Shinobi Guide: For people who want to learn Ibuki!

Thank you very much, this guide was very helpful :smiley:

Thank you very much for the guide, altough right now I have difficult times with Dictator, I can’t find a way to get out of his double-knee pressure :\

Double knee? As in Scissor kick? Just kazegirl if hes being obnoxious with it.

if he does a double knee do f+lk into hopkick loop :slight_smile:

Thanks, I’ll try =)

do I rely on target combos for my regular combos? I notice most ibuki’s use TC 4 and 6. I have issue with walking up and doing it though. I’m trying my hardest to learn ibuki as a secondary. I main cammy and I cannot seem to get into the fact I cannot hold down back while doing my combos.

There are only a few ibuki combo’s that hit all of the cast all the time. Tc4 will whiff on a fair few characters if they are crouching, other simple Bnb’s using cr.lp st.lp st.mk also whiff on certain characters crouching. The info about which combo’s dont work on characters is in the matchup thread. Against most of the cast (blanka, vega and viper have weird hit boxes) you can do fine with tc4 and cr.lp x2 > st.lp > st.mk > special but just try and over time learn which combo’s you can use anywhere. You could also consider st.mp > st.lp > st.mk > special it works on all but blanka and 1 other that i cant remember.

There are 2 1f combo’s that work on everyone at a reasonable range they are cr.lp > cr.lp > St.mk and st.mp > st.mk

hope this helps a little bit

Ok thanks. I been having issues getting in and doing them without being mashed upon. Its a big difference playing a TC using character. I seem to have no problem with ibuki on pad so I figured she was good to learn. I’ll give these a try. It kinda sucks how some things won’t work on a lot of characters. I’m going to try my best to learn her vortex but I don’t want to rely on just that.

With her kunai vortex you have 3 main options:

  1. Non-crossup land infront
  2. non-crossup land behind
  3. crossup land behind

I find i can only do #2 off of a normal jump kunai but its very useful as you cannot get auto corrected if your kunai is meaty. if they use a big invincible reversal you will sail over it and can punish.

Everyday or someone experienced with the vortex options…

Is it possible to land the above list on frame 1 standing animation after neckbreaker while hitting the opponent on da feet or close to da feet? Would be great to be able to hit them in the standing frame and continue combo if they miss block. My vortex is aight, but not great so far. I have a hard time knowing when I cross up or not :stuck_out_tongue:

edit: I say the feet because that’s where you want to ideally place the kunai no?

Yes all of these are possible so the kunai hits meaty. You are aiming to get the kunai below the waist as firstly this will mean you have more time to land your combo when you land. As an added bonus if your opponent uses an invincible reversal with only a few invincibility frames they will get hit out of it. I wouldnt aim to get the kunai to hit their feet as it may leave you more open to reversals. Ive been finding instant kunai quite useful to change things up as well.

You dont want to get too predictable if you can get inside someones heads. You can also mix in crossup/noncrossup j.lk’s as well. a small step forward from the position neckbreaker leaves you changes a normal jump lk into a crossup. You can also drop in the occasional empty jump -> throw. There are also command dash mixups using medium and heavy kick and a mixture of cr.mp meatys, overhead, throws and instant air kunai’s.

what kind of punch am I use for kunai? Jab? Or does it depend on if I want to try to crossup or non crossup?

Off of neckbreaker i use jab kunai but as long as kunai is meaty and preferably below their legs it doesnt really matter. The strength of the kunai has zero effect on whether it is a crossup or non crossup, it is affected by which side ibuki is on when the opponent is on their first standing frame. So if you are still on the front side the kunai will be blocked normally no matter whether ibuki lands normal or crossup, if ibuki has passed over the center of the character the kunai will have to be blocked crossup and ibuki will land crossup. For the kunai where it is noncrossup and ibuki lands crossup you need to time it so ibuki is right above the opponents head but has not quite crossed over so if your opponent say reversal ultra’s it wont auto correct.

Well I have TC 4/6 down firm. I can do TC6 into kunai but I don’t know how to do it into another. I’ve seen other ibuki do endless TC 6 chains by jumping forwards after the last kick that lifts your opponent, and they do a heavy punch I think and start another TC6. I know they land it at least in a chain of 2 tc6.

As for vortex, I was having issues with SJump Forwards into kunai when I have super. I’m not mashing, at all, but its still doing super. >< I looked at my display and it is receiving the qcf motion and idk why. Might be because I’m on pad and I’m not used to doing air projectiles, I might be doing my jump direction forwards too much. Thanks for all the help. When the new updates come, if I am sad about cammy, ibuki will be my new waifu.

It’s the input latency, no matter how you input a super jump, kunai, 90% of the time, it will read as a super.
It’s best to burn an EX bar before attempting last minute vortex because if if I do a normal jump, kunai, it comes out as a super as well sometimes(both on pad and stick).

TC6 has many things it could lead up into, I think the safest are TC6 cancel into HK Command Dash or Super Jump so both of them land behind your target. Normal jumping after TC6 is too risky imo since many players either AA or mash out dps and Kunais(HP) are still iffy to me…

Ok so they do a normal jump after the last kick? I assumed it always came out a super jump because you press down + roundhouse in the chain. But ok, if kunai is safer I can stick to that.

I’ve been finding SJ after that particular TC is harder to do than a command dash recently for some reason…Then again, I’ve been playing on XBL with a PS2 pad since I’m too poor to dual mod my wireless stick or buying a PS2 HRAP2.

My friend does that. I use 360pad analog for now. I know shes doing a super jump every time though because she does her Sjump yell when she does it. Probably because I never let go of down after the first roundhouse. I been working on it but she seems to be very hard for me as of now. Any other tips would be helpful. I’ve read up as much as I can.

I can give you some advice seeing as how I recently made the switch from stick to pad;

it’s simply your execution, you are doing d,df,(f),fu every time you do a sj forward
check your inputs it should show you that. The super comes out because you’re then also trying to do the kunai which will result in a second qcf motion thus trigger the super.

There are two ways to avoid this so you don’t have to burn a meter before hand, I’ll start with the harder one;

You can continue to do the sj the way you are now but instead of trying to execute the kunai input after the sj just use the input that you put in while doing the sj. Which means that you’re going to just delay pressing the punch button for the kunai a bit after you’ve done the sj. Your input would be something like this;
d,df,(f),uf~ any punch button [where ~ = delayed input].

or

The method I use which I think is better execution wise is:
d,uf,d,df,f+any punch
this way you are doing the sj then the kunai, rather than bufferring the kunai inputs with the sj.
To add more explanation to this one you’ll be hitting down leaving it neutral then hitting up-forward. So you’re not sliding your thumb up to down forward, you are hitting one input[down] and then another[up-forward].

I hope that helps, ask for any clarification if needed.

ok, thanks, but why would you switch from stick to pad? It sounds like you went backwards. It sounds like the first method is a tiger knee method which I tried but didn’t seem to work.