Shinobi Guide: For people who want to learn Ibuki!

That’s completely psychology and yomi. If you found a fixed formula for that, you could be #1 and beat out everyone in the world.

Yeah I’m good with all the practicing I just needed to know what to focus on and what viable counters are. Thanks for the tips.

A backwards jumping HK from a good like 80% of the cast stops Vegas air crap. I love to use Ken against Vegas because step kick really keeps him pinned down nicely and allows you to keep poking him and if he blocks that mix in throws.

Vortex is really key against Vega IMO. If you stay off of him at all he can do his shenanigans which is all Vega is because he sucks. lol.

I am getting wrecked by ken now. I just dont have any room to hit him. Then if I do get him down the problem comes where the target combo won’t come out when I land after the kunai

EDIT: It’s shotos. I can’t beat them for the life of me. I work so hard to get in on them then end up getting fucked up by something ridiculous.

just a little typo, that should be forwards + MK for the 2nd hit in her air TC (i dont know how to do the symbols yet lol, im a new user here)

sorry i also forgot to mention good work puting this together, loving this thread

I need some help playing Ibuki. I went from just over 1000pp to 500pp in like 8 matches today and it’s because I couldn’t get in when I wanted to.

When people weren’t blocking my neckbreakers, they would block the kunai in my SJ, which is the set up for the vortex. So they’d block the kunai, I’d land and they’d hit me before I could go into a blockstring and combo that into another neckbreaker. And if I went for a grab, the grab would wiff and they’d hit me. And if I could land the blockstring they’d block the neckbreaker.

I need another option for getting in. I did switch to jump.lk-j.mk target combo but I couldn’t chain that to the s.lk x s.mk target combo.

So if i’m not able to get in, what can I do?

Also, how can I combo out of the overhead f.mk?

Sounds like you’re either doing a random neckbreaker or going into a neckbreak combo finish even though they are blocking. If they are blocking the kunai and you are being punished on landing, it means that you’re probably doing the SJ kunai too late.

Are you whiffing your grab because of distance or are they still in block/hit stun? Are you mashing on grab as soon as you land? After the kunai you should start with a hit confirm combo or tick throw. If you want to tick throw off the kunai, you will need to wait a bit more for them to come out of block/hit stun.

I’m not sure what trouble you have with the jump in TC into ground TC. You’re hitting them with j.LK->MK but they’re blocking the LK MK chain when you land? For jump ins, I would suggest sticking to simply doing j.LK for cross ups and j.HP or j.MK from far. If you know they like to focus your jump ins, swap to TC combos or do deep jump ins and counter their focus attack.

“Getting in” is very specific to what character you are playing against and the level of your opponent’s skill. What characters are you having trouble to get in against? If they’re waiting for you to attack and just countering you, just take it slow and play defense for a while. Anti-air his jump ins, poke with your normals, try to make them whiff an attack and sweep their recovery.

After f+MK connects, people normally link any variant of light attacks… e.g. f+LK or c.LK or c.LP or stand LP so on…

Thank you, I changed it!

(And welcome before i forget it)

for your ignorance,im pretty sure that even a barely average claw would be able to beat you down.

Vega is far from a good character in super. He’s low mid tier at best.

He just doesn’t have the tools to be a viable tourney character.

I find ibuki dittos to be really fun? I always wait for my opponent to make the first move in aany ditto and just punish them accordingly because ibukis vortex> ibukis vortex if you know what I mean. Lol. Once she’s caught in it you’re hurtin hard and are forced to guess right. Its obviously even so you just need to be smart and not approach w unsafe attacks such as neck breaker. Try to catch the ibuki in the air w air throw to get some momentum going.

I have no clue what to do against shotos. Does anyone have any good videos that demonstrate a good strategy vs a shoto?

EDIT: I just got wrecked by a cammy. He was using spiral arrow and I’d block it, then he would immediately cannon spike and if I blocked it he would get sent out of range and I couldn’t punish. How am I supposed to get around that?

I can’t stand shotos because of shoryuken if I mess up vortex. I’m much more comfortable going to work against a bison, blanka, chun, honda/anyone that doesn’t have a tiger upper or shoryuken. They just eat her alive if you mess up vortex. It basically just boils down to luring scrub shotos to fireball and ex vortex to start working on your offense or just not messing up that vortex. Big reason why she’s execution heavy…if you mess up…we basically die. Lol

Not 100% sure, but you should be able to jab into combo after a blocked spiral arrow. Not sure if it has to be meaty though.

You can neckbreaker punish any blocked cannon spike, as well as U2 reversal.

As soon as I read that I face palmed harder than you could possibly imagine, I think i gave myself a bloody nose

Is it possible to link the target combo LP MP fw LK into something? I tried and can’t, but if someone better than me could test… :bgrin:

Thanks Pheeel. I must be throwing the Kunai too late.

The grab wiffs are because they’re still in block/hit stun. I should hit confirm before I tick throw probably.

I’ll get in the lab and work on my Kunai timing. If it’s throw at the correctmoment, they can’t block, correct?

If it’s thrown at the correct moment, they won’t know which direction to block. They can always block, but the idea of the vortex is that they won’t know which direction to block so it’s a lot of guesswork or perfect observation on their part.

its becoming more and more clear that you havent played a decent vega yet.

an ibuki has to get in and score a knock down to turn the match in her favour.but to do that,its almost nigh impossible if you’re playing someone who can effectively make use of vega’s footsies.i would be using sthks and lks all day to lock you down at sweeping distance.ibuki’s footsies are so bad that her best poke crmk and crmp barely beats out vega’s fierce pokes startup wise.
also vega’s superior jump speed means that there is no way you’re going to jump in on him in a ground game.

vega just has too many options in terms of footsies to deal with ibuki,couple that with his kara tick throw pressure ,and you’re looking at a scenario where vega has the advantage.
so the only thing an ibuki can do would be to make use of her mixup potential and score as many knockdowns as possible.claw would always be having the upper hand as long as he isnt up too close or knocked down.
last but not the least,just like ibuki’s vortex game,there is currently no sure shot way for an ibuki to escape vega’s izuna drop vortex on knock down.hell all you can do is pray that the claw player messes up his execution.

im still going to give ibuki some time to be figured out,and im pretty sure that the matchup might go in her favour.but as of now,its a 6-4 or a 5-5 if the ibuki player has really strong fundamentals and can counter poke claw from outside his poking range.

note:the matchup is 10-0 in ibuki’s favour,if you are playing against dipshit claws who dont do anything but spam flying barcelona attacks over and over.because honestly,its the most useless move in the whole game.

How the hell do you score knockdowns vs shotos. I block the crossups and the inevitable sweep after that but I have nothing to retaliate with. I can defend all day but that doesn’t mean shit if I can’t knock them down. Or in the rare event that I do knock them down I eat a shoryuken on any attempt to cross them up