saw you in a video losing to Dr.Subzero’s Urien… At least you won a round :slight_smile: WTH was the combo into neck-snap, did you fuck up something else?

WTF?! i was on video? lol i am a little i think… but not that much. i never watch myself play on video anyways… i use my comp at work to look at the forums and my comp at home sux

i choke at tournements anyways… i get nervous and my leg starts shaking whenever i play. i am soo much better in casuals IMO…

“Dr.Subzero”… damn rock… he is pretty damn good with urien… i can maybe beat him 1, maybe 2 times out of 10 if i get lucky. he is the only urien that i so much problems with.

neck-snap combo? i do a lot of them, explain what it was maybe to me?

lets see…

s.lp>s.mp>s.fp>lp neck-snap
far fp(one hit)>lp neck snap
close fp(one hit)>lp neck-snap
s.mk>lp neck-snap (have to be crouching)

  • you can use EX (ES) neck-snaps substitute as well… FYI

i think thats everything i do…
i do the first one a lot actually, cause it sets me up for mix-ups after.

lemme know what combo i did with the neck-snap… now i am curious lol

BTW… did you see me jump at urien a lot? i actually do jump at uriens a lot… i love air parrying…

  1. Yeah, I say ES instead of EX… Same friggin thing. -.-

And ZenFire is correct. I watch a lot of Japanese match vids.

  1. RH Tsumuji CAN be comboed, but only in a few ways.
  • JP>SP(1hit)>FP>RH Tsumuji works on standing non-stunned opponents.
  • FK>RH Tsumuji only works on crouching opponents (or stunned).
  1. ES Tsumuji is always stronger than Raida in every situation. Raida is stronger than RH Tsumuji on a standing opponent, but only by 1 point of damage. RH Tsumuji is stronger than Raida on a crouching opponent <-- tested. RH Tsumuji can be super-canceled on the second hit with SA.III.

  2. Neck Snap (Kubi Ori), can be comboed the same way RH Tsumuji can. The strength of the button pressed does NOT determin the damage, so when comboing, JP is best.

  • far s.FP>JP Kubi Ori
  • close s.FP (1st hit)>JP Kubi Ori
  • s.JP>s.SP(1hit)>s.FP>JP Kubi Ori

BTW, this is sorta why I bothered making the “Ibuki Combo/FAQ v1.0”. I know it’s a little cliche, but it does include all these aformentioned comboes and the damage they do.

Is the difference in strength between EX tsumuji and raida significant enough to warrant meter usage when both will connect? Although the kicks will deal more damage, I believe the stun from a raida is greater.

And about that neck breaking… I don’t have a DC on hand so I can’t test this myself, but I’ve been wanting to compare the damage between the EX kubiori and raida, and stun as well. From long ago when I did test this, I think I remember the stun on EX kubiori being worth burning the meter.

FK>FP Raida - 46

FK>ES Tsumuji - 50 damage

toward+FK>FK>ES Tsumuji - 58 damage

The stun appears the same, maybe one or two pixles more or less between the two.

The toward+FK>FK>ES Tsumuji does significantly more stun, damage, and can’t be followed up with a Raida in place of the ES Tsumuji (only the Tsumuji will connect, Raida will wiff).

Both Raida and ES Tsumuji cause knockdown, and both send the opponent flying across the screen. The opponent can quick-stand after an ES Tsumuji, but not from a Raida. However, Ibuki recovers from a Raida much slower than an ES Tsumuji.

The ES Tsumuji looks much safer when blocked, than a Raida.

In the corner, she can walk up to the opponent before they recover in both situations.

Against crouching opponents:

FK>FP Raida - 51

FK>RH Tsumuji - 58

FK>ES Tsumuji - 62 damage

toward+FK>FK>ES Tsumuji - 72 damage

The RH Tsumuji appears to do less stun than the Raida and the ES Tsumuji. The difference of 11 damage is about half the damage of a normal throw, or about the same damage as a far standing strong punch. The stun still appears about the same between the Raida and ES Tsumuji.

Again, the toward+FK>FK>ES Tsumuji does significantly more stun, damage, and can’t be followed up by a Raida.

JP>SP(1hit)>FP>Raida - 46 damage

JP>SP(1hit)>FP>ES Kubi Ori - 47 damage

The ES Kubi Ori appears to do a few pixles of stun more than the Raida. Nothing too significant, though.

BTW, if you’re wondering about the damage numbers: this is all tested on Akuma (Gouki) in training mode on default damage/diffaculty.

Well it wasn’t so much that you attempted the combo, but that it was obviously not guaranteed to hit. You did late jab kunai with the urien in the corner then st.mk xx lp neck snap. And yes you jumped hella lot at him, but with success, so that’s good. It was only one match so I can’t say I know how you play from that one match.

that was probably supposed to be a late dagger, then s.mk into raida, but i fucked up on the execution and did a neck-snap instead. :bluu:
i do that set-up a lot actually, its one of my favorite 3-hit combos with ibuki.

oh well, like i said before, the few times i enter tourney, i get all nervous and my leg and hands litterally shake. its something i haven’t learned to overcome, especially if there is a camera there. i guess i am not used to the pressure yet.

but my confidence completely changes when playing in casuals, even if i play against pyro or frank, only because we play against each other soooo mnay times…

i don’t know what to do to bring that same feeling with me when it comes time to play in tourneys. everyone gives me little tips, but its just something i have to overcome :bluu:

It’s true, but overcoming it happens automaticly. Nerves help you focus, but if they get in the way… that’s bad. I think the best way is to enter as many tourneys as possible. :slight_smile:

Take a shot of vodka (or three) before you go in. You might not play as well, but at least you’ll relax and have fun. :smiley:

i work on Saturdays and Sundays, so i can’t usually enter tourneys those days unless it is held at night…

but yeah, i just need to enter more.

vodka isn’t such a bad idea… lol

have you guys tried expierementing (sp?) with the far range of back+mp>c.hk>s.hk where as the back+mp hits only one time at the very end of the palm? (3 hit combo)

try it out!

I haven’t experimented with this befoh, but I have done it accidentally a few times, like when I accidentally did a meaty close fierce so that only the second hit connected and cancelled into c.rh. Works pretty well on hugo and alex, but everyone who can crouch under it makes me sad. :frowning:

According to frame data, the close strong could be linked into the c.short or the s.forward. Someone must test this!

meaty close fierce? or meaty far fierce? the close fierce is the overhead elbow to the skull (well, its not really an overhead cause they can block low to my knowledge, but it should be!)
and i like doing the far fierce as they get up, but its sooooo easy to see it and get punished…

but what i meant was intentionally inputing the back+mp>c.hk>s.hk at a certain distance so the very tip of the back+mp hits, skipping the first hit of this 2-hit move cause of the distance.

the only thing is, when you are at that distance, doing that move is definatley not the best to choose from, but it is an option i guess.

i like doing the back+mp>s.hp on people waking up. 90% of the time, they will crouch in a defensive position waiting to tech. the thing is, when the fierce whiffs them, i immediatly throw. :smiley:
this works extremely well. i make it so that i walk back and forth and do this at the last second, after they get up from a knockdown, so i can block incase of a wakeup. but most people will sit after being knocked down and wait from there. its easier to take damage from a throw then to do a wake-up/parry attempt while the other person can simply block in and punish.

edit—
close strong (not back+mp) can be followed up with a toward+s.lk for 2 hits. you can’t follow up anything else after that. you cannot hit them with a standing forward after the s.mp either… that would be awesome if it worked, but it doesn’t :frowning: