The Ibuki Thread

Some of her normal moves needs testing if they need to be SJC’d (super jump cancled) ex: cls. st.HK

People are worried about her vortex not being a part of her game this time around due to the rolling wake up.
But it looks to me like if you throw a Kunai in the air (the opponents wake up roll is so obvious) why could you just to input the neck breaker and score another down by catching them on their roll recovery. I haven’t seen the roll really put anyone in a safe position and the Neck breaker is a pretty fast move.
Just something worth testing in my book.

This is just theory for now, but even if she threw the kunai as a meaty set-up, she might not have enough recovery to do a raw neckbreaker (This rule applies to SSF4 AE).
I don’t know how fast or slow the recovery is on the rolls, so I could be wrong. But yes, it needs testing…

Oh yea, new video I found while browsing. [EDIT: nvm, someone already had it on the new media thread.]

[media=youtube]zHu7SIywVD8[/media]

Seems like ibuki’s ex dp doesn’t knockdown anymore. Seems it’s similar to her 2nd impact dp

Haha I was right lol…ex dp doesn’t knock down and you can follow up with a normal air attack.
Kunai’s knock down now

^I saw that too. You could try somthing like EX Kazegiri, HP, mk. They had trouble trying to connect the mk though.
I asked the guys on the stream if somthing like ST.HK needed to be SJC’d. It seemed like you have to SJC’d it, just like in SSF4.
I don’t know if this applies to her MK, one of her trailers shows somthing like: mk, h.cmd, mk, h.cmd, super art. Hmmm… Interesting stuff.

Oh, for those who are wondering what I’m trying to talk about:
[media=youtube]sNyFbM0E1MQ[/media]
See 1:00

Maybe you can loop it , ex dp , air attack , crouching something, ex dp , repeat.

You mean, somthing similar to this combo: [media=youtube]747Szb6Eu5w[/media]
See: 0:37
Although, you can’t use super art in the air, if that exists. I don’t know if it’s worth spending the meter to do that combo, someone may need to test that out too.

sfxt ibuki = combovid in real matches with meterbuild gems. some people are fretting over loss of vortex lol

Does anyone know which special move of Ibuki is the one that can be charged and dash canceled?

Her radia?? :hcb::p:

For the Ibuki lovers out there : http://www.eventhubs.com/news/2012/feb/24/leftover-street-fighter-x-tekken-combos-shadowloo/

Awesome tag in with Ibuki. Shame the Tsumuji into Raida was damage scaled horribly but hell I’d still do it for the fun factor.

Pretty cool tag in, but EX spin kicks into Raida is possible in the corner in SSFIV also. Not much new there besides being able to come down and combo after EX dp kicks which is awesome. Anyone know if it needs to be the EX version to combo like that?

I think so. I watched an ibuki match doing a normal kazegiri and it followed the opponent with her instead of staying grounded like the ex version. I don’t know if a normal can be followed after in a split second, but I doubt it.
I’m thinking it can be tag canceled instead which is the better option.

Ibuki gets some great air combo utility… her aircombo connects fully (instead of wiffing the second time) and st.hk forward jc HK bounces… resetting the juggle count if I remember right.

Check here at ~2:40ish

[media=youtube]3EJ2hvM7Gp8[/media]

Edit, you can also tag cancel raida and smack them as they get blasted away to continue combos… ibuki combo potential is lookin real nice.

at this point from what i’ve seen shes looking more like a combo/juggle monster rather than a vortex/okizeme character. her mixups still look solid but i think she will be more reliant on command dash mixups and resets rather than hard knockdowns.

even if she can still do meaty kunais/safejumps, i think the timing will be completely fucked compared to SFIV. i saw someone do neckbreaker, step back, j.mk which probably wouldve worked in SF4 but the character was already standing. same with ex neckbreaker, mk command dash, jump in. if anything those setups would just fuck up ur muscle memory for playing ibuki in SF4, since those timings are really strict.

like i said tho her combo/air juggle potential looks even better than in sf4 tho.
now she can do shit like:

f.mk (overhead), TC10 (lp mp cr.hk st.hk), lk command dash, st.mk -> hk command dash, st.mk -> lk command dash, yoritoshi WTF?!? that is fuckin sick. (im not sure if she still has to high jump cancel into command dash off of TC10. i kinda hope so cuz the execution barrier makes it that much cooler when it is pulled off.)

i hope they make tsujigoe (her command jump) more useful in this game too.

Dang , yeah Ibuki looks to be really fun to get in the lab and figure out all the combo potential. Still trying to find a partner for her until Sakura DLC is released.

Thinking about Hugo. Ibuki can get in and start combos on point then tag Hugo for massive damage or he can come in to tank when ahead on life. Hopefully he has some good moves and setups that let Ibuki keep her crazy combos going during tags. I’m thinking that she will be able to do some interesting stuff off his wall-bounce thing.

tested her a bit… honestly, my first impression is that she looks like top tier material. Sure they took away the kunai vortex (SFxT seems to follow an anti-vortex design as a whole), but hell… she hits like a TRUCK (just an example, Lk neckbreaker does something like 160 damage AND is easily hitconfirmable from lights), she’s still very mobile, EX Raida has a new huge range, slide is hella fast, can still jump cancel her moves, super comboes into full version from huge range

Sounds great! Her super is still a grab right? Not a hit that can be blocked like Raida?

Well, be warned. Her normals are non-existant. She’ll be the kind of character you wanna tag in and stay in your opponents face. Like the grapplers or the slow truck Heihachi.