The Ibuki Thread

Ibuki’s downloadable costume is up on the xbox live market place for 80points.

Lets not forget our very own Ibuki in 2nd Impact. 2nd Impact Ibuki is probably one of the strongest chars in all of SF besides Sf2 Akuma!

There is some good starts in here i use Ibuki/Sagat i have some safe stuff myself but she is execution heavy. I will be staying in these forums because i need help just like everyone else so feel free to ask questions :slight_smile:

Phew… reading this thread i thought i was the only person who puts Ibuki on point 0.0…

Wow Ibukis costume is in marketplace. Awesome

http://img.tapatalk.com/6cc24ec6-0102-bcbb.jpg


I am here: http://tapatalk.com/map.php?hbzbu4

I use kaz/ibuki, I don’t like her on point because she still bleeds and she seems to do better coming in off a tag or launcher and going in to lp,mp, hp TC > whatever or into s.rh jump cancel. Also since she one of the few characters that punish jump ins decently and since tsumuji is buffed she great at holding a life lead.

edit: that costume is terrible

I actually like the costume lol. And I’m using her on point, just gotta AA them everytime and follow it up with her bnb. After two or three… They won’t jump in an then you just gotta bait something out to punish, or pull an abc and do combo and abc her in of you have meter for bnb into super/cross art.

Edit- still looking for a good anchor.

I am here: http://tapatalk.com/map.php?wpajja

Sean and Ibuki on top in 2I, what a funny top tier :slight_smile:

Wow, no kidding; that’s really weird-looking.

I’d be willing to shell out money for the (slightly) normal-looking street clothes one from SSF4.

The normal clothes that when she won she pulled down her invisible mask? Lol I think this outfit looks pretty cool. And during a match her mask is up.


I am here: http://tapatalk.com/map.php?w2euso

Where exactly in the market is it? Are you talking about PS3?

no on xbox market place. Dunno about psn sorry. Unless its a mistake on capcom/microsofts part, it should be on psn. I had to go through dashboard marketplace to get it, won’t show up through the in game dlc content.


I am here: http://tapatalk.com/map.php?dfu3bf

It probably was a mistake because they took it down, and no other costumes were available when i downloaded mines, Cant speak for PS3.

Damn, glad I picked it up because in my opinion she looks beast in all black with white skulls and those beads or whatever white.
Can’t wait for color pack now

cool left/right mixup thats easy to setup yet easy to counter if the opponent knows its coming:

st.mk xx mk tsumuji,far st.lp OR cr.lp OR cr.lk, cr.fp xx SUPERJUMP forward, j.lk. doing a reguar jump forward doesnt result in a crossup.

so far the only thing that ive foud for using superjump over regular jum is that when canceling into superjump, ibuki goes much further than when she regular jumpcancels. of course this only really applies to moves that she can both regular jump and super jump. moves that she can only superjump aent as good as they can be reacted to as far as spacing cause the opponent will know that ibuki can only cancel into a certain jump.

afaik the only moves that ibuki can both regular jump and super jump cancel on both hit and block is cr.fp and close st.HK.
unfortunately close hk is useless in this regard as it can only be done at near point bank meaning that both crossusp from SJ and regular jump will miss.

meaning that cr.fp is once again a clear winner in terms of practical/gimmicky/tricky applications… i think its a go to move to augment her pressure game as its the only thing “tricky” that she has for opening up the opponent that may be somewhat safe i ideal circumstances and takes some pressure off of having to command dash in predictably.

only real problem i see is that F+HK,throw may eclipse it in terms of utuility… but still, it has damage on its side i guess though F+hk frametrapped into close hk can probably supply good damage as well.

right now my biggest overall problems with ibuki are dealing damage via pressure and dealing with freballs

-dime

Doing the lk-mk in the air after the target combo is so difficult…

I found a fun little bit of tech, similar to Dudley in 3s, where if someone jumps at you you cmd dash underneath and do super as an antiair hitting them in the back.

Why is her super not a throw in this game…

Am I wrong? Can someone double check for me, don’t have access at the moment.

It’s not a throw so she can use it in juggle combos. It still has 1f startup, so it can be used to punish a lot of things.

How do you guys handle grapplers such as Zangief? I run Ibuki/Lili. Fighting someone like Gief feels easier with Lili but since I have Ibuki 1st I wanted to know how you guys approach that match-up. Playing footsies feels like its more in Gief’s favor as spinkick and cr. mk mostly traded when i fought one and it was almost always in Gief’s favor. Plus the AE like range on his SPD and super is pretty good. I feel like its damn near impossible to even attempt a jump-in or cross-up for that matter since Lariat stuffs damn near every attempt.

Don’t let him get a life lead, zone with kunai until he gets into jump in range, then empty jump. About 90% of giefs will attempt to jump over a predicted kunai. Antiair into kazegiri, tag into 500 dmg, ezpz. Then just maintain the life lead.

Max range MK / HK hein isn’t a bad option either as hes got no way to punish them afaik but a lot will react to it with lariat.

Can keep them out with tsumuji pretty well as well or spin kick (f.LK) xx LK tsumuji, dont be predictable about it though.