The Ibuki Thread

I’ll be playing SFxT local at a mate’s house tomorrow. If I really enjoy it, I’ll pick it up and post often here. But I’ll let you know what I think.

I’ve picked up Ibuki and trying to fit her in with Ogre/King.
Its not easy, but I’ve always forced myself to main the characters I like.

How are you guys faring against Kazuya? I’ve been having problems especially in the footsies department against him and being able to stay in.

This thread is filled to the brim with great info, I’ve only one question on the notations.

Like when Dime_x mentioned:
“cr.lk xx close hp”

What do the x’s mean?

The x’s mean to cancel a move into another.

Got it, thanks.

So Ibuki is not a good character, but this game is so unserious I’ll main her anyway. I’ll try to create another Ibuki Player Guide for this game.

not that i either agree nor disagree… but why do you say this? as someone thats played her since it came out i thought shes was ass, then thought she was great and then thought she was ass again and now think shes mid just like her sf4 counterpart.

just wondering what your reasonings are.

-dime

My Day 1 experience consisted of me playing as Ryu/Rufus and finding online very easy, as well as playing Ibuki and noticing a few things:

  1. Her far.st.Jab is pretty good in this game.
  2. I have been stuffed out of my EX Kazegiri so much that it makes me think it’s a terrible Reversal.
  3. Execution required to do links is much harder.
  4. cr.HP hit-box is pretty good – cr.HP JC LK CD TC4 works and this is greater to use after EX Kazegiri.
  5. Raida as her charge move is pretty bad.
  6. Walk speed is pretty bad.
  7. Throw range is pretty bad, and doesn’t have any fast normal that moves her forward do her pressure is based on counter-hitting, I don’t know for sure yet but her damage output after safe normal pressure is pretty bad.
  8. In comparison to other characters she is very weak, and has very poor footsies (again) but this time with no true vortex so she has to be almost psychic and get many hits in to win.
  9. Very reliant on her team-partner to do damage, so she is a meter-drain unless you want to do ABC combos.
  1. I don’t like her jab much but I’m using xiaoyu as a partner and her jab is ridiculous.
  2. EX kazegiri has no invincibility.
  3. I agree with execution being harder.
  4. cr.HP jc lk cd lp tc8 is a better option than tc4 almost universally, execution for performing it is a pain though.
  5. I don’t like raida either, feels like the hitbox is worse too. It is 3 frames now though.
  6. Throw range is bad and it starts up in 7 frames (for all characters). She can tag out of safe pressure relatively easily, her pressure game is some of the strongest in the game. It does make her susceptible to reversals and alpha counters though, which is arguably her biggest drawback.
  7. nothing to say here
  8. I agree with this, I play her with a lot of abc combos, especially if the opponent switches someone in that can break her pressure easily.

I posted this earlier but i’ll post it again, list of interesting bits that is new for her in sfxt:

ah, it was your first day with her… well my friend at the end of this i will give you cliffs notes as far as how shes played now as she is a different character and you no doubt were playing her like she was sf4 ibuki so it would make sense that you thought she was ass… she dont play like her sf4 self.

this is real talk, her far st.lp is ridic, too bad her walk speed is so bad that she cant apply the BEST pressure with walking jabs unlike the other characters… but she still has it and can pressure with them.

LOL ex kazegiri has NO invincibility frames… you have backdash, alpha counter and… AWESOME BLOCKING SKLLS @##@$^@@!!! to get out of pressure…this indeed makes her weaker than she could be.

i never used her harder links much in sf4 anyways, but i dont find that shes particularly great as a linking character. better to just rush down with her absolutely ridiculous pressure and use her links mostly for blockstrings and stuff.

cr.hp is one of her most buffed tools… its SOOOO good on the ground now especally since people dont mash crouchtechs like they used to.

completely agreed, REALLY should have been tsumuji of course, but capcom doesnt want to make ibuki awesome is my guess… either way. i was really mad that they made raida her charge… whatever a character signature move is, should be the charge imho and to me ibukis signature moves are kunai, air super and tsumuji, with raida being REALLY far behind.
6. Walk speed is pretty bad.

agreed also for the most part, if you use her safe pressure, she does horribly small amounts of damage. i find that augmenting in some of her moves can relieve some of this lack of damage, but lets not lie, shes a low damage character in this that got her damage nerfed in exchange of more constant, sustained, upclose pressure. ill list those things that i use to augment damage at the end.

her footsies are atrocious, cr.mk being nerfed while all other characters footsies being better cause of wiff buffered boost combos makes her a pain to handle sometimes, but she can do it, she has tricks… her slide is better now as a footsie tool and i use it much more than i did in sf4.

if she didnt do the amazing damage she did in sf4 i’d think this were an erroneous statement… but i can totally see where your coming from since you, like me, came from her being one of, if not the highest non metered damaging character in sf4.

shes definitely not that in sfxt, but shes a different character in this game as well… one thing i can say is that i generally dont use meter with her, unless its tag combos or AC. i think using meter on things other than those 2 things is largely a waste no matter what character your playing in this game barring a few.

i tag between my character VERY LIBERALLY, basically if either of my characters takes damage equal to or more than 300… i tag them out and gain between 100-150 health back… its REALLY stupid. this game is REALLY stupid. just letting you know that if you didnt.

also you didnt mention that ibukis slide no longer goes under fireballs in its startup frames unlike sf4 and that her ex neckbreaker no longer goes through fireballs as it has NO projectile invincibility… once you learn those things, ibuki gets kind of frustrating… but her neutral jump is really good and floaty so neutral jumping fireballs works great… still she no longer shuts down fireball games :frowning:

now, the things i use to augment her damage:

she has good throw setups via F+hk and lk cd>cr.lk > throw, mix that up with cr.lk linked into tc4 for good damage and possibly combod into ex kazegiri for much better damage (for ibuki) since ibuki has those throw threats she can actually get players to press buttons whch means that she can hit them with frame traps… it isnt the bets part of her game but she has it as a good option.

cr.fp xx jump or superjump or lk cd: works much better than it seems it should… cr.fp got an AMAZING buff in its hitbox range as ibuki can do stuff like cr.lkx2 st.lp then cr.fp and have cr.fp not wiff…

cr.fp has more range than cr.mk iirc
switching between jump canceling the move and superjump cancelng it can confuse opponents blocking cause ibuki WHEN CANCELING FROM MOVES goes further during a superjump cancel than she does during a regular jump cancel… unfortunately this is only applicable to cr.fp.

if your opponent DOESNT roll after tsumuji knockdown ibuki can jump in with one of the games most ridiculous jumpin mixups in j.lk… this shit is so ambiguus its completely ridic. she can crossup or non crossup THEN LAND ON EITHER SIDE… so its a 4 way mixup that i dont even know how to block much less where ill end up when doing it… i kill people online doing nothing but this mixup, its stupid just as this game is. if ibuki anticipates the forward roll she can do the same exact same thing, only she has to jump backwards to do it… imagine crossing your opponent up wth your jumpin… but LANDING IN FRONT OF THEM… yeah, this game is stupid and blocking ibuki after she knocks down with tsumuji is stupid.

that having been said, it isnt THAT powerful of a tactic cause of guessing wrong on rolls and the fact that ibuki doesny know wich side she will end up on so that she cant use target combos in this pressure… which makes the resultant combos low damage… and theres always wakeup reversals…

still you’d be surprised just how effective this is… its easy, generally free damage so theres little reason to not go for it and take it when you can get it.

-dime

How did I not hear about that tsumuji mix up. I really need to pay attention, goddamn.

No sir. Liked the rest of your post though.

yeah my bad, the move i was thinking of was st.mk… cr.fp has more range than it… not cr.mk :slight_smile:

also i use that OS roll that you made up… that shit is godlike yo… like REALLY REALLY godlike and between that and her j.lk cheese motherfuckers can barely get up… so glad you found that os… but i feel REALLY cheesy using it, and i consider myself a cheap mofo… but that shit just makes it seem like the game is playing for me… LOL

-dime

  1. No. Her jab is one of the BEST in the game. Uncrouchable. Superior range (for a jab). 3 frame startup. +6 on hit and +2 on block.

  2. No i frames on EX kazegiri. You got agemen (invincible to most standing attacks), cr mk (avoids most standing attacks), launcher (avoids all low attacks), super (1 frame punish), cross art, backdash, and alpha counter are the main ones for escaping pressure.

  3. She mostly has the same frame data as she did in ssf4 AE in terms of linking except st lp is now +6 instead of +8. The only thing you link after st lp is st mk or cr lp or f+lk which are all either 2 or 3 frame links. cr lp is +7 instead of +6 so you can just use crlp if you have trouble linking. Additionally cr lk is +5 instead of +4 and cl lp is +5 instead of +3 so yea her linking is WAY better overall. The only real 1 frame links you have to learn are the tsumiji loop (which is just like in ssf4), and the cr HP x lk dash x cl lp. I personally use cr lp x cr mk which is also a 1 frame link since that guarantees a good damage combo no matter where I hit cr lp.

  4. The cr hp is also great to use after kazegiri because you can get the mixup that dime was talking about with st mk x mk tsumiji x st lp x cr hp. You can jump/ SJ OR lk dash/ HK dash. However doing it with after kazegiri allows you to do it during the combo so they can’t mash out.

  5. I can’t really argue against this. At least raida dash cancel is pretty fast and useful if you get the timing perfectly with spin kick.

  6. It may not be the best, but it is better than it was in SF4. In SF4 her walk speed was clearly below average (ranked 24/36), whereas now it is above average! Her forward walk speed is ranked 17/38 which is 73% the speed of the fastest character. Her backward walk speed is ranked 11/38 at 63% of the fastest character.

  7. Yes throw range is bad, but the whole cast has the same bad throw range. MANY characters can only resort to the same tactics that Ibuki has without having the same advantages/tricks. If any character is attacking and the other is blocking, he is going to try to get that counter hit or grab. Obviously there are characters with command throws and good overheads as well, but not many have ones that are good, or that do good damage.

As far as having good damage output after safe pressure. I don’t know exactly what you mean by this. But her damage output is pretty nice after hitting with st mp/ cr mk/ cr HP/ cl HP/ cl lp/ st mk on counter hit / bonsho kick/ hien/ st hp/ or any jump attack. The lowest should be around 380 damage with 1 bar although I rely on partner combos for that damage, and my partner does horrible damage with air combos. But hitting with bonsho kick on counter hit/ hien could yield 500+ damage combos EASILY. Cr hp yields 400+ damage as well. Even her alpha counter could yield 400+ damage easily (even though it requires 2 or 3 bars).

When I play Ibuki now I usually make every combo use up just 1 bar. This way I always have alot of meter since Ibuki builds meter like crazy and most of my combos will yield 350+ damage even the hit confirmed ones from a jab. What you really want to get is that 500+ damage combos from cl hk/ bonsho kick/ or jumpins. She also does great damage from being tagged in.

  1. No. Her footsies are quite strong this time around. Not the best, but still strong. Don’t be fooled by the fact that her moves look the same. Bonsho kick will dodge low attacks and if it counter hits a crouching low you can get 500+damage even from max distance. Additionally using crouching MK (or sazan) will dodge standing attacks so you can counter standing high pokes all day with this and combo into launcher combo for 400+ damage (1 bar). Spin kick is 4 frames (0 on hit but only -1 on block!) does 60 damage and has the range of ryu’s cr mk! This move is soo good now! It also hits low hitboxes even though it counts as a high attack, so that means moves like kazuya’s dash or ibuki’s cr mk, or Zangief’s lariat will be stuffed!

Not to mention that her AA is godlike forcing people to stay on the ground.

  1. Every character does more damage with team combos. Off of bonsho kick counter hit I do 587 damage with 2 bars and my partner who does bad air combo damage.

The only real problems I see with Ibuki is that certain tools she has are unnecessarily limited. Hammer kick is -4 on block, and her TC overhead is SO slow and uncomboable even on counter hit. The main things I would change besides that is to make bonsho kick at least +1 on block, and +3 or +4 on hit (its currently +0 on block and +2 on hit) and to give spin kick 2 more frames of hitstun on hit so that it could combo into neckbreaker/ mk tsumiji which is spin kick’s main problem.

A walk speed buff would be nice as well.

Edit: I completely forgot to mention that her low game needs to be way better. Either they could make spin kick a low attack which it practically already is, or give cr lk better range, or completely change cr mk to make it way faster (6 frame startup, -5 recovery frames).

so was messing around today, hk tsumuji low finisher, neutral jump j HK is a 4 frame reversal safe jump but I can’t see myself using it too often.

Also a 10 second true block string that you can only get out of by getting hit or alpha counter:
:lp::mk::hp::df::hk::f::hk::d::db::b::2k::lp::mk::hp::df::hk::f::hk::d::db::b::2k::lp::mk::hp::df::hk::f::hk::d::db::b::2k::lp::mk::hp::df::hk::f::hk:

no utility for it outside of running down the clock I guess. If they get hit by the low HK you can tag out of the tsumuji into your partner for big damage.

I found a pretty useful tactic today. Intentionally whiffing standing lk outside of its range, but inside person’s counter range. If you press st lk xx st hp then st hp will not come out if you whiff and on hit you can combo into launcher for pretty good damage.

What makes it so useful though is that it moves ibuki’s hurtbox back while extending a hitbox forward in 4 frames for 4 active frames. And it ends relatively quickly. I have to admit it looks weird though when you hit a long range poke with that short kick into launcher.

I made this earlier to help me remember how to pressure who… red are people with meterless invincible reversals, blue are people with meter reversals, orange are people with counter (or an equivalent) reversal, yellow are people with teleports only and no true reversal and green are people without reversals or teleports. Blacked out are people I don’t fight (im on 360). It might be wrong somewhere, if you think so let me know.

How are you guys applying throw pressure?

Zangief and Balrog are not quite correct. Headbutt and lariat will both be stuffed completely by any low attack such as Ibuki’s spin kick! EX headbutt is invincible and Zangief’s EX grab is invincible as well. King has two EX throw moves that are invincible. Hugo has EX invincible grab. Juri has EX senpusha as a reversal. Asuka has EX double lift kicks as a reversal. Heihachi has EX raijin stance. Yoshimitsu has EX gohosen as a reversal.

As for applying throws. I hardly ever use them. If the opponent is just blocking for a while you throw him to make him start pushing buttons again so you can counter hit him for 500+ damage. Using cl lp and cr lk are good moves to use right before a throw since it has the second least amount of knockback.

Well that would be why I posted it haha, thanks.

I felt the exact same way after playing her the first few days. Reading your reasoning in the next post lined up with a lot of my early frustrations as well. The good news is that she cant really be played like SF4 Ibuki and she is a lot better than your first day experience. She can control a lot of space in this game.