Shinobi Guide: For people who want to learn Ibuki!

depends on what you’re doing… if you hit but the opponent is crouching and happens to have a small hitbox (cammy, blanka, etc) you’re better off doing a s lk s mk neckbreaker, go into vortex and then try to hit confirm into something meatier. If you’re looking at a shoto sized hitbox and above then the standard s lp s mp s hp into neckbreaer or other TC should hit ok. The hp into chk hk TC doesn’t seem to hit very well, it does odd things with certain hitboxes.
if you’re trying to poke out a crouching opponent you can try for an overhead, just grab or poke with lk + qcb lk or qcb mk or go for a shenanigan.
also remember that j lk will force an opponent to stand up. so you can do a full combo if you connect the lk f + mk air TC.

Use the MP Kunai as low as possible, you should have time to LP when you land.

Sure u can! Just gotta do it almost right after

Kudos for this thread dude! calling it helpful is an understatement :tup:

Yeah, it’s amazing, especially with vids after the moves, well done!

I’ve found her harder to play so far than in 3s (just simple stuff like like c.HK into s.HK came out every time before), but didn’t really know about some of the new changes.
Raida seems to hit really far now, and tagging a Super after Hien… did that even work when Ibuki was in 2d?? I just used to use SAIII from the towards and MK overhead lol
So, great info there, will try and put some of it into match-play later, cheers.

This is an excellent thread, keep the good job please, you have a new follower :smiley:

Yeah, this is a wonderful thread. I <3 it.

Couple of things that I have noticed about her/thought I’d point out for people just trying to get used to her:

-Jumping LK is easily her better cross up because the hitbox is much bigger than her MK and it also leads into her LK-MK aerial approach target combo and can this TC can also be crossed up. Yay! The timing on the MK seems much more strict to me than that of Kens, Ryus, or Codys…so i stick to LK-MK Target Combo or just LK.
-Learn 1-3 Target Combos to start off (LP MP [wait for the two hits] HP is definitely the most important because its the best to use to TC into Ultra II and it sets up beautifully for either a spin kicks to HP/EX Raida in the corner or neckbreaker to start the vortex) Hp to CR HK to HK is also amazing too because its one of the more damaging TCs if you just did a few Neck breaker and vortex setups to end the string to try and stun someone. LP mp cr HK to HK is also awesome too along with LK MK HK…whatever works easiest for you!
-Dont approach with a Kunai (someone mentioned this earlier, its true. You’ll get raped.)
-Use her command dash as opposed to her regular dash to close distance fast. It’s really good/quick.
-Dont approach with Neck Breaker. In fact only use this move in combos or against high projectile characters such as Sagat or Seth. or use the EX against projectile users in general. It’s a punsiher, not approach.
-At the end of the match: If you have a slight lead but have low health kunais are your friend…except against a projectile character. If you have EX meter against a projectile character dont use EX Kunai because its better to save that bar if you need to punish their projectile and take the match. Projectile characters can easily shoot fireballs under ibuki as shes doing a Kunai and have her land on it if you’re retreating them.
-Honestly, dont worry about learning Target Combo into ultra when you first pick her up. Learn the characters basics…than learn to do it. Take her slow, shes tough to learn.

Just my 50 cents.

I’ve been playing around on training almost all day and discovered my new favourite combo.
It’s basically a quick combo to get them into the air and then super attack them, however, the timing is quite hard to get down. It goes like this;

:lp:, :mp:, :d: :hk:, :hk: Then jump after them ASAP and follow up with a super
If done right you should jump instantly after the second kick

I forgot whether the start was target combo 1 or 2.

is there anything interesting you can do with the command dash, or is it just a move to get out of a crossup?

you can use it to cross people up on wake up, mixing up mk and hk command dashes to fake it and keep them guessing, also you can use it at the end of blockstrings to try to open people up.

You can also use it to go through the start up of invincible EX moves that have a lot of start up like Rufus’ EX messiah, Gief’s EX green hand or Viper’s EX seismo. You’ll be behind the opponent and get a free neck break or U2 punish.

if you anti-air somebody with b+mp and dash after the first hit you can do a raida or kazegiri from the other side.

I have been playing around in training and i’ve done the Ultra II TC setup a few times from different moves

Cr HP
mk
lp mp (1 hit)
lp mp (2 hit)
lp mp (2 hit) HP

and I also put the input display on as well and literally have done it plenty of different ways each time. I’m confused as to how I should go about performing the Ultra.

When do you start to buffer the first QCF? Should I end at UP Forward FIRST and then do the regular QCF to end it? Vice Versa? Should I just hit down up and then do QCF twice?

I read in the official strategy guide that if i do an empty SJ i hit the buttons too early but if i do a HJ HK i hit them too late which helps a little bit but am still unsure of the most reliable/best way to pull this off consistently.

I can get it like 1 out of 10 and still don’t want to even try to do this in match yet because i can’t even consistently pull it off in training. Help would be greatly appreciated! Hate to sound like a scrub. lol.

This thread will really help out alot when i start training with Ibuki. She looks like a lot of fun to play. Keep up the good info everyonee =D

I’m not entirely sure if what I do is the best way, or even the correct way to land U2. However, I generally have success by buffering the first qcf before the last hit in the combo, then following with a qcf, uf after the last hit. It seems to be fairly consistent for me in training but I’m still terrible (new Ibuki player and new sf4 player) so pulling it off in a match is still tough. I’m pretty sure you can throw both qcf’s (and the uf, obviously) in after the last hit of the combo, but I find that slightly harder to land (you gotta be quick).

For those of you out there with more knowledge than me, feel free to correct my ignorance.

Is there some kind of list of what combos work on crouching characters?
Here are some off mine:

Blanka
[s lp s mp s hp] doesn’t work
cr lp cr lp [s lk s mk] doens’t work
cr lp [s lk s mk] works but tight timing
cr lp cr lp cr lk hk kazegari works=>this is the combo i use on blanka

juri
[s lp s mp s hp] works
cr lp cr lp [s lk s mk] doens’t work
cr lp [s lk s mk] works but tight timing
cr lp cr lp cr lk hk kazegari works

those are good combos for blanka and juri :tup: thx for those man. vega is another character that those combos may need to be used against…

also against juri, you may want to fadc the hk kazekiri and then juggle with cr.fp or close st.hk >mixups, if they work on her… blanka might be useful to use dash mixups on after the close hk juggles him…

also cr.lpx3 > u2 might be a viable combo versus weird hitbox characters… its easier to sjc u2 there than what it might seem and its totally hitconfirmable.

-dime

Are you serious lp mp hp tc does not work on blanka? I’ll need to test that out. That’s pretty dumb.

It does not work on a crouching blanka
Also guy has the same fucked up hitboxes when crouching
guy
[s lp s mp s hp] doesn’t work
cr lp cr lp [s lk s mk] doens’t work
cr lp [s lk s mk] works but tight timing
cr lp cr lp cr lk hk kazegari works

Something i noticed today but that i am not entirely sure.
After a knockdown do a jumpover and at the arc release super,
the first one will hit crossover side and the rest rest normal side.