
I'm trying to play as C.Viper so I can main her. Now I want to try Ibuki since she's like C.Viper with a Super Jump. Can't wait for this game to come out.
i'm a vega-ken player (main vega) and i'm just looking forward to JURI and GUY!!! not because of there moves or similarities to vega and ken but because i like them as a character, and even if i'm awful wit them i'll still play them till i'm good with them
I've always liked Ibuki, and I look forward to playing her. That being said, rumors that she plays like Viper are rather unfortunate for me. I am AWFUL with Viper, and I'd rather that not carry over to the kunoichi school girl
I'm pretty sure she won't be as hard to use as Viper. thank god she doesn't have those fake cancel to shorten normals' animation. that's what kept me away from Viper. I'm sure if you main Viper you have to buy a new stick every 6 months.
Ibuki seems more straight forward, with a big potential to go fancy on her opponents.
@ Funkenstein23
She is definatly not an average shoto character, but she isn't like C. viper at all(I mained Viper and now I play Ibuki all the time). Viper has a steep learning curve, but Ibuki seems to start easy. Only her advanced combo's are really hard and SJC and feints aren't that important.
Even if Ibuki is like C. Viper or vice versa, learning Ibuki in this street fighter is going to be a challenge. Basically i was learning her in Third Strike but haven't mastered her so looking forward to getting the job done. But the good thing about the similarities both potentially have it will give those the opportunity to raise their skills and possibly have what it takes to pick up C. Viper or Ibuki (for C. Viper players) along the way. That's the way I see it.
Ibuki has been really underrated. I think she going to be than Dudley.
raida is such a nasty move. beats nearly everything except block and is relatively safe for such a great move. after knock down ill just dash forward and raida them on wake up, if they try to dp out of it they get hit, jab...they get hit, throw, they get hit, jump, they get hit. it almost makes their only option on wake up is to block.
could just be that ive only played it one day. anyone else finding this move to be as nasty.
It true that Dudley is overrated and the her projectiles such at being used as typical projectiles. However she has good combos and has an Akuma like projectile cross up ability.
Hello people! I've NEVER played third strike before so all the 3S characters confuse me :/. I've been trying on Makoto and I think she's awesome. But now I also want to give Ibuki a try. As Makoto, my mind set was like a combination of Cammy and Zangief. Who should I think about when playing Ibuki? Which character is her style closest to? What kind of shennanigans should I go through to play her effectively?
Just a side note, I think Ibuki is a very popular character in this game. I see her a lot online. Still, I have yet to figure out how to play her effectively.
@shannaro1992
I've never played SF3 either but I've been using Ibuki for a while now and I've have a feel on how to use her effectively (but that's talking about from my play style).
Her strong points are her mix-up game and her target combos.
The LP>MP>HP target combo is move cancel-able, which is good for linking her energy grab or other moves. I haven't experimented much with her jump target combos, but I'm pretty sure one of them is like Chun-Li's jump target combo, where you have to block high for the second hit. The jump-in LK>towards MK is the easiest, but weakest while the jump-in HP>towards MK is the hardest (due to late HP animation) and most damaging. Her LP>MP>down HK>HK and HP>down HK>HK are the main target combos that I use. The down HK does perform a sweep, which knocks them down, but the HK after that RESETS the opponent. You can stop the target combo at down HK to start your wake-up mix-up game and mix between from stopping it at down HK or resetting it. Another thing to confuse the opponent with is to high jump after those target combo, so you would either end up on top of the opponent for more mix-ups or retreat to safety.
Her mix-up games are fun since you have so many choices. Her overhead kick has a really slow animation, but if you time it right, you can jump over some moves (Fireball, sweep, anything in the low to mid range attacks) and it is possible to link after the overhead with a sweep or other strikes. After a sweep, you can dash in, and when the opponent wakes up, you can jump backwards and throw a kunai.
Her EX neck breaker is also a good choice but somewhat risky. It does go under some projectiles, but it can be blocked low and punishable.
It's not really a good guide yet since I've been only playing as her for like two days, but it's just fun to mix-up and keep close to the opponent.
@PorkedRice
So basically, Ibuki is like a combination of C.Viper and Akuma. Ibuki's super jump mix-up and target combo shennanigans are what I need to mainly work on to be successful then. Thanks a lot. Although I'm kind of worried about the fact that she not only has low health, she's also easy to dizzy. That's gonna be a pain.
I like Ibuki for all her options. But for a character that has to be in her opponent's shorts (more like hit-and-run actually), nearly all of her specials are unsafe, high risk high reward style. And she doesn't have any reliable reversal. Her pokes are also pretty average. Basically, what you want with Ibuki is fishing for knockdowns. Once you score a knockdown, then you're in your element.
So far I have problems against characters with good defense obviously, like Deejay and Cody... well these two have good everything anyway. Actually I don't think Ibuki has matchups in her favor that much, but all around 5-5, which is a good thing (I know the game is all fresh and we don't know much, but we can speculate using some logic). I'm still not sure if I'ma stick with her. I may switch to Guy, or Deejay.
Ibuki is insanely good. Any doubters need a slap. Her mixup game is probably the best in the game. Yes, she has low stamina, but she has enough tools to deal with any character in the game.
what is the purpose of the illusion dash? The recovery time is too slow to make it useful as a cross up move. And you can't use it to escape grabs, because once the opponent inputs the grab command, it automatically reverses once you dash to the other side. The only thing it can do is cover ground quickly, but the regular forward dash can do that also. I just don't get it.
I think the Cammy vs. Ibuki match-up is pretty interesting. Cammy is my second main and I've played quite a few Ibuki's online. She seems pretty popular. Anyways, it's pretty even if you ask me. I found that Ibuki's Kunais can be beaten by Cammy's Spiral Arrows. Contrastly, Ibuki's Neck Breaker beats Spiral Arrow. Ibuki's super jump can get her places where Cammy can't but Cammy is overall the faster character on the ground. Both suck at defensive tactics but have massive offence capabilities. It all depends how each player use each character's offence powers. Whoever makes the first big mistake will probably lose.
#29
From what I've done with the Illusion Dash, its possible to dash past certain moves. I've only done it by mere chance though. If some finds the timing of when to dash and what moves you can get past without being hit, then I think it would serve a good purpose.
Read this if you need help learning Ibuki.
http://shoryuken.com/showthread.php?t...
Make an account and ask questions there if you want or just ask here whichever.
Her HK command dash is good when u use it along with her LK and MK command dashes to confuse the opponent into reacting at the wrong times and to keep u close to the opponent. U can also use HK command dash to escape bad jump ins or people trying to push u into the corner with bad jumps. If u see the opponent is going to miss their jump in at all HK command dash is a free out. Like the guy said above...HK command dash will also go through moves with long start up like EX green hand or EX messiah as long as you are near the opponent when they start them.
I heard she has an infinite. Anyone got any info on that?
She doesn't have an infinite. She has a combo that ends with a reset (you get hit in the air but land on your feet) and her in the air above you ready to land a kick and start the combo over again, but she can *only* keep doing this if you don't block. A lot of scrubs on the receiving end of this think it's an infinite because it looks like one, but in reality they just fail at Street Fighter. Even if they don't know about resets, even if they don't notice the constant "(whatever) Hit Combo" messages during the "infinite", for them to think it's an infinite means they aren't even *trying* to block once it starts, just sitting there with their hands off the controls looking stupid. And there's really no possible excuse for that.
@#38/JungleMan:
And you're way too interested in how I feel. If you didn't obviously have some experience playing Ibuki, I'd suspect you got fooled by said reset trick, heh. Anyway, I'm not that angry about it specifically, I just had a bad day and took the opportunity to vent some steam. It's no biggie.
Been playing quite a bit of ibuki of late and have found a nice trick to bust out in games...
SJC into ultra 2 is really easy to do. It may, at first seem difficult, but once you've done it a couple of times, you'll realise the timing, and see that its really not hard. I like LK, MK, SJC ultra 2. It's pretty easy to land a LK, so this is utmost punishment for your opponent making a small error. Learn it, use it, love it.
I'd like to retract my earlier comment. Looking at it with a clear, cool head, I realize now how incredibly dickish it was, and am ashamed :(
Drippy_Nozzle
I find sjc into ultra 2 extremely hard to do (ive only done it once by luck and spamming in trial). I'm up to Ibuki's last trial but it's just so hard and frustrating...My problem is that she keeps cancelling into another move instead of ultra (like illusion dash or dragon kick). Can u please give me a tip to stop that? ill greatly appreciate any advice
Her raida is kind of a counter-throw move. Meaning... you can grab Zangief's Ultimate Atomic Buster or T.Hawk's Double Typhoon, Raging Typhoon, and mexican typhoon with it. All you need is to start the move "slightly" (like a frame or so) before the other guy does. With the right distance it is only slightly punishable, the EX version is less punishable.
It works great, even if the character is on the ground and just waking up into their ultra combo.
You can also do the same with the yoroitoshi ultra, with the proper timing. But it's rather risky if you fail.
It does not work against most reversal moves (like shoryuken for example), although i know i have grabbed t.hawk's TomaHawk rare times.
@ #43 dang i got in there late!
My hot tip for ibuki SJC into ultra 2 (for any1 else who has trouble with it)-
I find that I have this most consistently by completely disregarding the SJC. Sounds strange, but for some reason i find if I just "pretend" i'm doing like a standard super cancel but with a slightly sloppy motion and 3 kick buttons, the ultra comes out. It doesnt feel like i've done an SJC but somehow it does. First time I did I thought you could just combo straight into ultra!! Don't buffer the first quater circle forward while hitting another button, as ibuki has far too many special moves and as MB56 says you often get one of them, but instead as soon as the startup of the move you wish to cancel from has begun, perform a really quick ultra command, and if your a bit sloppy with your execution and finish with the stick in an up position ultra 2 will combo on. This will take practise guys but don't give up, its such a great tool that she has.
when your confident, try this vortex string;
1. Non techable knockdown (I use neckbreaker). The vortex MUST start from a non techable knockdown. It MUST. Its the only way to get the kunai to strike at the appropriate time.
2. SJ (ordinary jump will work if you are close enough, say if you knock em down with a c-HK) over your still knocked down foe and release a LP kunai at the peak of the jump.
3. Upon landing on the other side of the opponent, the vortex has been established, and a very difficult blocking situation arrises. You have to pause slightly so ibuki can recover, but then you can launch into a target combo, which WILL COMBO WITH THE KUNAI. Finish the target combo with a neckbreaker to set the vortex immediately again, or SJC into ultra 2 for some seriously flashy stuff.
Sorry for the long post, but I felt somebody should mention the vortex. If any1 wants to know more about it just post and I'll try and explain. Don't hope to master these 2 techniques immediately, but with practise consistency can be achieved.
Hi again, I've been practising with Ibuki some more, and have come up with a cool mix up strategy;
Target combo 6 (the launcher 1), instead of the predictable jumping attack follow on, try an SJC into HK illusion dash. The timing is a bit funny, but its immediately after she resets the opponent, perform a D-DF-F-U+HK to dash under the airborn opponent and to the opposite side. If they start blocking this, try a medium dash, which will stop infront, instead of going right over.
I just thought of some buffs or improvements for Ibuki
-Ultra I (make it two quarter circles forward + PPP) and easy to combo with all her target combos
-Ultra II (same as above all here target combos to combo into it without super jump cancel)
-Allow here Kazegiri to do 4 hits on all (LK, MK, HK) and the EX 5 hits
-Kasumi Suzaku- Allow her to throw more knives as you hit the punch buttons
-Kubiori- allow it to slide under all projectiles on normal and EX
-Hien (make it faster)
-give here another Target Combo with her High Kicks
These are just some thoughts maybe they can be added to make Shinobi Ibuki sugoi!!!!
Filthy ibuki links:
c.lp, c.lp, c.hk
^Bit hard. Crouch combo to sweep.
c.lp, s.lp, c,hk
^Easier, works on standing opponents. (far s.lp)
s.lp-s.mp-s.hp, s.lp, c.hk
^Bigger hitbox characters, standing opponents punch target combo link into sweep.
s.lp-s.mp-s.hp, s.lp, s.mk SJC ultra II
^Can cancel into any special move off the medium kick, I just put SJC cuz its also an option.
Here's a tutorial video I made showing a new Ibuki vortex idea. It does a good job of tricking your opponent into thinking you're staying on the ground instead of going for an air kunai. Check it out.
Advanced Ibuki Vortex: Sazan (DF+MKslide )
http://www.youtube.com/watch?v=AQsUyR...
@48 although i love ibuki, all those buffs would make her too powerful. I mean a few of them would be good as she does need some boosting in areas but all those things would make her the next yun, especially every target combo's comboing into her ultras. I do like the ultra 1 input change and ex-neckbreaker avoiding projectiles.
I also think the raida or atleast the ex-raida should be like gief's and hawks command grabs, e.g. unblockable, as they need to be close up aswell for it to work, maybe the recovery frames added to normal neckbreaker to avoid people whiffing neckbreaker's in order to spam them, and making them more tactical.
yay ibuki updated for ae keep up the good work hubs :3
The guide says that the fireball part of her Ultra 1 does 501 damage, but at most it only does 284, and much even less if all the hits don't connect (Data from AE, I'm not sure if this guide has been updated to AE data yet or not--hopefully it has been, since the game's been out for some time now.)
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