Shinobi Guide: For people who want to learn Ibuki!

I’m having trouble landing the vortex. I understand what I need to be doing with her…i’m just having a hard time getting inside. I can see her potential is up the gazoo but I really am just having a hard time applying that pressure once i score the un tech knockdown. Should I just stick to lp mp hp to stuff for now and just work the other target combos into my game as I go?

I want to start to learn how to do TC into ultra but i feel i need to work on some other things first before i try that.

36 is low. but you are doing it wrong :slight_smile:

b+mp as an AA… then buffer a dash command and follow up with raida… (b+mp has to hit on the first hit)

think of that move as a cr fierce like abel… sure it doesnt do 270… but its does almost 150 + its an untechable.

She is a rushdown character, almost all low life characters are. She has tools to run away and build meter efficiently but she is all about mixups. If you watch some videos you can see that 2-3 wrong guesses is your opponent stunned. Also the same goes for her if she gets hit for combos 2-3 times she takes far too much damage. She is like seth… don’t F up.

As for matchups… I don’t understand why you are having trouble with things like T.Hawk… this is one matchup where you need to run away… build meter and then force a knockdown and go into vortex and make sure to always end combos in moves that make them not able to tech after (this goes for all characters imo). If you are in his face and make a wrong decision you eat that HP 360 throw and that is NOT something you want.

Is there any use to her Hien? I’ve never used it yet and i’m wondering if it’s any useful.

For some reason when I try to do the air target combo for instance HP in > MK she does the HP but then does her overhead what am I doing wrong?

haha that is true got to kep at it willfind are way around moves and matchups just like any other character. always remeber he has a glass jaw she cant take much punishment at all.

as for some matchup things i noteing that raida really is deadly when used at the right time. if i get a far knockdown i kasumi gake in then raida which beats out a lot of stuff including dudley jet upper!

Press HP a little bit earlier and that might help. I had the same problem as well.

when I’m using Ibuki or Guy and I’m trying to do target combos or Bushin combo, I find that when I just try to do it like lp, mp, hp for example, the next move would not come out sometimes. Is that just me, or is it the stick? I have an SE by the way. I always thought you could just input the commands of target combos as quickly as you wanted and they came out, but this has me thinking otherwise.

So it juggles on first hit?that would be nice :slight_smile:


Since i dont know which thread will be updated i will post the info in both:

My personal combo learning list:

hit confirm combo’s(add a jhk or whatever if you want,she has so many jump in normals/target combo that i will leave it out)
I assume you always want to add neckbreaker at the end because of the untechable knockdown+big stun
[]means its a target combo
>(x) means a link with x the number of frames (i deducted 1 frame from each startup,else the data wont be correct,
cr lp+6 s mk6 so this is impossible according to the guide.
If this is incorrect please tell me )

couple of jump normals you can use
[lp f+hp] f+hp 110 dmg Stun= 200
[hp f+mk](hit hp early or it will miss) hp > f+mk 160 dmg Stun= 250
j hk 100 dmg 200 stun
kunai 50 dmg 60 stun

cr lp cr lp >(4f) s lp >(3f) s mk hp neckbreaker
216,5 dmg 500 stun
(when the opponent is crouching i use the 2 combos below)
cr lp cr lp >(3f) [s lk s mk] hp neckbreaker (whiffs on the following characters: Juri,rest needs to be tested)
224 dmg 410 stun
cr lp cr lp >(1f) s mk hp neckbreaker
215 dmg 450 stun
(following combo’s are more for mixup if a normal is blocked,stuff like cr lp cr hk & s lp cr hk can be usefull to use)
cr lp cr lp >(4f)s lp >(3f) cr hk
134,5 dmg 250 stun
cr lp cr lp >(1f) cr hk
121 dmg 200 stun
cr lp cr lp >(4f) s lp >(2f) d+mk
118,5 dmg 250 stun
cr lp cr lp s lp >(3f) df+mk
118,5 dmg 250 stun

biggest punish damage combos:
[s lp s mp(2 hits) s hp] hp neckbreaker
340 dmg 448 stun
[s lp s mp(2 hits) s hp] >(2f) [f lp mp f+lk] hp neckbreaker ?? speculation/corner to be tested
407 dmg 572 stun
cr hp sjc tk lp kunai [s lp s mp(2 hits) s hp] hp neckbreaker ?? speculation/corner to be tested
442 dmg 708 stun
cr hp sjc tk lp kunai [s lp s mp(2 hits) s hp] >(2f) [f lp mp f+lk] hp neckbreaker ?? speculation/corner to be tested
493 dmg 834 stun

command normal combo’s:
df+mk s lp cr hk
176 dmg 250 stun
f+mk cr lk ex tsumuji (link tip,the moment she hits the opponent is when you need link)
207 dmg 400 stun
f+mk [s lp s mp s hp] hp neckbreaker does not work on big characters
70 100
200 198
140 250
396 dmg 448 stun
f+mk [s lp s mp s hp] >(2f) [f lp mp f+lk] hp neckbreaker does not work on big characters to bested corner/speculation ???
454 dmg 674 stun

crossover combos(i use air [s lk f+mk] because this gives the best results,you can also use j lk & j mk)
air[s lk f+mk] … (see combos above)
sj lp kunai … (see combos above)

corner combos
cr lp cr lp s lp s mk ex tsumuji (ex)raida
(293,5)275,5 dmg (750)700 stun
cr lp cr lp s mk ex tsumuji raida
(306)294 dmg (700)650 stun
cr lp cr lp [s lk s mk] ex tsumuji raida
(306)294 dmg (726)676 stun
[s lp s mp s hp] ex tsumuji raida
(456)429 dmg (698)648 stun
[s lp s mp s hp] >(2f) [f lp mp f+lk] ex tsumuji raida ?? speculation/corner to be tested
(510)486 dmg (824)774 stun

super combo’s:
later,not like you will have super anyway :slight_smile:

ultra combos
cr lp cr lp >(3f) [s lk s mk] sjc ultra1(level2) (tip, input s lk qcf mk qcf uf 3k,works a lot easyer this way)
441 dmg 160 stun
s lp s mp s hp sjc ultra1(level2) (u counts as 90 or 80%?,now calculated with 90%)
613 dmg 198 stun
cr lp cr lp >(1f) s mk sjc ultra1(level2)
424 dmg 200 stun
cr lp cr lp >(4f) s lp >(3f) s mk sjc ultra1(level2)
394 dmg 250 stun

a good poke to ultra 1 is s mk sjc ultra. (u counts as 90 or 80%?,now calculated with 90%)
483 dmg 100 stun

Thanks, I will add it this evening : )

@Bunsomite: does this connect 100%? What about against a DP spammer?

for Blanka matchup:

probably unsafe to do but it works so i figured i should post it…

If you suspect a EX- blanka ball from him on wake up go ahead and do your EX-neckbreaker…
it you catch it on startup neckbreaker wins…its the weirdest thing to see happen because its like youre catching blanka out of the air but it wors

Btw, not sure if people have mentioned it here, but you can’t quickstand off of a Tsumuji low ender. So that can start up the vortex too.

Well i tried it in trainings mode versus a jumping opponent,if you get 1 hit it works 100% of the time.
Aldo you have to reverse your raida command so:
b +mk cancel qcf k and then hcb if you keep thinking commands from the left

another combo is cr lp cr lp cr lk ex tsumuji and raida

so after trying to learn her and doing the trials and stuff… here are the questions I have about her…

  1. Vortex - Kunai can crossup correct? If so, then I assume you need to SJ to get the right angle to hit meaty and crossup? If so, then alright, because kunai’s that don’t cross up and are blocked correctly… they have so long to swap block sides since the delay after landing before you and st.lk is so long.

  2. Jump in target combos - The timing of them seems dependent on character size right? obviously for shorter characters it seems you have a small window to do them. Also, do all the target combos hit on crouchers? is there even time? I’d like the damage of course, but for ease of execution and safety… i may go with simple 1 button jump in’s (hp or mk)

  3. Safety of target combos and specials - lp mp hp seems safe on block, or at least DP’s whiff because of the push back. lk mk seems somewhat safe by itself too. Obviously you could dash at the end if you want, but that may get you thrown. It seemed like I could dash and it would at least leave me able to block Jab spams or something, but reversal DP’s always nailed me… so throws probably would too.

  4. SJC into ultra. I’ve read the shortcuts and I will be trying it. It seems the easiest ways to do it are with the lp mp (2hit) sjc ultra. Obviously you could add hp in there, but it appears that leaves you less time to put in the inputs (i’m not very fast on that) cr.hp also seems to work, but you can’t really hit confirm into it from cr.hp, so unless its just as a punish for more damage, I don’t see the use of that.

  5. general target combo talk-
    lp mp hp is my go to. I can hit confirm the 2 hit mp and then either leave the HP and end the block string safely, or do HP dash, or HP neck breaker, or into D.RH RH launcher.
    lk mk seems to be the “get in” target combo, as it moves you forward. It seems safer by itself, but lk seems to be a crappy poke, so the changes of it landing with its range and such seem low.
    with the lp mp d.rh rh launcher… you can combo into kunai off that? or just launch into a jump in after they reset? With that launcher, I’ve seen the thread where they were testing character reversal options versus that… basically what are the options after that launcher besides a 1) non crossup jump in 2) empty jump 3) jump into kunai (many directions)

  6. There is a target combo you can SJC into a command dash… thats the HK launcher? you just input D, DF, F, UF + K to get the dash after the last HK?

  7. the point of her poke game is to fish for a hit on a poke, and then do what? It seems her specials are pretty unsafe on block, so unless you are confident that your hit is going to not be blocked, wouldn’t buffering anything but a command dash be a huge liability? (even the cmd dash I realize is punishable) I can’t see a safe way to get in on the ground except maybe lk mk TC which appears to be safe on block

thats it for now, more to come

I cant combo her ultra after lp mp hp! ive been trying it on seth but no good… is there a trick to it?

u can crossup with either a regular jump or a superjump… but the timing is different, also i suspect that kunai crossup timing is somewhat character dependent as well.

-dime

I REALLY appreciate the videos for some of the combos. It helps a lot with understanding the execution of things. If you could do them with some more of the combos, I’d be very appreciative.

Not sure if someone asked before, but what are the major differences between the ultras and what are their uses?

I know U2 can be SJC’d, so that’s self-explanatory, but what about U1? Purely for damage?

it juggles so they cant DP you… so yes its 100 percent. timing is tricky tho. but just buffer the dash after every b+mp and if it lands correctly itll dash and you just raida. otherwise no harm no foul