Shinobi Guide: For people who want to learn Ibuki!

I made a list on who the target combo works on and at what ranges and if they are either crouching or standing. But somebody said they already have the list somewhere so I didn’t post it. Do you guys think I should post it up anyways?

More information and sources couldn’t hurt.

I have a few questions about the vortex.

First off I’ve been hearing different things about whether i need to SJ or not to get this going. I can super jump consistently, do I NEED to SJ to get the ambigious cross up properly?

How do I as a player determine where the kunai will go? The time that I throw it in the air? SJ or not? LP or MP Kunai?

I’ve been following these guidelines lately:

Get the KD.
Super Jump OVER them
Throw LP Kunai at top of jump

but then I land and it seems like i cant combo. I get thrown by scrubs and its dumb.

You can ambiguous cross-up with either normal or SJ. However doing it from a super jump with the correct timing is the best (only?) way to make it almost 100% safe (aside from certain characters Ultras IIRC).

The best way to get work out your vortex is to, firstly, get a knockdown via non-EX neckbreaker. This is better than any other KD to get the vortex started as it is a) untechable and b) puts you at the perfect distance for the SJ cross-up. Next you wait a split second and then go to SJ over the knocked down opponent. I find that throwing the kunai just before the apex of the jump is best but essentially you are aiming to throw your LP kunai so that is “inside” the the opponents hitbox when they wake up. ie making it hit “meaty”. This ensures that if they try and do a move or block the wrong way then they will get hit by the kunai.

Now the next bit is what catches a few people out. There is a slight recovery on landing after throwing a kunai, so you have to wait just a fraction of a second before going into you combo. Get your timing right however and you’ll be all set.

I recommend going into training mode as a shoto for example. Then record your neckbreaker into vortex kunai into combo with P2 ibuki. Next switch back to your friendly shoto and try blocking high/low left/right and seeing which side blocks and which doesn’t. Also try Shoryu/EX Shoryu to check your timing is safe from scrubby reversals :wink:

Once you have some timings down that you think are working for you, repeat this process a number of times (record, defend etc) until you feel confident that you can make the mixup sufficiently ambiguous and safe.

This should give you a good grounding into the spacing and timings required for the vortex and let you work into other aspects of your game after knockdowns.

I don’t know if someone has told you before, but I love you man.

I knowabout the reg neckbreaker being the best because CR HK puts you toooo close and ex makes youu too far away and forces you to command dash to continue pressure. This is exactly what I needed to read. I watched Justin Wong do it against that Hakan at Pax East and he did it without SJing so i got all pumped. I’ll have to practice in training mode.

I have had most of my exams already (it’s going well btw) so i can continue updating the guide again. Added some strategy and more will be updated/added in the next day. If you don’t agree on something, know something that has to be in this guide or spelling corrections (I’m not American nor English and my native language is Dutch, so I make mistakes) please PM or e-mail me!

Thanks for motivating me to continue this guide! It’s great to hear that it helps people :slight_smile:

DANG IT! My player points are suffering. Are there any tips for getting ultra’s off? My seeming inability to do so is literally stopping me from advancing farther in the ranks.

Do you mean tips on how to do the motions (practice) or tips on getting them to land?

From my understanding (pretty new to her) the only ultra you can combo into is U2 and that requires a super jump cancel. You can do it pretty easily from the LP, MP, HP target combo.

i cant figure out how to combo into her neck breaker. it either doesnt come out or it comes out too late and gets blocked.

Instead of just lurking in the background, just want to say thanks to everyone that put time into this thread, it’s helped me out so much since I picked Ibuki up. Even now it’s still helping me.

Get practicing.

Doesn’t come out: you did it way too fast.
Gets blocked: you didn’t cancel your normal into neckbreaker (ie: you did it way too slow).

tl,dr: Get practicing.

Updated the guide. The names of all the contributors are now at the beginning of the guide since it was starting to look ugly.

I added a bit more about Ibuki, changed some of her strength and weaknesses, placed more data about all her specials and the EX-version, placed some notable normals and a lot more strategy.
I’m going to need help on the match-ups though.

Hope this’ll keep you all happy!

I am practicing, I was just wondering if there was any good methods to use to lure someone one into a ultra.

U1 or U2?

I personally think ibuki rapes akuma in every sense of the word. We are fantastic against projectiles, we dizzy him in like two combos, our vortex works nice on him because we also cover the teleport option w neck breaker, raida beats out ultra 1 as long as its not in the first few frames, and so much more. I think its 60-40 ibuki.

I have some general thoughts/strategies on her and have also made a nice vid on youtube that explains the vortex in depth. I pretty much have it down to a science now.

I still suck at getting ultra ii from tc but will worki on it. I also heard you can combo into it from an aerial tc?

I need help with luring for U2.

Against what character? Some characters’ specials can be punished with a reversal U2. And any fireball character within range can be punished with U2, if they throw out a predictable fireball.

How do you guys manage Vega(claw) he is all over the place.

FA his claw pokes, or raida if he’s foolish to try to poke you outside his poke range. Get a knockdown somehow and then go to town with vortex. He doesn’t have any escape options except backdash, that backflip thing with invincibility frames (basically a slower, farther backdash), and ex something. He also doesn’t have a good antiair except that up forward flip, which might not have much invincibility frames if any. I’m tempted to say you’re free to jump in with a kunai but I’m not 100% sure.

If he’s getting you with those wall dives, drops, etc. focus what you can, dash in and then target combo, or dash out of the way (like against that iazuna drop one) and then punish his recovery. Easier said than done, so you’ll have to practice (oh no!).

Luring against Guile, Chun Li, and Dee jay. Characters whose moveset is based around charging.