Advertisement
Guest User

Yunghas' notes on Ibuki

a guest
May 7th, 2019
1,237
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.07 KB | None | 0 0
  1. **BASIC STUFF AND GROUND GAME**
  2. cl. lp mp hp (target combo)
  3. combos into a lot of her specials
  4. WARNING: this doesn't hit a lot of crouchers, so use this sparingly
  5.  
  6. lk mk hk (target combo)
  7. hk can be replaced with some of her specials, most commonly mk and ex tsumuji (qcb + k)
  8.  
  9. cl. lp mp cr. hk st. hk (target combo)
  10. this resets the opponent after st. hk, and they'll be jumping back. Your mixup here is what you do when you sjc. out of st. hk, or whether you sjc at all.
  11.  
  12. cr. mp (nis counter-poke)
  13. combos into a lot of her specials while good range, just really shitty startup time
  14.  
  15. b + mp (super sexy antiair)
  16. this antiair is super sexy bc of hitbox placement, 2 hits, and special cancelability
  17.  
  18. cr. hp (less sexy but still sexy antiair)
  19. doesn't have as much priority or utility as b + mp, but can be sjc'ed out of, so use against parry happy people
  20.  
  21. f+mk (super duper overhead)
  22. this overhead goes into ex tsumuji (qcb k) and SAIII, and also goes over many low moves.
  23.  
  24. you can also cr. hk cl. hk and sjc to do some aerial combos (make sure you are very close when you do it!)
  25. you can also just cl. hk as an antiair with a launch (make sure they're very close, or just parry their jumpin and do it)
  26. more on this will be covered below
  27.  
  28. **FOR AERIALS**
  29. hp f. mk (cancelled)
  30. this is useful bc your jump doesn't need to be angled to pull it off
  31.  
  32. lp hp (cancelled)
  33. i personally use this one a lot because i feel like its easier to combo into the ground lk mk to special
  34. this **must** be done on an angled jump
  35.  
  36. lk mk (cancelled)
  37. i personally havent labbed with this one a lot, all i know is the jump needs to be angled
  38.  
  39.  
  40. **OTHER NOTES**
  41. the ex kazekiri (dp + k) does **NOT** knock down and puts you as an angled jump. In that sense, its can be cancelled to SAI to do major damage. It can also be used to extend combos (only on tall characters, i.e. hugo/urien), so use one of those air bnbs and keep it going till you achieve stun or until youre out of meter
  42.  
  43. the kubi ori aka neckbreaker (qcr punch) usually only combos if you use lp neckbreaker, but I don't recommend ever using it in a combo. I'd use it more to punish whiffs/fireballs
  44.  
  45. the tsumuji (qcb kick) will NOT combo out of the lk mk. The only way to make it combo is if you use the ex tsumuji (which is actually preferred because it knocks down). It, however, will combo out of lp mp hp. Just make sure to use mk in case one of them happens to whiff, you can make a third kick by pressing mk again (which has a much better recovery than the hk version).
  46.  
  47. something cool you can do with the launcher like i mentioned before is that you can continuously juggle them (it resets so don't abuse it or if theyre good they will abuse you). after you launch, wait for them to fall and reset them with some normal (i like cl. mk but you can lab whatever and hopefully it works). after that, you command dash out (qcf + k) (each k is a different dash length, so check what matches up) and try to cross them under. Then cl. hk again, rinse, wash, and repeat
  48.  
  49. ibukis' cmd overhead (f+mk) combos into ex tsumuji (214 + 2k), as well as her SA. III
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement