Shinobi Guide: For people who want to learn Ibuki!

Hey all!

I made this guide for beginners. It contains the info you need to start with Ibuki and has some stuff for the experienced users too.

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** Please make sure you understand frame data! I will use it in this guide and it’s really useful to understand it. **
** How to read frame data: Super Street Fighter 4 : EventHubs.com**

**About Ibuki: **

Ibuki is a great character in Super Street Fighter IV. A lot of people wanted to see her back after Street Fighter 3rd strike and the developers have listened.
Ibuki is really quick, has a lot of options and has a great knockdown game. In fact, if you want to win your matches, try to score a knockdown as much as possible. She also has many target combos (TC is short for target combo) that can be canceled into most of her specials. She can also Super Jump Cancel (SJC) some of her TC into her Ultra 2.

Strengths

INDENT=1Powerful, she can do a variety of damaging combos.[/INDENT]
INDENT=1Excellent offensive options. Her Command Dashes and other specials are good for mix-ups.[/INDENT]
INDENT=1Her Super Combo is insane.[/INDENT]
INDENT=1Air kunai vortex. If your opponents are on the ground you can vortex them. (more info in the guide)[/INDENT]
INDENT=1She’s hard to Focus Attack because she always hits multiple times.[/INDENT]
INDENT=1Good Focus Attack > Backdash game.[/INDENT]
INDENT=1SJC into her Ultra 2![/INDENT]
INDENT=1She’s a ninja.[/INDENT]

Weaknesses

INDENT=1She takes quite a bit of damage.[/INDENT]
INDENT=1The advanced combo’s are execution heavy, SJC into Ultra 2 is hard for beginners.[/INDENT]
INDENT=1She has a hard time with grapplers.[/INDENT]
INDENT=1Kunai doesn’t have a lot of priority.[/INDENT]
INDENT=1Many of her moves have a lot of recovery.[/INDENT]

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(in air) Kunai j.:qcf::p:
Ibuki throws a knife/kunai out of the air, aiming it close, midscreen or far depending on what punch button you press. The EX-version of this move throws two knifes and is capable of reaching across the screen, but it’s better to save your meter for your Super or EX-Neckbreakers. The knife can be used for building your EX by throwing it close to the ground when you are far from your opponent.
The priority of the Kunai is terrible, so you should never use it while jumping in. The good thing about the Kunai is that it can be used for her vortex, which is explained in the strategy section of this guide.

The kunai throw has a 15 frames recovery, so be careful when using it. If you miss your opponent has an 15 frame window to punish you, so it’s not safe to spam them too close to your opponent.

Tsuijigoe :dp::p:
This move makes you jump over your opponent.
You can follow up with a Kunai or Ibuki’s Super when you’re near the apex of your jump. Good move to confuse your opponent with a kunai when he/she is standing up or to punish an opponents Ultra with your super. I have to be honest though, I never ever use this move.

Neck Breaker :hcf::p:
Guard Breaking
Ibuki slides over the ground and will break the opponents neck if they don’t block it low. The strength of the button pressed controls how far forward you travel, with HP traveling the furtest and LP the least far. You can combo most of your TC in this move, scoring a knockdown to set up your Kunai Vortex.
The EX-version can be used to slide under some projectiles and projectile Ultras, making it a good spam-punisher. The range of the EX-version is somewhere in between the MP and HP version and it leaves Ibuki farther away from the opponent after hitting.

The neckbreaker has a 13 frame recovery on block. So if your opponent blocks he/she has plenty of time to punish you. Use it wisely, not spammy.

Raida :hcb::p:
Guard Breaking
It looks like a grab, but it can be blocked. When this connects Ibuki holds her enemy and shoots an energy orb out of her hand. This is a good counter against slower moves, moves from afar and some Ultras due to it’s high priority. It’s smarter to finish your combos with a neckbreaker, you will get a knockdown while the Raida sends your opponent far away and out of your reach.
The EX-version of this move gives you a longer range and faster recovery.

Raida has a pretty quick start-up of 6 frames, and 5 active frames. The active frames make the move great for punishing Honda-headbutts, Blanka-Horizontal rolls, Dhalsims limbs and a lot of other moves! Even some ultra’s can be countered with this move. A list of these moves will come soon.

Kasumi Gake :qcf::k:
AKA Illusion Dash or Command Dash.
This move makes Ibuki dash forward. The hard version goes through some of the opponents moves, through the opponent while standing next to him/her or while he/she is on the ground. This move is great for mix-up and wak-up games. If your opponent uses a move with a lot of startup you can dash through them and get a free combo from the other side.
The move can also be used in some combos. If you use :l:+:mp: as an anti-air it’s possible to cancel into the Kasumi Gake after the first hit so you can follow up with a Raida or Kazegiri at the other side.

Kazegiri :dp::k:
Ibuki’s Dragon Punch type move, except it’s done with her feet. It hits three times and it is possible to FADC out of it. The EX-version can be followed up with a kunai. Even though it seems like a good anti-air, it’s not really useable for that purpose. The Ex-version also adds some invincible frames and it has a shorter horizontal range.
The Kunai after a blocked EX is not safe. Your opponent can punish you with a FADC on the kunai or dashing under it.

Kazegiri has at least 27 frames recovery after being blocked, so it’s not safe on block! Even when it’s not blocked you still have a big recovery.

Tsumuji:qcb::k:
Ibuki spins around, kicking her opponent.
Holding down and pressing a Kick button while Ibuki is spinning around will cause her next attack to be a low sweeping move.
The Ex-version, when done in the corner, can be followed up by Raida and Kazegiri if you don’t use the low sweeping kicks. It also hits four times with EX. Try not to hit low on hit, because it’ll scale your damage.

The medium kick Tsumuji has has a 0 frame advantage on block, so it’s safe. The LK, HK, and EX version have -4 frames disadvantage.

Hien :rdp::k:
Ibuki jumps on the opponents shoulders/face and then jumps away. This has to be blocked high so the light version is great for mix-up gamesm or to hit-confirm your super.
You can follow up after the initial attack with a kunai or Ibuki’s Super. You can’t do any follow-ups after the EX-version of this move since it knocks your opponent down. The EX version can hit closer than the LK version and further than the HK version since it tracks your opponent.
It’s not the safest move of her specials, so don’t use it too much.

Air Grab :lp:+:lk:
A grab, but then in the air. You can use this as a reaction to an opponents move. It has a lot

Super—Kasumi Suzaku :qcf::qcf::p:
Ibuki throws 12 daggers from the air. You can combo it after a kunai, Hien and after a hard close kick if you are fast enough. The button you press determines how far the kunai’s will go.
This can also be used as an anti-air if you are quick.
This super can also been done extremely close to the ground if you input :qcf::uf::qcf::p:

Ultra 1 — Yoroitoshi:hcb::hcb::3p:
Ibuki grabs the opponent and deals quite a bit damage. When it misses she only shoots an orb out of her hand that hits when your opponent is just out of the grab range.

Ultra 2— Hashinsho :qcf::qcf::3k:
Guard Breaking
Ibuki hits the opponent and throws a lot of kunai’s. It is possible to super jump cancel into this ultra.

Notable Normals

cr.:hp:
Your best anti-air option from the ground. Has a lot of priority.

:l::mp:
Also a good anti-air but harder to hit. The good thing about this move is that you can cancel the first hit into a Command Dash so you can follow up with a Raida or Kazegiri.
The move also has 0 frames advantage on block, which is good.

j.:lp:
Her best cross-up move, it’s also part of TC3 so you can follow up with a j.:r::mk: and then TC4 on the ground into Raida or Ultra 2 (just an example).

cr.:mk:
0 frame advantage on block, thus good for poking into Neck Breaker.

j.:hk:
Use this early in jump if you can predict an opponents jump.

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Combo Time!

All the damage in the combo’s is the maximum damage you can deal with the combo!

[S][S]Some of the Combo’s have a link next to them saying: “Example Video:karate:”, click it to see what the combo looks like : )[/S][/S]

No EX combo’s:

j.:hp: > :f: + :mk: , :lp: > :mp: > :hp: , :hcb: :p: 362 DMG Stun= 496 [media=youtube]jAzspYu1LHs"[/media]

j.:hp: > :f: + :mk: , :lp: > :mp: > :hp: , :hcf: :p: 377 DMG Stun= 521 [media=youtube]T3tpAygScDA"[/media]

j.:hp: > :f: + :mk: , :lp: > :mp: > :d: + :hk: > :hk: 313 DMG Stun= 426 [media=youtube]RLOsju4NHEY"[/media]

j.:lk: > :f: + :mk: , cr.:hp: SJC :qcf::lp: , :lp: > :mp: > :hp: 296 DMG Stun= 406

Target Combo’s:

target combo 1:
(in air) :hp: > :f: + :mk: 160 dmg Stun= 250

target combo 2:
(in air) :lp: > :f: + :hp: 110 dmg Stun= 200

target combo 3:
(in air) :lk: > :f: + :mk: 80 dmg Stun= 60

target combo 4:
:lp:>:mp:>:hp: 200 dmg Stun= 198

target combo 5:
(outside close range) :lp: > :mp: > :f: + :lk: 81 dmg Stun= 124

target combo 6:
:lp: > :mp: > :d: + :hk: > :hk: 210 dmg Stun= 240

target combo 7:
:l: + :mk: > :f: + :mk:

target combo 8:
:hp: > :d: + :hk: > :hk: 238 dmg Stun= 308

target combo 9:
:lk: > :mk: > :hk: 108 dmg Stun= 148

Combo’s with EX meter

:rdp: :k: , :qcf: :qcf: :p: 480 DMG Stun= 140~160 [media=youtube]b_ak1XCncq4"[/media]

close :hk: , :uf: , :qcf::qcf: :p: 414 DMG Stun= 200 [media=youtube]KFyoEjTi0A8"[/media]

cr. :hp: , :uf: :qcf::qcf: :p: 430 DMG

j.:hp: , :lp: > :mp: > :hp: , :qcf::2p: 388 DMG Stun= 552

:lk: > :f: + :mk: , cr.:hp: SJC :qcf::qcf::p: 400 DMG

(in corner) j.:hp: , :lp: > :mp: > :hp: , :qcb::2k: , :qcb::2p: 440 DMG Stun= 647

(in corner) j.:hp: > :f: + :mk: , :lp: > :mp: > :hp: , :qcb: :2k: , :hcb: :p: 416 DMG Stun= 601 [media=youtube]pDxYqcNMPjg"[/media]

Combo’s into Ultra

:lp: > :mp: > :hp: , :qcf::qcf::uf::lk::mk::hk: 469 dmg Stun= 601

:lk: > :f: + :mk: , cr.:hp: , :qcf::qcf::uf::lk::mk::hk: 469 dmg

The following normals can be SJC’d into Ultra 2

INDENT=1close :hk: (2nd hit)[/INDENT]
INDENT=1close :lp:[/INDENT]
INDENT=1close :hp: (1st hit)[/INDENT]
INDENT=1cr.:lp:[/INDENT]
INDENT=1cr.:hp:[/INDENT]

Damage List

Under the moves are 5 numbers. These numbers are frame data, provided by Cicada in THIS PDF FILE.
For those who do not have a PDF reader or like it in plain text, it’s also here.

Startup : S
Active: A
Recovery: R
AB : Advantage on block
AH: Advantage on hit

Visit this link if you don’t understand frame data

Normals:

close :lp:
damage=30
stun=50
S:3 A:2 R:10 AB:0 AH:+3

far :lp:
damage=25
stun=50
S:3 A:2 R:5 AB:+4 AH:+8

close :mp:
damage=70
stun=100
S:7 A:4 R:18 AB:?6 AH:?2

:l: + :mp:
damage (1st hit)=30
stun (1st hit)=50
damage (2nd hit)=60
stun (2nd hit)=50
S:6 A:3 R:10 AB:0 AH:+4

close :hp:
damage (1st hit)=60
stun (1st hit)=125
damage (2nd hit)=70
stun (2nd hit)=75
S:6 A:4 R:23 AB:?5 AH:???

far :hp:
damage (1st hit)=100
stun (1st hit)=100
damage (2nd hit)=50
stun (2nd hit)=200
S:12 A:4 R:16 AB:?2 AH:+2

:lk:
damage=20
stun=50
S:5 A:4 R:9 AB:?2 AH:+1

:r: + :lk:
damage=30
stun=50
S:4 A:4 R:9 AB:?1 AH:+2

:mk:
damage=70
stun=100
S:6 A:4 R:14 AB:?4 AH:+1

:l: + :mk:
damage=70
stun=100
S:10 A:2 R:17 AB:0 AH:+4

:r: + :mk:
damage=80
stun=100
S:26 A:2 R:10 AB:+3 AH+5

close :hk:
damage (1st hit)=50
stun (1st hit)=125
damage (2nd hit)=60
stun (2nd hit)=75
S:10 A:3 R:17 AB:?2 AH:+2

:r: + :hk:
damage=100
stun=210
S:13 A:2 R:21 AB:?5 AH:?1

cr.:lp:
damage=20
stun=50
S:4 A:3 R:6 AB:+3 AH:+6

cr.:mp:
damage=70
stun=100
S:8 A:7 R:7 AB:0 AH:+3

cr.:hp:
damage=100
stun=200
S:9 A:3 R:18 AB:?3 AH:+2

cr.:lk:
damage=20
stun=50
S:4 A:2 R:8 AB:+1 AH+4

cr.:mk:
damage=70
stun=100
S:6 A:5 R:9 AB:0 AH:+3

:df: + :mk:
damage=70
stun=100
S:7 A:11 R:11 AB:?11 AH:?5

cr.:hk:
damage=90
stun=100
S:6 A:2 R:25 AB:?9 AH:—

Specials and Ultra’s

Dagger throw (Kunai):

L = 50 damage Stun= 60 S:7
M= 50 damage Stun= 60 S:7
H= 50 damage Stun= 60 S:7
EX= 100 damage Stun= 200 S:8

Jumping Double Kick (Hien):

L = 115 damage Stun= 140 S:25 A:7 R:17 AB:?28 AH:?23
M = 130 damage Stun= 140 S:27 A:7 R:17 AB:?29 AH:?31
H = 150 damage Stun= 160 S:27 A:7 R:17 AB:?28 AH:?25
EX= 170 damage Stun= 270 S:36?42 A:??? R:??? AB:?10 AH:???
**
Neck Breaker:**

L = 140 damage Stun= 250 S:15 A:10 R:16 AB:?13 AH:???
M = 140 damage Stun= 250 S:15 A:12 R:17 AB:?13 AH:???
H = 140 damage Stun= 250 S:15 A:21 R:19 AB:?13 AH:???
EX= 160 damage Stun= 300 S:15 A:14 R:19 AB:?13 AH:???

Energy Grab (Raida):

L = 110 damage Stun= 200 S:6 A:5 R:25 AB:?14 AH:???
M = 110 damage Stun= 200 S:6 A:5 R:27 AB:?16 AH:???
H = 110 damage Stun= 200 S:6 A:5 R:29 AB:?18 AH:???
EX= 140 damage Stun= 250 S:6 A:5 R:20 AB:?9 AH???

Dragon Kick (Kazegiri)

L = 135 damage Stun= 120
M = 145 damage Stun= 120
H = 160 damage Stun= 120
EX= 160 damage Stun= 120

Spinning Kicks (Tsumuji)

L = 100 damage Stun= 110
M = 120 damage Stun= 190
H = 140 damage Stun= 200
EX= 130 damage Stun= 250

Airthrow

150 damage Stun= 100

Super — Kasumi Suzaku:

330 damage if all kunai’s hit

Ultra 1 — Yoroitoshi:

501 damage
S:1+1 A:2(10)17 R:77 AB:?5 AH:?1

Ultra 2 — Hashinsho:

469 damage
S:1+9 A:2(2)2(15)2(26)3(8)2 R:71 AB:?63 AH:???

Strategy

Common strategy/some tips:

It’s important that you don’t overuse the EX moves. In fact, you should only use EX-neckbreaker to punish fireballs and your EX-Spinning kicks in the corner to combo. Her Super is strong so it’s best to save your meter for it.
Ibuki has a great Focus Attack. By focus attacking and backdashing you can easily punish an opponent?s whiffed attack with a TC into a special. That way you can get your opponents on the ground. (And that’s where you like them)
A lot of people forget the move, but don’t forget using your Command Dash. Mixing up your different dashes when far away from the opponent, mixed with backjump Kunai throws will bait your opponent to get in, saving you some work. This way they tend to get a bit more reckless, so you can hurt them more easily. If they decide to jump in, and a lot of people will do this, try to get them with + and cancel the first hit into the Command Dash for a free Raida on the other side, or Command Dash and wait for a move you can punish.
Your safest special move is probably your :mk: spinning kicks, since they don?t have any recovery.

Getting In:

You shouldn’t have too much trouble with this. With her command dash, Neckbreaker, Hien and super jump you can get next to your opponent before they know it. She also got plenty of option against projectile spammers: slide, (EX) Hien , Ex neckbreaker, Tsuijigoe and of course FADC to build your ultra. When close you can also use her MK overhead to get over fireballs or the start-up of Ultra 2 to travel through them.
More specific details on strategy:
Ibuki has a lot of moves and combos, and thus a lot of possible strategies that are useable. The most common ways of using her are either by using a lot of footsies or rushdown and vortex. If your opponent knows the match-up against Ibuki and how to block her vortex, you should stop trying and instead switch to a more footsie based playstyle.

For the people here who do not know much about footsies/vortex in general:

Footsies:
Footsies is about reading your opponent, baiting a lot and using high range attacks from the right distance. A character that has a really good footsie-game is Chun-li. She will try to be far enough to avoid being hit, while at the same time trying to (barely) hit the opponent with a normal move.
*
Example (Everything in this example is made up, but it?s to make sure you get the idea) :
Let?s say that we calculate range in street fighter with centimeters (we don?t, but in this example we will just pretend) and with imaginary moves. The Chun-li fighter is at 200 centimeters distance of a Ryu player. The player knows that Ryu?s most far reaching move has a range of 80 centimeters, while the most far reaching move of Chun-li is 100 centimeters. Both players will walk back and forth trying to get close slowly. The aim of Ryu is to block your moves and punish you, so you will try to wait till he steps forward, inside your 100 centimeter range but not closer than 80, so you can hit him. This is a really bland explanation of footsies.
*

Vortex:
The goal of using vortex is to make the opponent think: ?OH GOD MY ENEMY IS EVERYWHERE WHERE THE HELL DO I BLOCK?! HELP I CANT GET OUT!!?
You can achieve this by trying to constantly switch sides of the opponent and attacking them on both sides. You also want to make sure the opponent has to try hard to get out of this vortex, by knocking them down or something like that. Cross-ups are fundamental.
**
How to use these strategies with Ibuki:**
Ibuki has a great vortex game thanks to her Kunai throw and target combos. If you want to fight in this style, try to score as many knockdowns as possible.
The trick is to super jump over your opponent that’s knocked down, throw a kunai when you are still on the same side and continue to combo when you landed on the other side (or at the same side, mix-ups are good ).
The best way to set this vortex up is by using your non-Ex Neckbreaker, because it’s untechable and places you at a good distance for the super-jump cross-up. Remember that the Neckbreaker is really unsafe on block, so don?t spam it! After the neckbreaker do a super jump over your opponent and try aiming the (:lp:) kunai inside the opponents hitbox, just before the apex of your jump, so when your opponents wakes up the kunai appears to be in the middle of the body. When you land, wait a split-second and then perform a target combo. If you time it right it’ll combo. From your target combo you combo into another Neckbreaker (loop loop, if your opponent doesn?t know how to block you are getting an easy match), your ultra or a different damaging combo or mix-up.
(The part about her footsies will be added soon)

I’ve recorded a small video of a vortex example: [media=youtube]GNfuCjJoL5U"[/media]

Controlling the air

Her best air-to-air option are her Air Throw (when you react to an opponents jump) or an early j.:hk:. j.:lp: and :lk: are good as resets since you can walk under them during the reset so you can catch them off guard.

Crossing up:

I could’ve placed it here or in the ground section, but both are logical and the air part was empty. Her best cross-up move is het j.:lk:, because her hitbox is much bigger than her :mk: cross-up and can also be followed up by :r::mk: (Remember that when you cross-up starting from the left side, you press j.:lk: and after that :l::lk:, because you are already on the other side of the opponent) because of her in air-target combo’s.

Use of kunai:

Don’t jump in with a kunai. A kunai can easily be neutralized with a shoryuken or other attacks while it hits you. The kunai should be used while jumping away, with a neutral jump or in the kunai vortex set-up to prevent getting your ass kicked. When your opponent has low health, just like you, jump back and use your normal kunai’s to get the last bit of damage off and save your ex to punish any projectile attacks with EX-neckbreaker.

Character specific tips

Some of the character-specific tips come from the Ibuki match-up thread. For more in-depth matchups please visit Bringing Knives to a fistfight! Ibuki Strategy and Matchups Thread.

Abel:

Strategy:

Priority/Countering:

  • Raida beats Tornado Throw and Change of Direction.

Adon:

Strategy:

If you see him traveling to the wall for a walldive kick, use your :l::mp: to counter it. If it whiffs it shouldn’t matter much because you probably recover in time.
Raida him out of his standing HK once in a while, so he won’t spam it too much.

Priority/Countering:

-If he tries to get away with a L or M jaguar tooth, Punish with Neck Breaker.
-:l::mp: counters the jaguar walldive move.

Akuma

Strategy:

Priority/Countering:

-You can use your Raida or Super to punish a badly timed Ultra 1.
-Punish air fireballs with a Hard Neck Breaker.
-When he teleports out of your Kunai Vortex, punish him with you Neck Breaker.

Balrog (Boxer)

Strategy:

Watch out with your Kunai vortex since Balrog can escape from it by using his Turn Punch. Your Focus Attack is good, so try using it against his punches.

Priority/Countering:

-Most of his special punches can be countered with a Raida or Ultra 1 if Balrog doesn’t time it right

Blanka

Strategy:

Blanka’s hitbox when crouching is really hard to hit, so not all of your combo’s will work. More info will be coming soon on this.

Priority/Countering:

-Counter his horizontal ball move with a Raida
-A blocked horizontal ball can be punished with Neck Breaker or a Hien followed up with your super
-His Electric Thunder can be punished with the Neck Breaker

Cammy

Strategy:

Priority/Countering:

Cody

Strategy:

Priority/Countering:

Chun-Li

Strategy:

Priority/Countering:

C. Viper

Strategy:

Priority/Countering:

Dan

Dee Jay

Dhalsim

Strategy:

Your best bet is to patiently get in and try to score a knockdown. From there you can pressure him with your kunai-vortex. If he blocks your kunai vortex you can try to hitconfirm a combo and end it in a neckbreaker to repeat the process.
It’s not a good idea to cross him up in the corner, just try to keep him there and pressure him. Watch out for his attempts to escape with a teleport.

Priority/countering:

  • Ex neck-breaker on his fireballs.
  • Raida against his stretchy limbs is possibly, but really hard to do.

Dudley

E. Honda

  • Counter his light and medium headbutt with your EX or Light Raida. Hard headbutt can only be countered when he is in the corner.
  • Counter his ultra 1 with a Raida.
  • All of his blocked Sumo Smashes can be punished with Ultra 1.

El Fuerte

Fei Long

Gen

Gouken

-Raida and Neck breaker are both armor breaking, so use them against parry-happy Gouken players.

Guile

-lure & punish > repeat

Guy

-Punish Hozanto with Raida or Ultra 1

Hakan

Ibuki

Juri

Ken

M. Bison (Dictator)

Makato

Rose

Rufus

Ryu

  • EX Neck breaker goes under his Ultra 1

Sagat

  • EX Neck breaker goes under his Ultra 2

Sakura

Seth

T. Hawk

Vega (Claw)

Zangief

Strategy:

From what I’ve seen untill now, Zangief will basically be a hit and run fight for Ibuki. Don’t forget that SJCanceling the last hit of a target combo can get you away from his damaging grab moves

Priority/countering:

  • If they spam Lariats; Punish with Neck Breaker, Kunai into target combo, super combo or Hien into super.
  • Raida beats a starting Lariat and his green hand move. Raida and Ultra 1 can also punish his green hand/banishing flat on hit and block as long as you don’t get knocked down.

“- No good way to combo into ultra found yet.”

All moves that she can sjc including target combos can lead into ultra, for example lp mp hp sjc ultra as seen in the Wong tutorial.

Also, it seems you missed to include U2. Other than that I think it’s a nice compilation, imho you could remove the English names and type the inputs instead but that’s just what I think :).

Thanks and changed : )

you wrote EX Tsumuji doing 2500 stun…minor typo…unless it seriously does 2500 stun and nobody told me!

Wow Ibuki is going to be a stun queen once I figure her out. Just like Vipes.

Nice work.

good stuff def going to be using this

Shouldn’t this be :2k: instead of :2p:? I’m assuming that it’s supposed to be EX tsumuji > ex Raida.

Was this done on an opponent with 100% hp? Seems like it’s been scaled and the numbers looks kinda weird oO. This guide is starting to look really nice, good work :smiley:

Haha, changed!

Changed the combo too and i will double check the Ultra 1 and 2 in about an hour, coffee time!

EDIT: Coffee time is over. I double checked it and it’s really the right amount of damage! : )

Ibuki

Combo intro U2
:lp:,:mp:,:hp:,:qcf::qcf::uf::lk::mk::hk:
does 469 dmg but only does like 148 stun

Combo in corner
j.:hp:,:lp:,:mp:,:hp:,:qcb::2k:,:qcb::2p:
does 392 dmg & 607 stun if :mp: only hit once
does 440dmg & 647 stun if :mp: hits twice

j.:hp:,:lp:,:mp:,:hp:,:qcf::2p:
376 dmg 522 stun 1 hits :mp:
388 dmg 552 stun 2hits :mp:

cr.:hp:,:uf:,:qcf::qcf::p: (i got better results with :mp:)
430dmg

For the Akuma match, if you get a Kunai vortex going and he teleports out of it, you can punish it with another Neckbreaker.

^it also works agains adon :lk:&:mk:jaguartooth and dudley’s duck & (insert random stuff here)

BTW your avie is AWESOME

I feel ashamed because I kinda fail to pull this off most of the time ^^;;

Everything is either added or changed : )

huh, i know its pretty similar to one of the combos you posted before, but i can see the dmg is different and i feel its easier to hit confirm and sjc out of cr.hp any reason about why isnt this into the op?

The only reason is that I forgot to press the save button, my bad. Thanks for helping : )

This thread is so full of win.

I <3 this.

I would love to see more in depth character strategies as the games meta game evolves. :slight_smile:

I got the Damage and Stun Values for all of her normals as well as posted all normals that can be SJC’d outside of target combos.

close s.jab
damage=30
stun=50

far s.jab
damage=25
stun=50

close s.strong
damage=70
stun=100

back strong
damage (1st hit)=30
stun (1st hit)=50
damage (2nd hit)=60
stun (2nd hit)=50

close s.Fierce
damage (1st hit)=60
stun (1st hit)=125
damage (2nd hit)=70
stun (2nd hit)=75

far s.Fierce
damage (1st hit)=100
stun (1st hit)=100
damage (2nd hit)=50
stun (2nd hit)=200

s.short
damage=20
stun=50

forward short
damage=30
stun=50

s.forward
damage=70
stun=100

back forward
damage=70
stun=100

toward forward
damage=80
stun=100

close s.RH
damage (1st hit)=50
stun (1st hit)=125
damage (2nd hit)=60
stun (2nd hit)=75

toward+RH
damage=100
stun=210

c.jab
damage=20
stun=50

c.strong
damage=70
stun=100

c.Fierce
damage=100
stun=200

c.Short
damage=20
stun=50

c.forward
damage=70
stun=100

df+Forward
damage=70
stun=100

c.RH
damage=90
stun=100

SJC Normals
s.Forward
close s.RH (2nd hit)
close s.jab
close s.Fierce (1st hit)
c.jab
c.Fierce