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{{SFxTCharacterHeader|Ibuki|ibuki| | {{SFxTCharacterHeader|Ibuki|ibuki| | ||
Either | Either | ||
| | |||
The kunoichi-in-training Ibuki is a very peculiar girl, and her eccentricities saw her to an EVO 2018 tournament | 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 | victory. When she’s up close, she can hammer opponents with an overhead that can link into a full combo, crack | ||
Line 18: | Line 18: | ||
hits coming from all directions. | hits coming from all directions. | ||
| | | | ||
+b+MP is an anti-air that has upper body invincibility on its first hit and leads to combos. Its angle allows it to stop | |||
both forward and neutral jump. | |||
+Has the ability to cancel boost combos into her Target Combo 8 (HP>df+HK>f+HK) with either far or close HP, a | |||
unique trait among the SF cast | |||
+Able to jump cancel from >df+HK>f+HK, which can be used to disengage or canceled into special moves to apply | |||
further pressure | |||
+Very high meter building potential with blockstrings | |||
+EX Kunai can be cancelled into itself, giving her a deadly chip-out tool to use from afar | |||
+Has two identical overheads from f+mk and the end of Target Combo 7 (b+mk > f+mk) where one is -4 and the | |||
other is +4, and she can combo off of both | |||
+Raw Tsumuji Kicks (qcb+K) are -3 on block when done raw and are as much as 0 on block depending on the | |||
followup. | |||
+EX Tsumuji Kick is as much as +5 on block | |||
+st.LP has a 3f startup | |||
+Raida (hcb+P) is the only 2f attack in the game outside of Super Arts, giving her unique punish opportunities | |||
+f+HK can beat out low attacks and cause a stagger on counter hit | |||
| | |||
-Boost combo cl.HP can whiff if used from pokes at a certain range, or in specific difficult matchups | |||
-Reliance on boost and target combos makes her susceptible to alpha counters | |||
-Only invincible reversals are her Super Art (hcb+PPP) and her Cross Art | |||
-Tsuijigoe (DP+P) is an evasive jump with no invincibility, not much range, and is unsafe upon landing | |||
-Neckbreaker (hcf+P) only has very specific uses as it does not go over certain projectiles, is unsafe on block, and | |||
comes out slow enough to react to easily | |||
-Her usual hitconfirms don’t give her much opportunity to spend meter to increase damage | |||
-Has difficulty opening up turtles, throw-reliant | |||
-Low health total at 900}} | |||
Revision as of 17:04, 26 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.
Strengths | Weaknesses |
---|---|
+b+MP is an anti-air that has upper body invincibility on its first hit and leads to combos. Its angle allows it to stop both forward and neutral jump. +Has the ability to cancel boost combos into her Target Combo 8 (HP>df+HK>f+HK) with either far or close HP, a unique trait among the SF cast +Able to jump cancel from >df+HK>f+HK, which can be used to disengage or canceled into special moves to apply further pressure +Very high meter building potential with blockstrings +EX Kunai can be cancelled into itself, giving her a deadly chip-out tool to use from afar +Has two identical overheads from f+mk and the end of Target Combo 7 (b+mk > f+mk) where one is -4 and the other is +4, and she can combo off of both +Raw Tsumuji Kicks (qcb+K) are -3 on block when done raw and are as much as 0 on block depending on the followup. +EX Tsumuji Kick is as much as +5 on block +st.LP has a 3f startup +Raida (hcb+P) is the only 2f attack in the game outside of Super Arts, giving her unique punish opportunities +f+HK can beat out low attacks and cause a stagger on counter hit |
-Boost combo cl.HP can whiff if used from pokes at a certain range, or in specific difficult matchups -Reliance on boost and target combos makes her susceptible to alpha counters -Only invincible reversals are her Super Art (hcb+PPP) and her Cross Art -Tsuijigoe (DP+P) is an evasive jump with no invincibility, not much range, and is unsafe upon landing -Neckbreaker (hcf+P) only has very specific uses as it does not go over certain projectiles, is unsafe on block, and comes out slow enough to react to easily -Her usual hitconfirms don’t give her much opportunity to spend meter to increase damage -Has difficulty opening up turtles, throw-reliant -Low health total at 900 |
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