Street Fighter X Tekken/Ibuki: Difference between revisions

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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.
|
|
TBW}}
+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

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Ibuki

Sfxt ibuki face.jpg

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

Name
Command
Notes
Standing Light Punch
Lp.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png on 1st hit
Close Hard Kick
(near opponent) Hk.png
Jcancel.png on 2nd hit
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Jcancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
crossup
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png
Groundbounce.png vs airborne


Unique Attacks

Name
Command
Notes
Agemen
B.png + Mp.png
Knockdown.png vs airborne on 1st hit
Backhand Punch
(far) Hp.png ---.png F.png + Hp.png
Knockdown.png vs airborne on 2nd hit
Spin Kick
F.png + Lk.png
Knockdown.png vs airborne
Reverse Spin Kick
B.png + Mk.png
Knockdown.png vs airborne
Hammer Kick
F.png + Mk.png
High.png
Knockdown.png vs airborne
Sazan
Df.png + Mk.png
Knockdown.png vs airborne
Bonsho Kick
F.png + Hk.png
Knockdown.png vs airborne
Target Combo 1
air Hp.png ---.png F.png + Mk.png
Target Combo 2
(angled jump) Lp.png ---.png F.png + Hp.png
Target Combo 3
(angled jump) Lk.png ---.png F.png + Mk.png
Target Combo 4
(close) Lp.png ---.png
F.png + Mp.png ---.png F.png + Hp.png
Speccancel.png on 2nd of M.png
and 4th hit
Target Combo 5
(far) Lp.png ---.png
F.png + Mp.png ---.png F.png + Lk.png
Target Combo 6
(close) Lp.png ---.png
F.png + Mp.png ---.png Df.png + Hk.png ---.png F.png + Hk.png
Low.png on 3rd hit
Jcancel.png on 4th hit
Hardknockdown.png on 3rd and 4th hit
Speccancel.png on 2nd hit of M.png
Target Combo 7
B.png + Mk.png ---.png F.png + Mk.png
High.png on second hit
Target Combo 8
(close) Hp.png ---.png
Df.png + Hk.png ---.png F.png + Hk.png
Hardknockdown.png on 3rd and 4th hit
Target Combo 9
Lk.png ---.png F.png + Mk.png ---.png F.png + Hk.png
Speccancel.png on 2nd hit
Hardknockdown.png on 3rd hit
Jcancel.png on 3rd hit

Throws

Name
Command
Notes
Yami Kazura
F.png or N.png + Lp.png + Lk.png
Throw.png
Uki Yami
B.png + Lp.png + Lk.png
Throw.png
Tobizaru
air Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Kunai
air Qcf.png + P.png
Ex.png
Knockdown.png
Tsuijigoe
Dp.png + P.png
Can Kunai at peak of jump
Neck Breaker
Hcf.png + P.png
Ex.png
Low.png
Kasumi Gake
Qcf.png + K.png
Kazakiri
Dp.png + K.png
Ex.png ;
can Kunai after Ex.png
Tsumuji
Qcb.png + K.png
Ex.png ; on M.png , H.png , or Ex.png versions:
press K.png for mid follow-up ;
D.png + K.png for Low.png follow-up
Knockdown.png on mid follow up
Hardknockdown.png on Low.png followup
Knockdown.png vs airborne
Hien
Rdp.png + K.png
Ex.png ; Hardknockdown.png on Ex.png
Knockdown.png vs airborne
can Kunai as follow-up
Raida
Hcb.png + P.png
Ex.png Chrg.png
Hardknockdown.png
Unblockable.png on Ex.png

Super Combo

Name
Command
Notes
Yoroitoshi
Hcb.png + 3p.png
Hardknockdown.png if grab connects ;
projectile version Knockdown.png vs airborne


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

Game Navigation

General
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Street Fighter Characters
Abel
Akuma
Balrog
Blanka
Cammy
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Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
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Tekken Characters
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Guest Characters
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