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{{SFxTCharacterHeader|Ibuki|ibuki| | {{SFxTCharacterHeader|Ibuki|ibuki| | ||
Either | |||
The kunoichi-in-training Ibuki is a very peculiar girl, and her eccentricities saw her to an EVO 2018 tournament | |||
victory. When she’s up close, she can hammer opponents with an overhead that can link into a full combo, crack | |||
open their guard with oppressive pressure using her Target Combos, or suddenly cancel a string mid-hit into her | |||
Kasumi Gake (qcf+K) when her opponent gets complacent so that she can hit them from behind for a full combo. | |||
When she’s far away, she can keep opponents at bay with her Kunai attacks (qcf+P) in the air that causes | |||
knockdown on hit and gives her more time to play keepaway. But when she’s at mid-range, Ibuki’s options are | |||
limited. Her quickest movement options only move her forward, and if she is chased down she has no way to get out | |||
of trouble unless she’s willing to burn two stocks of meter. Her normals typically aren’t the best to play footsies with, | |||
as her best poke, cr.MK might not combo at max range into a boost and that can lead her open for a big punish. | |||
Therefore, it is best that she be brought in by a partner rather than try to bring them in first. She does not have many | |||
safe tag options to cover her mistakes, but having Ibuki as an anchor character can override the difficulties she has in | |||
neutral and immediately begin whittling away at enemy defenses until she can overwhelm opponents with a flurry of | |||
hits coming from all directions. | |||
| | | | ||
TBW}} | TBW}} | ||
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== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
* | * cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (386) | ||
(0bar, medium) | |||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* | * st.LP~st.MK~cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P(325) | ||
(0bar, medium) | |||
* st.MP, f+LK xx qcb+LK (168) | |||
(0bar, easy) | |||
* cr.MK~st.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (368) | |||
(0bar, low, medium) | |||
=== Post-launch combos === | |||
* cl.HK>jc j.HK, dp+HK | |||
(0bar, easy) | |||
=== Advanced Combos === | === Advanced Combos === | ||
* | * st.MP, f+LK xx qcb+KK, walk forward cl.HK>jc j.HK, dp+HK(374) | ||
(1bar, corner, medium) | |||
overhead | |||
* f+MK, st.MK~cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P(363) | |||
(0bar, medium) | |||
crouching counter | |||
* f+HK, cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (447) | |||
(0bar, counterhit, medium) | |||
anti-air | |||
* b+MP, st.MK xx dp+HK (240) | |||
(0bar, easy) | |||
* b+MP(1) xx qcf+LK, cl.HK>jc j.HK, dp+HK (285) | |||
(0bar, medium) | |||
=== Combos Into Supers === | === Combos Into Supers === |
Revision as of 19:02, 25 September 2023


Ibuki
Ideal Team Position: Either
The kunoichi-in-training Ibuki is a very peculiar girl, and her eccentricities saw her to an EVO 2018 tournament victory. When she’s up close, she can hammer opponents with an overhead that can link into a full combo, crack open their guard with oppressive pressure using her Target Combos, or suddenly cancel a string mid-hit into her Kasumi Gake (qcf+K) when her opponent gets complacent so that she can hit them from behind for a full combo. When she’s far away, she can keep opponents at bay with her Kunai attacks (qcf+P) in the air that causes knockdown on hit and gives her more time to play keepaway. But when she’s at mid-range, Ibuki’s options are limited. Her quickest movement options only move her forward, and if she is chased down she has no way to get out of trouble unless she’s willing to burn two stocks of meter. Her normals typically aren’t the best to play footsies with, as her best poke, cr.MK might not combo at max range into a boost and that can lead her open for a big punish. Therefore, it is best that she be brought in by a partner rather than try to bring them in first. She does not have many safe tag options to cover her mistakes, but having Ibuki as an anchor character can override the difficulties she has in neutral and immediately begin whittling away at enemy defenses until she can overwhelm opponents with a flurry of hits coming from all directions.
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks



































































crossup




crossup





Unique Attacks













































and 4th hit














































Throws












Special Moves















can Kunai after







press














can Kunai as follow-up







Super Combo



projectile version

Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (386)
(0bar, medium)
Hit Confirm Combos
- st.LP~st.MK~cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P(325)
(0bar, medium)
- st.MP, f+LK xx qcb+LK (168)
(0bar, easy)
- cr.MK~st.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (368)
(0bar, low, medium)
Post-launch combos
- cl.HK>jc j.HK, dp+HK
(0bar, easy)
Advanced Combos
- st.MP, f+LK xx qcb+KK, walk forward cl.HK>jc j.HK, dp+HK(374)
(1bar, corner, medium)
overhead
- f+MK, st.MK~cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P(363)
(0bar, medium)
crouching counter
- f+HK, cl.HP>df+HK>f+HK>jc j.LK>(delay)f+MK, hcb+P (447)
(0bar, counterhit, medium)
anti-air
- b+MP, st.MK xx dp+HK (240)
(0bar, easy)
- b+MP(1) xx qcf+LK, cl.HK>jc j.HK, dp+HK (285)
(0bar, medium)
Combos Into Supers
- N/A