The Ibuki Thread

I am experimenting like crazy too, although I think I am coming close to how I am going to use her. I just messed with St mp x st mk x HK kazegiri x switch and it is really good, although I am going to probably end up using mainly st mp x st mk xx cr hp xx launcher since it suits my team better.

I also really like st mk on CH since you can combo into HK tsumiji which is really good since you can combo afterwards with st lp x st mk x neckbreaker for about 300 damage.

I am mainly trying to incorporate alot of spin kicks and st mks since they both have great mixup options. Spin kick raida cancel dash looks really really fast and is hard to react to, so I really want to use that move to come in from far away and mix in some mk tsumijis so that they don’t push buttons. Likewise if I mix in st mk with HK tsumiji, I can probably get lk dash for some close pressure here and there and even hien for major damage combos.

I am trying to incorporate st hp x backhand x ender as well since I can mix use raida on hit. HK tsumiji/ lk dash/ raida dash cancel can be used on block. If you hit with this and HK kazegiri you can get some major damage as well with a tag switch. I have also confirmed that lk dash is -1 on block afterwards, so its a possible use against certain characters.

As for a partner, I would suggest anyone who can switch in to Ibuki easily to allow her powerful juggle combos, or someone who has a mixup that can allow Ibuki to come in for good damage.

I don’t use gems so I don’t know whats gems would be good for her. Only reason why gems were used in the stream was because that xbox had default settings. I don’t think speed gems raise speed of moves. I think it only raises speed of walking / dash/ and jump.

I thought about this for awhile, while discussing with my friend about it. Most of this is still theory so until someone discover new things in SFxT it may exponentially change.

Basically, she needs a partner that can help her, she can’t hold off on her own atm because of her low health, and options. (and I think most of you know that putting her in first in a fight is a bad idea. Just switch it to someone else, hold her off as a secondary.) Now to the point: she needs characters that has decent health, and can continue an attack during hitstun. That way, she can tag in, and continue combos, and execute more damage on the ground.
Maybe you should try either ken, or kazyuya as a basic tool to get in, and out, while extending her combos that work very well and last but not least- the damage is the most important one as well. You may have to force yourself to play other characters you may not like.
Now you ask why?

Ken
-Can easily combo into any tatsu combo (This means getting Ibuki in is easy wether air or ground combos, but especially ground combos.)
-High damage output
-Average health
-Can do some crazy combo’s when he uses his tatsu’s to switch out to Ibuki
-Mash dat DP :3

Kazuya
-High damage output
-Average health
-Has a wave dash
-His combos such as his Hk er… Thing. a spinning round house that hits twice, mid(?) and low helps ibuki get in and out just like Ken’s tatsu.

Eh, this is what I have atm (not very convincing) but I just played around with ken, they seem to work together. This is just an sample of what I think so far works with her.

I’d go ken/ibuki over ryu/ibuki off that tatsu she has so many options. However with ryu she is limited in her damage out put. I’m not ibuki expert but I’d place money on ken/ibuki, Kazuya/Ibuki and if you don’t mind having 2 characters with shitty health Chun/Ibuki (Chun ibuki for the tag in off spinbird) just imoooooo

so heres another thing… im LOVING her cr.fp in blockstrings now. well in sf4 there was a timing that characters could input jab after they saw a st.mk and hit you out of a canceled command dash, but BLOCK IF YOU DID A mk tsumuji…

well, thanks to cr.fp that “option select” is now gone cause she can do cr.fp delayed jump cancel into mk tsumuji OR non delayed jumpcancel into hk tsumuji and mix those up with jump cancel into immediate lk command dash. what happens is tat if they were trying to use that jab option select the hk tsumuji or the delayed mk tsumuji will hit them. this means that they actually have to REACT to the command dash in order to hit it.

thats VERY GOOD, as that option select used to piss me the hell off… no more free jabs for these people.

-dime

I Really like playing Ibuki thanks for inspiring me to :slight_smile: i Play ibuki and Akuma!!

Ive played Raven a lot. I dont think he pairs well with her. Then again I dont think he pairs well with anyone. hes sorta a self contained character. With Ibuki I think the best maileage you will get with her is to pair her with someone that can juggle nicely. The more chances for her s.HK > j. HK the more damage she is gonna do.

So the most fun partner Ive found with Ibuki is Law. Tons of synergy and air juggles for days with these 2.
Here are a couple examples:

  • Shaolin Spin Kicks give enough time to tag run in and TC4 into anything you want. (similar to Ken Tatsu or Galactic Tornado) I’ve also found this to be a great time to cancel TC4 into HK dash for another TC 4 on the other side into an actual ender.

  • Shaolin Spin Kicks (connected on juggle for air born which you can get off his somersault kick) allows ibuki to tag in and st.HK > j.HK, land Kazegirl (tag back into Law Cr.MP, Somersault Kick HK, Cr.MP, Shaolin Spin Kicks (air born) (at this point this combo goes on forever if you have unlimited meter in training mode) This is what I have been

*LP or MP Fury Fist Rush (mp is preferred for me) enough time for ibuki to tag in and chill out for a few before going into st. HK bnb (again at this point you can extend this with 2 more bars if you wish with the above combo).
You can also get a free ultra with ibuki on tag (1 bar) if you tag right away on Laws MP Fury Fist Rush. This needs to be right away though. You cant free ultra off the LP fury rush.

I’m struggling with this team only because i’m having a hard time getting pokes into anything with Law. I also havent really figured out an anti air for him. In training mode its beast though. I have faith I’ll get better with him. I’m sticking with it. He seems good and he seems to Pair with Ibuki VERY well. I’ll keep grinding it out with him. I need to get over to the Law forums to find out what I need to be using with him.

^^ i was thinking about pairing law with ibuki, but his lack of AA is what keeps me from trying t pick him up.

-dime

Oh its true he has like zero options for anti air. I will say though you can slide under some of them with df+mk and get back to the space you want. I did this with both ibuki and sim and SF4 so it isnt bad. But yes he is the worst character ive seen for anti air.

That being said. Go into training and mess with a couple of the examples I have above or try out your own creations. They have a lot of options to use meter for damge together. Once Law lands a hit its basically up to you when you want to stop the combo cause you can keep it going. Not to mention is a super flashy team to play. :slight_smile:

im pretty pissed at this game right now… once again capcom decided to make an imbalanced fighter. idk what people are going to do about raven/rufus/juri/rolento/sagat…

those characters seem to be unstoppable unless you are using one of them. ibuki cant ex under ravens fireballs nor under juris low fireball nor under sagats low fireballs… nor can she slide under them. so basically those characters kill her. as she cant focus those either.

she got both of her anti fireball moves nerfed. she seems to get owned by those characters. im NOT happy.

-dime

In a video, I once saw someone attempt an ex neckbreaker under sagat’s low tiger shot and it still hit her, but no one seemed to care about what I said lol.
She can however, normal neckbreaker under ryu’s hadouken, and other ones that are high enough to regular neckbreaker.

Agree’d that it got nerfed, and it’s pretty sad that she lost that ability to ex neckbreaker just about any fireball coming from SSF4. : /

yeah cause now shes got the games slowest jump and no ability to pass through fireballs with invincibility. i already know now that i will probably drop her just cause of that. in the oldschool games i NEVER mained a character that didnt have a fireball cause i didnt like losing to them for basically free… in this game it seems that a fireballer is needed:

  1. to counter other fireballers
  2. cause they generally have good AA’s

anywho, lack of AA and lack of fireball is as in this game, luckily ibuki has good AA.

-dime

Are you talking about in general vs these characters of just Ibuki?

If in general, there is quite a few characters that can stop these you listed.

If you are playing Ibuki, just start her 2nd if you dont like the matchup.

im talking about both in general and about ibuki.

as far as starting her 2nd theres always the possiblity that the opponent could be running a combo of those chaacters at which point it doesnt matter which slot shes in… she’ll have a shitty matchup no matter what. like my friend that runs raven/juri and raven/rufus… she has to face a bad matchup no matter what.

rufus cause the only REAL thing she ever had going against him was her vortex and now that that is gone she really has no advantages over him.

anywho my new team is probably going to be sagat/raven or juri. i DONT feel like playing another imbalanced game with characters whos tools just cant compete.
its obvious that capcom didnt do much balance tweaking as they designed 50 characters for this game. how much time does a company have to balance when they have 50 characters to do it for? the DLC characters are already on the disk meaning that they already were fully designed and that that time had to be taken from somewhere.

im sure that there are characters that can do something about those fireballs… but im also sure the fireball characters will have things they can do about those moves. ibuki as i know her cant handle fireballs that she cant slide or neckbreaker under.

-dime

You could stall the input of mk tsumiji even if using st mk by like 2 or 3 frames if you know the timing. This will punish any mashing within 3 or 4 frames (or you could do it immediately to punish something within 1 or 2 frames) frame which is fine since HK tsumiji takes 5 frames till it comes out if done with the exact timing. Additionally you are at -5 on a blocked lk dash from a st mk

st hp x backhand x ender can do similar things that the cr hp can do but its not quite the same since on hit you are forced to do a move like HK kazegiri or raida to do damage. You also can’t jump cancel it. But I can get +500 damage with two meter off of st hp backhand x HK kazegiri and it is so easy to do.

I finally did some testing with cr hp and the thing I find with this move is that it is REALLY hard for me to do certain combos with it. For example it is possible to do cr HP x lk dash x TC4 on HIT although I only did it twice in like an hour of practice since it is at most +3 after a perfectly executed lk dash. On counter hit it should be possible to do the same thing, but standing HK instead. Also on counter hit you can combo into lk hien.

Cr hp x lk dash on block should be -1 according to math if done perfectly right.

Basically overall cr HP has way better options and can do better damage, but is really really hard for me.

I observed Kazuya having pretty good options against fireball characters.

I mostly just use Ibuki for combos, for example my 2 teams are Jin/Ken or Jin/Ibuki and when Ibuki is in its ussually always off of a tag or launcher combo, then she just does St.HK J.HK and either does a raida, kazagiri tag cancel, super or cross art. After that I either have Jin in again or I just knocked them down and even if they roll away or something they’re still too close to zone, and thats when her wake up guessing games come into play. No she doesnt have vortex but shes still strong on wake up and her other attributes are improved.

Finally have you tried zoning back? If Sagat throws a fireball and you jump back/forward and throw kunai, youll hit him and be safe. Its not damaging, but its still an option to stop the use of fireballs.

Meh, fireball characters are overrated. Crouch dashers for the most part can handle all the matchups you said. Juri’s fireball doesnt even go full screen.
Thats a big reason I like Jin, he can get around fireballs with his special step or he can zone opponents back.

But hey, no ones forcing you to play Ibuki. Pick who you feel you’ve got the best chance with.

Dime:
I find it funny that you listed a bunch of imbalanced characters and you left out Ryu. I have never seen a fighting game with a more S tier character. Maybe Akuma in sf2/remix

Ryu is no where near the level of

Sf2 Akuma
3S Chun/Yun
CvS2 Blanka/Sagat/Sak/Bison
Vanilla MvC Dark Phnx
Brawl MetaKnight
Melee Fox
etc.

He MIGHT be top 5, maybe. Hes just really strong and easy. Most the characters Dime listed are better than Ryu.

A lot of those characters you list have a weakness. usually HP is how capcom has at least tried to balance some of them in the past with lower HP. Though its been way too long since ive played CVS2 I doubt blanka had low HP in that. Anyway my point about Ryu in this game is I dont find one single weakness. I can find a weakness in all those other characters. In fact he has more tools that all the other charaters on Dimes list with the exception of maybe raven, though even then its a trade for ravens teleport mix up for ryus reversal/anti air. Raven has slim anti air options.

Ryu maybe breaking into top 5?? It doesnt feel that way to me. His frame data is such that some characters cant even throw out a move if he is next to them even on dash canceling fireballs all the way to the corner. When your cr. MP or Cr.Hp is faster than some characters jabs and nothing you do in punishable I think its a red flag that this game is going to have some balancing issues. He has no negative trade offs for all the positives has has. Start up on his moves are faster than every other character and everything he has is safe. Has has the best DP in the game. He still hits like a truck. So You end up with a character you cant punish that has poke priority and can also zone. Lets not forget about fake fireball dashing to prevent people from jumping. I dunno man I havent played any other character in this game including raven that feels as dominant. I dont think evo top 8 (or really top *whatever number you want to throw out there) will see any more of any other character.

Dime is a far better player than myself at this game I’m sure, I’ll just assume you are as well PKSkyler. But thats my opinion. We all got one. I’ll leave it at that. Anyway this is Ibuki thread. So back to her I suppose. This thread has been hopin the last couple days. Good info in here.

Well, I wouldn’t put him there with CVS2 Blanka but I agree that Ryu is pretty fucking retarded in this game. He must have the best frame data in the game, and the damage he does is beyond stupid. Easily top 3 if not #1, and I don’t see that changing unless they patch it.