The Ibuki Thread

Only ex neckbreaker did in ssf4. At least I think so

I can’t remember to be honest, but this is good news. So if you HP neckbreaker, it should go under any fireball? Is this spacing or timing dependent?

Im not sure about any fireball. Something like Sagat’s low tigershot may hit her. I have to test it.

It goes under maybe 1/3rd of the fireballs in the game… pretty character specific…

Post corner Raida knockdown vs forward roll. Back dash s. lp.

Walk 1 step forward = crossup
Stand still = same side

Midscreen Raida knockdown vs. forward roll. Forward dash

3 steps = crossup
2 steps = same side

so i tried out my super easy input gem strat in t-mode:

first things first, i was RIGHT that it basically turns tsumuji into a GODLIKE POKE… like… ridiculous poke. and gives her a really easy mode way to force people to jump into agemen cause of her ground pressure, plus she also gets the neutral game mixup of tsumuji or command dash. tsumuji will make people want to not press buttons and thats when command dash comes in.

UNFORTUNATELY ibuki probably has to sacrifice to many things in order to get that poke. she loses all kick commmand normals (no bonsho kick or overhead)
she loses the ability to walk backwards and forwards and do jab/short fakes (unless you are VERY precise with the command)

and losing those is bad… well losing bonsho kick isnt so bad cause tsumuji takes its place as a ranged poke and has faster startup to boot. the overhead is worse in this version cause of its -4 on block bs. so that isnt a horrible thing either in my eyes… BUT losing the ability to jab/short fake is a deal breaker for me. as i need to be able to slow down my opponents reactions. anywho ima still try out super easy input gem versus people to see how i go… with tsumuji being so much better (really cant overstate how much better instant tsumuji from walk backwards has the potential to be… seriously, try it out just for shits and giggles in t-mode, no motion startup means that its basically much faster, and the ability to walk forwards OR backwards without having to pause to let the buffer window reset is… ridiculous)

BUT, she loses some important tools to gain 1 ridiculous one. super easy mode input gem ibuki seems to me to be an advanced strategy that may not work out, you have to be VERY crisp with your normals in order to not get out hiens and raidas and neckbreakers (hiens input becomesD/B+kick…) raida and neckbreaker inputs become f/b punch and b/f punch respectively.

-edit… oh yeah… another huge one is that she loses the ability to cr.lk from a d/b… thats HUGE. she still has the ability to do cr.lk from neutral or d/f though. but yeah, like i said probably to many detractors to warrant use of super easy mode gem. IM STILL GONNA TRY IT OUT THOUGH!!!

if only we could select what specials we wanted on easy mode. if only we could program our own preset combos (i’d just put tsumuji as a preset and be done with it) anywho, yeah.

-dime

There are no vids of Ibuki yet? She was pretty popular and fun in SFIV, it’s strange that no one has posted anything. Has she really been that ruined by SFxTK?

I’ve been playing her, I feel like her overall ground pressure is improved somewhat, but her lack of pressure options on opponent’s wake up is pretty underwhelming? However, I like her style of canceling chains into non ex specials, so i’ll probably still play her.

Can she hold her own as a point? Or are people using her as a tag in?

I have Ibuki on point and Ken anchor…

Does anyone have frame data? I can’t find any sources for any character in the game.

I use her on point and Cammy/Ryu on tag. I don’t think Ibuki’s options are very powerful in a tag combo.

Ibuki, Ryu, Jin, Chun li frame data

gem suggestions?

I’m having trouble in general with tagging in and out, because if someone can outpoke her, or anti-air her all the time, then it’s really difficult to tag her out even at mid-screen raw. Being able to tag in and out safely is somthing I’m working on though since she has low health, she gets blown up by people with high damage output. She can’t even anti-air properly if someone is above her because their jump is too high (SSF4cl.stHKcoughcough) or it gets stuffed.

The only thing I can think of is her neckbreaker that causes hard knockdown, or using raida to either switch safely and/or continue a combo.

The rest is left for discovery and study.
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Yes, I think so.
I play Ibuki in SFIV, and I think capcom took away too much from and they didn´t give nothing special too her (they improve her raida, her sazan and some combo habilities). But, this is a very based footsies game, and she has bad footsies game (if you compare her with all new characters besides the old ones) and she needs a lot of meter to execute her damaging combos (that´s really bad since rufus or kazuya can destroy you with a 400/500 damage combo with 1/without meter).

And, why not say, she doesnt have vortex but capcom didnt give nothing to her to balance that vortex lost.

My first idea was play Ibuki as I do in SFIV, but after some hours in the lab, hell, I will switch to another character. I think she will be medium/low tier for sure. Don´t expect to see her in any serious tournament with any chance.

Regards

You can tag her out of hien to make a safe tag out and its combo potential post tag out is very high. You can also tag out of her JF HK used as an AA or in combo. Obviously you could do the launcher or cross cancel x tag or a launcher combo. Those are probably her safest.

I played Ibuki today against some local players. Got blown up by a player using Ogre. He was using the most basic combos yet I took 2174173501498217984 damage. :\ Then again, it WAS scramble mode.

It’s funny that people keep comparing ibuki to SF4 standards and not to SF3s. Which in SFxTK seems to resembles the most from. SF4 ver. was honestly to me a downgrade by comparison. In this game she’s more or less back to her original self. Flows so much better with her link ups and her general speed.

Yea I think she’s more 3S. The more I play her in this game, the more I consider her as a character that relies more on countering than getting in.