Shinobi Guide: For people who want to learn Ibuki!

What are ibuki’s wakeup options?? Im having a hard time adjusting coming from Akuma cuz im used to having shoryu as a GTFO me move or teleport away, but its seems like anything ibuki does geting up gets stuffed mad hard… its like all thats safe is block

She doesn’t have good defensive options so you’re going to have to learn how to block.

Kazekiri is really situational, same with neckbreaker, and really the best one I’ve found is EX Hien but it’s still not that good.

you need to land the j.HP kinda high, like right above their head.

She is advanced, because she has some really hard combo’s and you can’t TIGERTIGERTIGER out of everything.
BUT, you will be able to do some crazy looking stuff just when you start. I played Viper and Gen too, and I really enjoy ibuki, so you’ll probably like her too : )

Yea she is definately an advanced character because she is so execution based like viper but she is tons of fun. viper used to be my second now i am pretty sure it is going to be ibuki.

having trouble with ibuki trial 23. I can’t get the Raida after I focus cancel the kazegirl. Any tips?

if it is the one i am thinking about just dont do it in the corner that way when you focus cancel you will be on the other side and can raida easily

Yea Ibuki’s wake up options are very limited so get used to blocking/teching grabs. One thing I do against those that try to cross over all day is when they jump, I :hk: command dash right away, which gives u a good amount of space to not feel threatened.

Just a note in case it wasnt obvious easier way of beating headbutt and blanka balls instead of raida (at close range i have trouble with it) just cr. jab lolol beats it everytime if you just time it right. Anyone know of any safe jumps with ibuki? Im working on trying to find one at the moment but my recording dummy hates me.

Man I can’t time the kunai properly on wakeup for the vortex. Always leaves me open afterwards.

It’s just a normal jump right?

It’s a super jump! So, neck breaker, wait, super jump forward, throw kunai near the top of your peak.

yeah, it is hard. just saying you can do it :slight_smile:

but instead of cr. jab to beat it… just block the blanka ball and do a neckbreaker. it does more damage :slight_smile: unless you are about to die from chip that is.

Super jump kunai

Yeah i know that as well :stuck_out_tongue: im just terrible on reversals sometimes, and jab is so much more entertaining!!

EDIT: forgot to quote but @bunsomite

haha if you wannna go for entertaining. also try air throw. haah thats always fun.

Ohh super jump, ok. ty.

Now, I have a lot of trouble with Juri. I can’t seem to punish her pinwheel and everyone’s been telling me it’s unsafe as hell.

I can punish it sometimes, but often times I’m pushed too far away.

crouching heavy punch, sj backwards, super

13 hits - 430 dmg

advantage of this one is that you can do it from a down back position as punishment for even a tiny mistake instead of jumping in and it does more damage due to less damage scaling. not too hard even cause you can just negative edge the whole thing.

also, if you have no meter, starting from 1, you can heavy punch and then… 4741236 release for a neck breaker. timing is a little weird at first cause you gotta let the jump start.

Make sure they’re in the corner.

Even though it might be obvious, maybe put something in the first 2 posts about her getting in. I had trouble getting inside on a Ryu who just zoned and kept me out with srk and fireballs.

I managed to hk command dash through Juri’s EX pinwheel, but that might be because he did it on wakeup.

She has like a million ways to get past fireballs, slide, f+MK overhead, ex neckbreaker, tusjigoe (dp + punch move), and good ol’ fashioned fadc. If he wants to keep tossing fireballs all day just build to Ultra2 and bust through his projectiles with its startup.