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]