COMMAND NORMALS
BONSHO KICK
F + HK
The Bonsho Kick is an effective mid to close range attack allowing Ibuki to pass over many of the opponents moves. It can also beat many Special Moves when timed properly such as E. Honda's Headbutt and M. Bison's Scissor Kicks.
HAMMER KICK
F + MK
The Hammer Kick is an overhead attack that has many potential follow ups such as Standing Light Punch or Standing Light Kick. It is useful in the corner where many players will end up blocking low with nowhere to go.
REVERSE SPIN KICK
B + MK
SAZAN
DF + MK
The Sazan is one of Ibuki's most useful attacks for controlling space. This move allows her to not only close in on the opponent and possibly do a bit of damage in the process, it also passes under fireballs -- even low Tiger Shots! That said, do not get too predictable with the Sazan and try to use it at max range in order to avoid being punished for using it.
AGEMEN
B + MP
Agemen is Ibuki's go-to anti air move, allowing her to beat most jump in attacks when timed properly.
KUNAI
IN AIR
IN AIR, QUARTER CIRCLE FORWARD + PUNCH
Ibuki's projectile attack that can only be done in the air. Each strength punch will determine the angle in which the Kunai is thrown. It does not cancel out projectiles like fireballs, so this is not a move to be used in projectile wars but more to annoy and mix up the opponent. You can follow up with a Kunai after an EX Kazeigri.
One of the more effective ways of using the Kunai is after an untechable knockdown to set up an ambiguous cross up. For instance, after a Neck Breaker, you can super jump and immediately throw out a light Kunai. As you drift to the other side of the opponent, they will have to predict which way the Kunai will hit. This is known as her "Vortex", although there is much more to the Vortex than just Kunais.
TSUJIGOE
FORWARD, DOWN, DOWN-FORWARD + PUNCH
Ibuki will jump and flip in the air at different angles, depending on the strength of the punch. From here she can toss out a kunai to create mix up and cross up opportunities.
NECK BREAKER
HALF CIRCLE FORWARD + PUNCH
Ibuki's sliding neck breaker which hits low on opponents. EX versions will do multiple hits. Set's up an untechnable knockdown and is one of her most effective specials in combos due to the fact that it will set up her "vortex". After the Neck Breaker, you can execute a Light Kunai just as they are waking up to set up an ambiguous cross up, or jump in with Medium Kick or Light Kick for similar results.
RAIDA
HALF CIRCLE BACK + PUNCH
Ibuki's command grab, although it is not like many other command grabs in that it can be blocked. That said, it will catch jumping opponents and can also be connected after a EX Tsumuji in the corner.
KASUMI GAKE
QUARTER CIRCLE FORWARD + KICK
Ibuki's dashing teleport which travels different distances depending on the strength of the kick. Light Kick and a Medium Kick will keep her in front of the opponent from close range, while the Heavy Kick version will allow her to go through the opponent completely, ending up on the other side. It is useful within block strings to use this move to confuse and mix up the opponent.
KAZEGIRI
FORWARD, DOWN, DOWN-FORWARD + KICK
Ibuki's Dragon Kick which is primarily useful within her chain combos. The EX Version will allow her to follow up with a Kunai, keeping the opponent at bay although they can hit you with a Level 2 Focus as you make your way down if they predict the follow up Kunai. EX version is best used as Anti Air and is a decent wake up move as well.
TSUMUJI
QUATER CIRCLE BACK + KICK
Ibuki's multi-hit whirlwind kick which is primarily useful in combos and block strings. After the initial hit, you can either let the rest of the attack hit mid, or press down and kick for the move to end in a low attack. Ending in a low will allow her to start her "vortex" as mentioned above.
HEIN
BACK, DOWN, DOWN-BACK + KICK
Ibuki's overhead stomp kick which is not as useful as it was in Third Strike, which isn't saying much. She will hop on the opponents head and then bounce off after the attack. Using the EX Version will allow her to jump to the other side of the opponent, which can make it useful for escaping corner pressure.
SUPER - KASUMI SUZAKU
IN AIR
IN AIR, QUARTER CIRCLE FORWARD X2 + PUNCH
Ibuki builds meter quickly with her being such an offensive character and has one of the more useful Supers in the game.
ULTRA 1 - YOROITOSHI
HALF CIRCLE BACK X2 + THREE PUNCHES
This is Ibuki's grab Ultra, and only has limited uses due to the fact that is has relatively slow start up. you might catch your opponent off guard a couple times with this one, but her second Ultra will typically be the go to Ultra for Ibuki players.
ULTRA 2 - HASHINSHO
QUARTER CIRCLE FORWARD X2 + KICK X3
This will most likely be the preferred Ultra for most Ibuki players considering it has multiple uses and applications. The most effective way to use it is from a Super Jump Cancel off of one of her normal moves. For instance, she can Super Jump Cancel most of the final attacks of her chain combos and end with this Ultra making it extremely useful in her overall gameplan.
CHAIN COMBOS
Jump Heavy Punch, Forward + Medium Kick
Jump in Light Punch, Forward + Heavy Punch
Jump In Light Kick, Forward + Medium Kick
Light Punch, Medium Punch, Hard Punch
Light Punch, Medium Punch, Forward + Light Kick
Light Punch, Medium Punc, Down + Hard Kick, Hard Kick
Back + Medium Kick, Forward + Medium Kick
Hard Punch, Down Hard Kick, Hard Kick
Light Kick, Medium Kick, Hard Kick
KUNAI COMBOS
RAIDA COMBOS
KAZEGIRI COMBOS
Many of Ibuki's chain combos can be finished with a Kazegiri -- example:
Light Kick, Medium Kick, Kazegiri
TSUMUJI COMBOS
Many of Ibuki's chain combos can be finished with a Tsumuji -- example:
Light Kick, Medium Kick, Tsumuji
YOROTOSHI COMBOS
HASHINSHO COMBOS
Ibuki has the ability to Super Jump Cancel from many of her chain combos. To Super Jump Cancel into the Hashinsho, you will buffer two quarter circle forwards, ending in up-forward, then press all three kicks -- example:
Light Kick, Medium Kick, Super Jump Cancel, Hashinsho
Light Punch, Medium Punch, Hard Punch, Super Jump Cancel, Hashinsho
Close Hard Punch, Super Jump Cancel, Hashinsho
No comments:
Post a Comment