Shinobi Guide: For people who want to learn Ibuki!

  1. when i do the sjc into u2 my inputs look like :lp: :mp::hp::qcf::qcf::uf: KKK i used to do :lp::mp::qcf::hp::qcf::uf: KKK but i find it more consistant to do the the first way and im pretty sure it is recommended to do that way as well so stick to :lp::mp::hp::qcf::qcf::uf: KKK :wink:
    2 im not sure i fully understand ur second question but i have an idea. if u are talking about starting a vortex on a non techable knock down (ie after a neck breaker) u must wait a very short time and then perform a super jump. you to not throw the kunai right away but somewhere around the peak of her jump(i believe forgive me if im wrong ^^") there is a special timing on when you are supposed to throw the kunai id recommend watching the tutorial on ibuki on youtube from the channel ibukiPLAYERguide it has alot of basic and advanced ibuki technology on it i learned a few things from it
    hope i was of some help
  1. I find it much easier to input the ultra input during the TC. Let’s say I do lp, mp, hp TC, and I want to do an ultra 2 afterwards. After my mp, I start to input my first QCF HP. Think of it like doing a fierce fireball after a MP. And then just do just d,df,f,uf x3 Kicks for the ultra 2. If you’re getting EX kazegiri, it means you’re inputting the kicks a split second too fast, but you’re getting the motion down for it.

  2. You can do both a super jump, and a regular jump into LP kunai for the vortex. I input a super jump really quickly, and then just do the QCF+lp motion for the kunai. If there’s a way to do a tiger knee motion for it, I haven’t done it successfully yet. Make sure to do a clean super-jump, as in your stick should only go from the down position, to the up-forward position, without hitting any other position. If you do, you will accidentally get a super…which is a HUGE, HUGE mistake. As for the timing, you’ll have to watch videos on youtube…there are plenty of them out there as a tutorial guide. In fact, Izuna’s guide on youtube covers a majority of Ibuki’s basic tactics, you should probably give that a watch. It will give you a basic start for how to begin your vortex.

Back in 3s, some meaty setups used normals with only 1-2 active frames. It just takes practice.

Yes, those are setups. I was emphazising (or emphasizing? Whatever) on the fact that he was trying to hit a meaty light just with his eyesight, without any timing tool, which makes it much more difficult. With setups & timing tools it becomes much easier, of course :slight_smile:

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i just hit my first milestone with Ibuki! it may not seem like much (and i meant to sweep on the last kick), but i’m a serious scrub when it comes to doing combos in real matches. my inputs suck and i’m always nervous/excited. plus my main is Chun, who isn’t execution-heavy for the most part.

so when i landed that, i was happy! i’m going to keep practicing, and also read that Ibuki pdf i DL’d and watch that Izuno (i think that’s his name?) video on youtube.

Congrats! I just pulled that off recently as well… :slight_smile: Just with a Neckbreaker instead.

Congrats! I’m happy to see you’re doing better with Ibuki. The main reason I love playing her so much is that she has a pretty easy hit confirm combo with a light attack. It’s very rhythmic and easy to land once you get into the habit of using it. If you want an extra challenge, trying doing it from just cr.lp into st.mk, without doing a st.jab. Since the st.jab tends to whiff on smaller character, it might be a good idea to start doing this, so that your hit confirms work on the ENTIRE cast, regardless of whether they’re standing or crouching. Izuna’s guides are very helpful and full of lots of good information, in fact I doubt the majority of the other characters have guides like this, so take advantage of it and practice hard.

Keep up the good work.

thanks for the tips! i’ll start practicing it. i also noticed that in training, if i’m not super close to the character, i can’t get the whole combo in, so i your way seems like a great piece of advice.

Well how far away you are from the character determines how many jabs you can do before you have to land the st.mk. If you’re point-blank, you can get 3 or 4 jabs in. Any farther and you’ll probably have to rely on doing 1 or 2 jabs before you can land the st.mk.

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i have a few questions about this video:

  1. what version of Raida should i use for doing those moves in the video?

  2. have any of the properties of those changed since AE and now 2012 to where that punish won’t work? other than Seth’s Yoga Sniper.

  3. are these realistic ways to punish people? meaning, is the timing and hit box forgiving enough that i don’t have to basically guess but can do it on reaction and succeed? to put it another way…is it worth trying these punishes in a real match?

  1. The fierce version, for the sole reason that it does the most damage, and as far as I know, has the exactly same start-up and active as the rest of the raida versions.

  2. Raida is now throw-invincible, although I see no practical applications for that yet. I believe it can still grab Seth and Dhalsim out of their stretchy arms.

  3. Not really. Although some players use them in the Dhalsim, Seth, Rufus matches, it’s a pretty risky move. Raida has tons of recovery, and at the ranges where you hope to catch their limbs, good players will punish you on reaction with a far range poke. If you’re planning to use it as a counter-poke in your standard footsies game, also a huge risk, since they can just hit you with a decent combo. Some characters can even hit you with an ultra combo, (i.e. Ryu’s cr.mk xx ex fireball, fadc, ultra1). Besides, if you’re going to be using it as a counter-poke, you might as well just use cr.RH. It can punish whiffed pokes AND gives you an untech knockdown close to Ibuki, where you can start your mixups. Off a random Raida, the best you can hope for is to dash up and start your attack strings, or do a safe-jump. Risk/reward isn’t worth it imo, but it can be used sparingly in a match. Personally, I just use it to style on people. Raida is a pretty cool looking move, and to land it randomly is pretty sweet. I usually only do it for the win when I’m fucking around.

Think of like like using EX kazegiri. It’s a great move, that rewards you if you land it, but it’s very risky. You definitely don’t want to do it too often, but when you do, make sure it’s something they’re not expecting. Difference is, of course, you can FADC Kazegiri.

BUT, Raida is the most stylish thing.

jthamind, if you want my personal opinion, the only situation in this video which is useful in match is to punish Adon’s jaguar kick, because you have time to react (you’d have to input the Raida when he is on the wall).
Otherwise, the Seth & Dhalsim stuff is impossible unless you’re willing to take a huge risk. You can still catch Dhalsim’s j.HP because it’s easy to see, but honestly as eltrouble said Risk/Reward isn’t worth it.

It’s just stylish.

I punished Abel’s wheel kick with a Raida last time at the arcades, everybody was like “WTF THIS IS GODLIKE O_O”. So, just for this matter, it’s useful :stuck_out_tongue:

Raida is undoubtedly the coolest looking move in the game.

It CAN punish Adon’s jaguar kick, but Adon has the option of just whiffing it on purpose to see what you’ll do. The safer option would just be cr.mp and OS the kasumi gake. OR, if he’s really being obvious and abusive with his jaguars, just land an ultra1 for MAXIMUM style points.

I wouldn’t say the Dhalsim/Seth thing is impossible, but you’d definitely have to do it on a guess. Or do it as a knee-jerk reaction to any crouch movement that they do.

Pretty impressive that you can punish a wheel kick with raida. I assume you hit him during the wheel kick, and not on recovery of a REALLY poorly spaced HK wheel kick. Normally I just EX kazegiri it for the win. ST has taught me how to do a pretty quick DP motion in a hurry.

When I say impossible for Dhalsim/Seth, I mean, impossible to do it on reaction. You’d have to guess it.

Ultra 1 for Adon’s Jaguar Tooth… Man I gotta do this once. Would it catch him, or is it just the orb?

Haha, for Abel, you can, you’d actually have to catch him while he’s airborne and his leg starts to move down. Actually the guy was very good at zoning and knew a lot about Ibuki, and I noticed that he only went for HK wheel kicks to hit me from a far distance so… here I came.

Raida has ALWAYS been throw-invincible.

All regular versions of Raida do the same damage and stun, 110dmg 200stun. EX Raida does 140dmg 250stun.

The difference besides damage/stun for each Raida is range. And for that I recommend using HP/EX Raida almost always, since LP/MP Raida are hella punishable anyways.

Adon’s Jaguar **Tooth **is already punishable with U1 on block. No need to test your Raida reactions.

Any decent Adon that knows the Ibuki matchup should stop doing Jaguar Tooths once Ibuki gets ultra.

i have a question about Ibuki’s command dash vs her normal forward dash. as far as her LK and MK command dashes go (meaning not going through the character like you would with HK version), is it overall better to use her forward dash or command dash if i want to dash forward? or is it dependent on the situation. i know the spacing for them is different, but i didn’t know if it was smarter to use one or the other in most cases.

Dependent on the situation. Generally speaking, her command dashes are used for timing purposes, since they start up 20/22/24f respectively for LK/MK/HK cd. Ibuki’s forward dash is 18f. If you want to move across the stage quickly, use her forward dash as it’s fast and moves decently far. Outside of timing, HK cd is obviously used to cross your opponent up.

The last thing to note is properties of her dashes. In one situation I can think of off the top of my head, using Ibuki’s command dash in the mirror match, it’s good after a blocked EX kazegiri or Hien (even on hit Hien) to avoid any possible kunai. This is because Ibuki moves quickly during the start of the command dash, and then has recovery, but since EX kazegiri and Hien are hugely punishable, the extra recovery isn’t as important as moving out of the way quickly to avoid the kunai. Not to mention using command dashes allows you to make use of the reversal window.

Another situation I can think of deal with her hitboxes. For example, there’s an unblockable setup in the Ibuki mirror match, where a command dash can get you out, but not her forward dash. Well maybe not due to hitboxes but definitely at least due to the above example.

In the mirror match, I’d generally prefer to do a focus attack. Beats out the kunai after EX kazegiri and hien, and lands you a crumple. I’m really surprised I don’t see people doing this, and they allow me to survive after a random EX kazegiri. Of course if Ibuki did a HK hien from far away, then yes, dashing would be the better option.

There is absolutely no need to do FA when command dash does exactly the same thing, minus any need to time it correctly (mash it) and it works even if Hien hits you.