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== General Combo Notes == | |||
'''Midscreen Combo Enders''' | |||
* '''HK Kazekiri (623HK)''' does more damage and corner carry, but can be back rolled making the oki weaker | |||
** All strengths of Kazekiri do the same damage, but HK is the least likely to drop due to range | |||
** Allows cancels into CA | |||
** In most juggles, Kazekiri loses a hit which lowers the damage. The main exception is after Crush Counters like 6HK or anti-air 5HK, which give free juggle states. | |||
** If the opponent back rolls, Ibuki can use dash + meaty 5HK, which will hit crouchers unless they hit a reversal crouching normal. This is +6 on hit, 0 on block. | |||
** If they quick rise instead, 5HK whiffs quickly enough that Ibuki can often land an immediate 5LP or throw afterwards. An opponent that consistently quick rises gives Ibuki stronger midscreen oki. | |||
* '''LP Raida (63214LP)''' deals more stun, and prevents back roll for stronger oki | |||
** Sets up a perfect dash + meaty 2LK that links into 5LK, or a microwalk + throw. This low threat makes it risky for the opponent to backdash or back walk, and it is safe against V-Shift Break | |||
** Raida whiffs after 5MK > 5MP in most scenarios, so either use 623HK or use an EX Kunai to start a juggle | |||
** Raida is preferred as a juggle ender since it won't lose any hits. However, it tends to whiff after a ranged CC 6HK. | |||
* '''HK/EX Command Dash (236HK or KK)''' into an Air Target Combo followup are useful in some juggle scenarios | |||
** After 5MK > 2HK > HK, Ibuki can cancel into 236HK > j.LP > j.MK or 236KK > j.HP > j.HK | |||
** Kazekiri and Raida (including EX) don't have enough juggle potential to combo here | |||
'''Corner Combo Enders''' | |||
* '''HP Raida (63214HP)''' is generally preferred, as it gets the damage of Kazekiri with the stun/oki of Raida | |||
* '''EX Kazekiri (623KK)''' can cancel into HK Air Kunai Ikkinage + EX Raida for massive 2-bar corner damage. | |||
** Because of the high resource cost, this is usually only recommended to secure the stun/kill | |||
Combos with interchangeable Kazekiri/Raida enders will have Damage and Stun listed as a(b), with a = Kazekiri and b = Raida | |||
== Light Confirms == | == Light Confirms == |
Revision as of 21:05, 11 June 2022
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Full move name | Abbreviated name | Input |
---|---|---|
Kunai Ikkinage | Ikkinage | Hold P for 50f, then release. If throwing 2 or more kunai, it can be cancelled into a special move or CA. |
Air Kunai Ikkinage | Air Ikkinage | Hold K for 50f, then release while jumping. Can be done after EX Kazekiri with precise timing. |
General Combo Notes
Midscreen Combo Enders
- HK Kazekiri (623HK) does more damage and corner carry, but can be back rolled making the oki weaker
- All strengths of Kazekiri do the same damage, but HK is the least likely to drop due to range
- Allows cancels into CA
- In most juggles, Kazekiri loses a hit which lowers the damage. The main exception is after Crush Counters like 6HK or anti-air 5HK, which give free juggle states.
- If the opponent back rolls, Ibuki can use dash + meaty 5HK, which will hit crouchers unless they hit a reversal crouching normal. This is +6 on hit, 0 on block.
- If they quick rise instead, 5HK whiffs quickly enough that Ibuki can often land an immediate 5LP or throw afterwards. An opponent that consistently quick rises gives Ibuki stronger midscreen oki.
- LP Raida (63214LP) deals more stun, and prevents back roll for stronger oki
- Sets up a perfect dash + meaty 2LK that links into 5LK, or a microwalk + throw. This low threat makes it risky for the opponent to backdash or back walk, and it is safe against V-Shift Break
- Raida whiffs after 5MK > 5MP in most scenarios, so either use 623HK or use an EX Kunai to start a juggle
- Raida is preferred as a juggle ender since it won't lose any hits. However, it tends to whiff after a ranged CC 6HK.
- HK/EX Command Dash (236HK or KK) into an Air Target Combo followup are useful in some juggle scenarios
- After 5MK > 2HK > HK, Ibuki can cancel into 236HK > j.LP > j.MK or 236KK > j.HP > j.HK
- Kazekiri and Raida (including EX) don't have enough juggle potential to combo here
Corner Combo Enders
- HP Raida (63214HP) is generally preferred, as it gets the damage of Kazekiri with the stun/oki of Raida
- EX Kazekiri (623KK) can cancel into HK Air Kunai Ikkinage + EX Raida for massive 2-bar corner damage.
- Because of the high resource cost, this is usually only recommended to secure the stun/kill
Combos with interchangeable Kazekiri/Raida enders will have Damage and Stun listed as a(b), with a = Kazekiri and b = Raida
Light Confirms
Notation | Damage | Stun | Meter Cost | Notes |
---|---|---|---|---|
2LK, 2LP, 5LK xx 623HK |
155 |
294 |
0 |
3-hit confirm from point blank, omit 5LK if farther back |
2LK, 2LP, 5LK xx 63214LP |
141 |
329 |
0 |
3-hit confirm from point blank, omit 5LK if farther back |
2LP, 5LK xx 623HK |
153 |
253 |
0 |
Works from farther ranges, like after blocked 5LP |
2LP, 5LP > MP > HP xx 623HK |
196 |
312 |
0 |
|
2LP, 5LP > MP > HP xx 63214LP |
184 |
342 |
0 |
|
2LP, 5LP > MP > HP xx 236LP+MP, 236LK, 63214LP |
210 |
382 |
1 |
|
5LP > MP > HP xx 236LP+MP xx MP+MK (~HP), 236LK, 236MK |
148 |
241 |
1 |
V-Skill 2 midscreen combo into meaty caltrop + side switch that works against back roll. |
5LP > MP > HP xx 236LP+MP xx MP+MK (~LP), 63214HP |
220 |
361 |
1 |
V-Skill 2 corner combo into meaty caltrop. If starting with 5MK, 5MP then juggle 623MK instead of Raida. |
2LK, 5LP > MP > HP xx 63214HP |
186 |
342 |
0 |
Corner only; HP Raida is always preferred corner ender |
2LK, 5LP > MP > HP xx 236LP+MP, 63214HP |
210 |
382 |
1 |
Corner only |
2LK, 5LP > MP > HP xx 623HK xx CA |
338 |
282 |
3 |
Corner only |
CH 2LP, 2MP xx 623HK |
186 |
294 |
0 |
Counter-hit combo |
CH 2LP, 5MP, 5LK xx 623HK |
198 |
335 |
0 |
Counter-hit combo |
Confirms
Notation | Damage | Stun | Meter Cost | Notes |
---|---|---|---|---|
5MP, 5LK xx 623HK |
183 |
283 |
0 |
More damage and corner carry than LP Raida ender |
5MP, 5LK xx 63214LP |
167 |
323 |
0 |
More stun than Kazekiri ender, opponent cannot back roll |
5MK, 5LK xx 623HK |
183 |
283 |
0 |
More damage and corner carry than LP Raida ender |
5MK, 5LK xx 63214LP |
167 |
323 |
0 |
More stun than Kazekiri ender, opponent cannot back roll |
5MK, 5MP xx 623HK |
210 |
310 |
0 |
Always use Kazekiri for meterless ender (Raida whiffs). |
5MK, 5MP xx 236LP+MP, 236LK, 63214LP |
232 |
410 |
1 |
|
5MK, 5MP xx 236LP+MP, 236HK, j.HP > j.HK |
255 |
423 |
1 |
More damage, stun, corner carry than LP Raida ender, but worse oki |
5MK, 5MP xx 236LP+MP, 236HK, j.LP > j.MK |
232 |
349 |
1 |
Air reset instead of damage/knockdown; can only crossup the opponent in the corner |
5MP, 2LP xx 236LP+HP, 236MK, 4MP |
156 |
278 |
1 |
Must input 4MP as 6MP, as quickly as possible while Ibuki is still considered to be on the opposite side. Sets up a midscreen left/right mixup after the air reset. |
5MK, 5MP xx 623KK xx HK Air Ikkinage, 63214PP |
400 |
554 |
2 |
Corner only |
5MK, 5MP xx 236LP+HP, HP Ikkinage xx 236HK, j.HP, 63214PP |
361 |
530 |
2 |
Combo must start with 5 kunai to juggle j.HP properly |
5MK, 5MP xx 623HK xx CA |
432 |
270 |
3 |
|
5HK, 5KP xx 623HK |
213 |
333 |
0 |
Standing only; 5LK is more consistent link than 5LP |
5HK, 5LK xx 63214LP |
197 |
373 |
0 |
Standing only; 5LK is more consistent link than 5LP |
5HK, 5LP > MP > HP xx 63214HP |
256 |
422 |
0 |
Corner and standing only |
5HK, 5LP > MP > HP xx 236LP+MP, 63214HP |
280 |
462 |
1 |
Corner and standing only |
5HK, LP > MP > HP xx 623HK xx CA |
408 |
362 |
3 |
Corner and standing only |
6MK, 5LP xx 623HK |
193 |
283 |
0 |
Overhead combo; most consistent option |
6MK, 5LP xx 63214LP |
177 |
323 |
0 |
Overhead combo; Raida whiffs on Laura if she whiffs a throw tech |
6MK, 5LP > MP > HP xx 63214HP |
236 |
372 |
0 |
Overhead combo, corner only |
2MP xx 236HP xx CA |
360 |
145 |
3 |
Easy, safe mid-range confirm into CA |
2MK, 623LK |
168 |
235 |
0 |
Point blank low starter; after blocked 5LP, this can catch every back-walking character except Sakura |
2MK, 5LP xx 623HK |
183 |
283 |
0 |
Crouching only (also works if Ibuki is fully cornered) |
CH 2MK, 5LK xx 623HK |
195 |
303 |
0 |
Counter-hit confirm; at farther ranges, 5LK may whiff but 623HK can still link |
CH 2MK, CA |
394 |
120 |
3 |
Counter-hit confirm, works from max range |
CH 2MP, 5LK xx 623HK |
195 |
303 |
0 |
Counter-hit confirm |
CH 5MK, 2HP xx 623HK |
249 |
375 |
0 |
Counter-hit confirm, 2HP forces stand which can be used for 236KK combos |
Punishes
Notation | Damage | Stun | Meter Cost | Notes |
---|---|---|---|---|
5LP > MP > HP xx 623HK |
190 |
276 |
0 |
3f punish |
5LK xx 623HK |
138 |
205 |
0 |
4f punish, great range; Raida can work but may whiff at max distance |
5MP xx 623HK |
168 |
235 |
0 |
5f punish; stronger but less range than 5LK |
2MP xx 623HK |
168 |
235 |
0 |
6f punish; longer range than 5MP |
5MK > 2HK > 5HK xx 236HK, j.LP > j.MK |
216 |
281 |
0 |
6f punish with great corner carry and reset, but less range than 2MP |
5MK > 2HK > 5HK xx 236LK, 236KK, j.HP > j.HK |
20 |
381 |
1 |
6f punish; 1 bar gives extra damage, stun, corner carry, and knockdown |
2HP xx HK uppercut |
198 |
285 |
0 |
7f punish |
5HK, 5LK xx 623HK |
213 |
333 |
0 |
10f punish, standing only; 5LK drops near max 5HK range |
5HP xx 623HK |
188 |
285 |
0 |
10f punish, great range and consistency but less damage than 5HK starter |
[hold LP], j.HK, 2HP xx LP Ikkinage xx 623HK |
316 |
451 |
0 |
Strong meterless post-stun combo; if near the corner, use HP Raida ender instead |
Crush Counter Punish
Notation | Damage | Stun | Meter Cost | Notes |
---|---|---|---|---|
CC 6HK, 623HK |
204 |
300 |
0 |
Meterless Crush Counter, easily confirmable from any range |
CC 5HK, 5HP xx 623HK |
256 |
405 |
0 |
Meterless Crush Counter punish, low execution, works from almost any range |
CC 5HK, 5HK, 5LK xx 623HK |
273 |
439 |
0 |
Meterless Crush Counter punish from close-mid range |
CC 5HK, dash, 5MK > 2HK > 5HK xx 236HK, j.LP > j.MK |
270 |
393 |
0 |
Meterless Crush Counter punish; excellent corner carry, reset situation |
CC 5HK, dash, 5MK > 2HK > 5HK xx 236LK, 236KK, j.HP > j.HK |
298 |
457 |
1 |
Crush Counter punish; excellent corner carry and knockdown |
VT1 Combo
Notation | Damage | Stun | Meter Cost | Notes |
---|---|---|---|---|
3MK xx 5HP+HK, 2MP xx Delay 6HK, (explosion), j.HP > j.HK |
236 |
334 |
0 |
VT1 1st bomb combo from slide |
2MK xx 5HP+HK, 5MK, 623HK, 236LK, 63214LP |
260 |
355 |
0 |
VT1 1st bomb combo |
5MK, 5MP xx 6HP+HK, 3MK, 63214LP |
241 |
360 |
0 |
VT1 1st bomb combo |
5LP > MP > HP xx 236HP xx 6HP+HK, 2MP xx 236LK, 63214LP |
266 |
376 |
0 |
VT1 2nd bomb combo |
5MK, 5MP xx 236HP xx 6HP+HK, 623MK, 63214PP |
319 |
408 |
1 |
VT1 2nd bomb combo; MK Kazekiri hits before explosion, allowing for juggle |
VT2 Combo
Notation | Damage | Stun | Meter Cost | Notes |
---|---|---|---|---|
2MK xx HP+HK [hold LP], 2HP xx 63214HP, (shuriken return), LP Ikkinage xx 236MK, CA |
440 |
334 |
3 |
Midscreen VT2 combo from confirmable 2MK; Can possibly work in corner if Raida cancel is perfectly delayed |
2MK xx HP+HK [hold HP], 5MK, 623HK, (shuriken return), HP Ikkinage, CA |
422 |
379 |
3 |
Corner VT2 combo from confirmable 2MK; delay CA slightly to avoid whiffing |
5MK, 5MP xx HP+HK [hold LP], 2MP xx 6HK, (shuriken return), nj.HK, 5HP xx LP Ikkinage, CA |
437 |
447 |
3 |
VT2 combo; in the corner, delay the chain into 6HK to give the shuriken more time to return and link 2HP instead of 5HP for more damage |
236HP xx HP+HK [hold LP], 63214PP, (shuriken return), LP Ikkinage, 63214PP |
292 |
404 |
2 |
VT2 combo from midscreen whiff punish |
4HP+HK [hold LP], 63214PP, (shuriken return), LP Ikkinage, 63214PP |
407 |
528 |
2 |
VT2 anti-air combo; can also be done after CC 6HK. May need to cancel Ikkinage into Command Dash first depending on screen position. |
HP+HK, 2HP xx 63214HP, (shuriken return), HP Ikkinage xx 236HK, j.HP, CA |
557 |
613 |
3 |
Midscreen VT2 combo, requires 5 kunai for j.HP to juggle properly for a CA followup. With 3-4 kunai, using 2LP in place of 2HP allows the juggle at the cost of some damage/stun |