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Difference between revisions of "Street Fighter V/Ibuki/Strategy"

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'''Birdie'''
 
'''Birdie'''
 +
*Birdie's 2HK is punishable by Ibuki's 2HK at nearly any range (may whiff at near pixel-perfect max range).
 +
**EX Raida and VT2 are guaranteed punishes.
 +
*'''EX Bull Head:''' 623HK and CA are reliable punishes.
 +
**It's very important to punish this as it's otherwise a very powerful neutral option for Birdie
 +
*'''VT1 Bull Head (all):''' punish with 623HK or VT2 for reliability
 +
**-9 on block but the pushback makes most normals whiff due to range.
 +
**Also be aware that this move has extra long blockstun that makes it awkward to hit the proper reversal window
 +
*EX Bull Horn xx VT1 is -5 on block, punishable by 5MP into a special (or 623HK for easier reversal timing)
 
*After a corner throw, meaty 5MP is a strong option for various situations:
 
*After a corner throw, meaty 5MP is a strong option for various situations:
 
**5MP on its own is safe against EX Bull Horn, allowing Ibuki to block while also confirming a potential counterhit into 2MP
 
**5MP on its own is safe against EX Bull Horn, allowing Ibuki to block while also confirming a potential counterhit into 2MP
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**Against VT1 EX Bull Head, 5MP is no longer safe to armor
 
**Against VT1 EX Bull Head, 5MP is no longer safe to armor
 
***It is possible to confirm into immediate 623HK on reaction to the armor absorption, which allows a trade combo into 5HP, but this is difficult to react to.  
 
***It is possible to confirm into immediate 623HK on reaction to the armor absorption, which allows a trade combo into 5HP, but this is difficult to react to.  
 +
*4MP can also work as a meaty after corner throw, breaking armor and linking into 623HK on counterhit.
 +
**However, it whiffs if Birdie stand blocks, and is only 0 on crouch block with a lot of pushback. It also loses to non-VT1 Bull Horn
 
*Birdie's short jump arc and long air normals can make 4MP an inconsistent anti-air at mid-range, so use 5HK or a very preemptive 623LK at these ranges.
 
*Birdie's short jump arc and long air normals can make 4MP an inconsistent anti-air at mid-range, so use 5HK or a very preemptive 623LK at these ranges.
 
*A common Birdie tactic is to hold up-forward in the corner to escape a throw. His short jump arc allows j.MP to cross up even from a point blank jump. If attempting a corner throw, hold forward and immediately react to the whiffed throw with 4MP xx 236LK to put him right back into the corner.  
 
*A common Birdie tactic is to hold up-forward in the corner to escape a throw. His short jump arc allows j.MP to cross up even from a point blank jump. If attempting a corner throw, hold forward and immediately react to the whiffed throw with 4MP xx 236LK to put him right back into the corner.  
 
**If the throw connects or is teched, your 4MP will not come out so there is no additional risk in attempting this
 
**If the throw connects or is teched, your 4MP will not come out so there is no additional risk in attempting this
 +
 +
 +
'''R. Mika'''
 +
*If Mika activates VT1 on wakeup, Ibuki can beat it with meaty 5MK linked into 623KK, or meaty 2LK > 2LP xx 623KK
 +
**The timing is simple after LP Raida or any corner Raida, but after midscreen 623K this is much harder to time
 +
**Any cancellable normal can also go directly into Raida on reaction to avoid Nadeshiko
  
 
== External Resources ==  
 
== External Resources ==  

Revision as of 22:20, 25 June 2022


V-System

V-Reversal

A 17f strike V-Reversal. Ibuki summons a log which knocks the opponent away, and teleports in front of them. This means if used on projectiles, Ibuki will teleport in front of them though it will not strike them or knock them down.

V-Skill 1

Tenrai causes Ibuki to take a step back, then shoot a short ki blast in front of her knocking the opponent away on hit. This pulls her hurtbox backwards partway through the animation, allowing it to dodge some attacks. The beam can clash with projectiles; this is not especially useful as a fireball counter, but it can cancel into V-Trigger as a potential punish. The uncharged version is unsafe, but can be difficult to punish at its max range. By holding MP+MK Ibuki will charge it up, making it safer on block and giving it more damage and range. This is one of her best tools in neutral, and builds a small amount of V-Gauge even on block.

V-Skill 2

Ibuki reaches into her pockets upon activation, and tosses a caltrop into the air upon hitting LP, MP, or HP. The distance the caltrop is thrown depends on which button strength is used. If no button is pressed, Ibuki will throw out all 3 strengths after a lengthy charge time. Ibuki can cancel the late recovery frames of V-Skill 2 into a 236K command dash. Setting up a caltrop to hit meaty on the opponent's wakeup and mixing up with LK or MK command dash is the primary use of this V-Skill.

If a caltrop strikes the opponent before hitting the ground, it does minimal hitstun or blockstun. It can also anti-air an opponent that tries to jump on reaction. After hitting the ground, the caltrop remains active for a few seconds, during which time Ibuki cannot activate V-Skill 2 again. Similar to Birdie's banana peel, an opponent will slip after stepping on a caltrop, allowing for an easy followup combo. Ibuki can use 2LK, 2MK, 2HK, or 3MK to move the caltrop forward slightly and reset the timer, though this can only be done once. This gives the caltrops more utility against V-Shift, which could otherwise render meaty left/right mixups obsolete.

V-Skill 2 can be cancelled from any ground kunai, but the startup is easily punished by most characters if done in neutral. Against slow characters without forward-advancing moves, the caltrops provide some limited zoning potential, possibly allowing Ibuki to reload kunai safely and in turn lay down even more caltrops.

EX Kunai is the most common activation route, as it gives Ibuki time to safely set up the caltrops. In the corner, Ibuki can even throw a LP caltrop and continue the juggle, forcing the opponent to wake up into a tricky mixup. Midscreen, Ibuki's setup options are much more limited, especially against back rolling opponents. There are also powerful post-stun combos that utilize all 3 caltrops, which vary heavily depending on screen position and which move caused the stun.

V-Trigger 1

Rokushua Horokudama is a 3-bar V-Trigger that has Ibuki throw out a small bomb. The bomb throw itself has a hitbox that can be used to extend combos. The timer on the bomb depends on the input used to activate it; 6HP+HK explodes near instantaneously, HP+HK lasts ~1.5 seconds, 4HP+HK is ~3.5 seconds, and 8HP+HK is ~5.5 seconds. The bombs can be attacked by either character to move them around the screen.

When the bomb explodes, it knocks the opponent into the air allowing further juggles; on block, the smokescreen effect can be used to create further mixup opportunities. After the initial bomb, Ibuki has access to 1 more that can be activated in the same way, but since the screen doesn't freeze, her activation routes are more limited. The bombs do not go away if Ibuki takes damage unless she is hit before they appear. EX Kunai will instantly detonate any bomb if the explosion makes contact. The bomb explosions (except for 6HP+HK version) will hit OTG against a grounded opponent if timed properly.

V-Trigger 2

Fuma Shuriken is a 2-bar V-Trigger that throws a giant shuriken at the opponent. Pressing HP+HK throws a ground version with 7f startup that can be used as a whiff punish or from long range hitconfirms. After hitting the opponent, it travels upward and loops back at a downward angle a few seconds later. The 4HP+HK version is thrown at an upward angle (great for long-range anti-airs), then returns horizontally at ground level. The shuriken does not go away if Ibuki takes damage, making it great for extending combos or setting up resets. It is +2 on block, so at minimum Ibuki can force a throw mixup after activation if the opponent doesn't V-Reversal.

Note that V-Shift can be used to dodge mixups from the returning shuriken, and the initial combo is usually strong enough to guarantee the opponent will have 1 bar of V-Gauge stocked. If the opponent is in V-Trigger, or if they are reliant on V-Trigger comebacks, these mixups can still be useful.

Neutral

  • 2MP - TO-DO


Kunai Reload
Ibuki loses many important tools if she runs out of kunai, and her Reload (63214K) is too slow to use safely in neutral. Landing a stun or a CC 2HK gives Ibuki enough time to reload some kunai, and her 5MK Target Combo can be cancelled into Reload, sacrificing some combo damage in the process. Juggles ending in Kunai Ikkinage can also be cancelled into an immediate Reload, as long as there were at least 2 kunai thrown; the more kunai thrown, the more time Ibuki has to reload, so this is often a good option if she can't kill with her usual combo ender. Against characters with poor mobility options like Zangief, setting up caltrops with VS2 can also give Ibuki time to reload from a distance. HP and EX Raida send the opponent far away when used midscreen, making it possible to sneak in a quick reload, but some characters have fast, long range attacks that can punish this.

Character-Specific Info for safe reloads (work in progress)

Defense

Reversals

  • 623KK - Crush Counter punishable on block. Can cancel into EX Air Kunai midscreen or Air Kunai Ikkinage near the corner on hit for extra damage. Meterless versions have no invincibility.
  • CA (236236K) - Invincible and not CC punishable, but expensive to use and still very easily punished. Less likely to hit the opponent, as their inputs will not come out during the CA screen freeze.

Anti-Airs

  • 4MP - Ibuki's general go-to AA. Hits twice, but in most cases you want to cancel the first hit into 236LK followed by a juggle into 63214LP (Raida) on the opposite side. It has a sweet spot above and slightly in front of Ibuki, but struggles against deep crossups or long-range jumps with great horizontal hitboxes.
  • 2HP - Functionally similar to 4MP, but doesn't give a juggle followup. Instead, Ibuki can cancel into 236LK for a left/right mixup upon the opponent's landing.
  • 5HK - A little slower than her other options, but has a great hitbox against longer range jump-ins. Especially useful against big body characters like Zangief, Abigail, and Birdie. On counterhit this leads to a Crush Counter for even more damage.
  • LK Kazekiri (623LK) - The LK version of Kazekiri is relatively fast, getting an AA hitbox around frame 5 and remaining active for a long period. It is best used preemptively, as it has no actual invulnerability. MK and HK versions can also be used for their extra range, but they are slower.
  • EX Kazekiri (623KK) - Not the best use of meter, but the invincibility helps against moves that are difficult to anti-air otherwise like Cammy's VT1 divekicks. It can also cancel mid-air into EX Kunai + Kunai Ikkinage for extra damage to secure the kill.
  • 4HP+HK (VT2) - The upward version of VT2 has great horizontal range, easily sniping any neutral jump or long-range jump-in and allowing a followup juggle into EX Raida or Kunai Ikkinage. From closer ranges it has a tendency to whiff under some jumps.
  • Air Throw - At very close ranges, jump back Air Throw can work where other options are inconsistent.
  • j.LP > j.MK - Similar to Air Throw, this is best from close range. The LP hits quickly and will combo into the MK target combo if done quickly enough, giving Ibuki better landing frame advantage.
  • HP Kunai Ikkinage - Holding and releasing HP throws all Ibuki's kunai upward with a spread that hits almost any mid or far range jump. This is particularly useful against characters like Dhalsim floating from fullscreen, or Abigail with his slow but short jump arc. The move can be cancelled into a command dash for a juggle followup, or into kunai reload to immediately recover several kunai safely. Note that Ibuki throws the lowest-angle kunai first, so the fewer kunai she has available, the harder it is to anti-air at closer angles.

Anti-Projectile

  • EX Raida (63214PP) - great for catching the extended hurtbox on most projectiles but can be harder to use at longer ranges vs. characters like Guile or Sagat.
  • CA (236236K) - Long range and invincible, but overall not the best use of meter unless it will secure the game win.
  • EX Air Kunai (j.236PP) - fast enough to use on reaction against many projectiles. Against slow or stationary projectiles, Ibuki may get hit upon landing depending on the jump spacing.
  • Bonsho Kick (6HK) - projectile invulnerable during much of the animation. In order to fully avoid a projectile, Ibuki usually needs to make contact with the opponent, otherwise she will get hit upon landing. Not easy to use on reaction in most matchups, but is great against Laura in particular.
  • Slide (3MK) - low profile hurtbox allows Ibuki to dodge projectiles if timed well. Only safe if spaced near its max range. The slower the fireball, the harder it is to fully avoid it. 3MK can also be cancelled into VT1, giving Ibuki a powerful reaction punish to mid-range projectiles.
  • MP Kunai Ikkinage (hold + release MP) - the lowest kunai can go under most fireballs. Does not clash with an active projectile, so it's most useful as a prediction or if the trade will KO the opponent. If Ibuki has no meter, the opponent is more likely to throw fireballs so this may catch them off guard.
  • V-Shift Break (hold MK+HP) - against strong zoning characters, this can be used on reaction to get better screen position. Builds back 1/2 bar of V-meter after successful V-Shift.

Offense

Frame Traps

  • TO-DO

Okizeme

  • TO-DO

Mixups

Corner Throw Loops
Ibuki's throw animation is very quick, giving the opponent little time to decide on their defensive options when cornered. Forward Throw has +5 Knockdown Advantage, and Ibuki has to walk for 7 frames to land a followup throw against most characters. This is not enough time for an opponent to react to the walk animation, so waking up with a reversal normal is a common strategy to beat the throw loop. To counter this, Ibuki can instead attack with a meaty 5MK, then link into 623HK or 623KK after confirming the hit (623KK leads to incredible corner damage with 2 bars and stocked kunai). All things considered, Ibuki has one of the strongest corner throws situations among the entire cast.

Against Zangief and Abigail, Ibuki only has to walk for 4 frames to land a second throw. Since these characters lack a 3f normal, this means she has a true throw loop that cannot be escaped by waking up with a fast normal. It requires frame-perfect walking and still loses to things like CA or jump-cancelled command throws, so Ibuki players still have to mix up their offense.

Fighting Ibuki

  • TO-DO


Matchups

Abigail

  • Due to Abigail's height, j.HP > j.HK Target Combo works from a normal jump, and j.MK hits as an instant overhead
  • Super is so unsafe that Ibuki can reload some kunai while still getting an optimal jump punish
  • 5HK is Ibuki's most consistent anti-air in this matchup, but must be done early due to Abigail's long downward-reaching air normals.
    • 4MP is only effective against very close jumps
  • Holding HP for Kunai Ikkinage allows Ibuki to whiff punish several moves like 5HP, while also anti-airing a jump or blowing through armored attacks
    • By cancelling into Kunai Reload or V-Skill 2, Ibuki can effectively zone out Abigail
  • A common Abigail tactic is to hold up-forward in the corner to escape a throw. His short jump arc allows j.MK to cross up even from a point blank jump. If attempting a corner throw, hold forward and immediately react to the whiffed throw with 4MP xx 236LK to put him right back into the corner.
    • If the throw connects or is teched, your 4MP will not come out so there is no additional risk in attempting this


Birdie

  • Birdie's 2HK is punishable by Ibuki's 2HK at nearly any range (may whiff at near pixel-perfect max range).
    • EX Raida and VT2 are guaranteed punishes.
  • EX Bull Head: 623HK and CA are reliable punishes.
    • It's very important to punish this as it's otherwise a very powerful neutral option for Birdie
  • VT1 Bull Head (all): punish with 623HK or VT2 for reliability
    • -9 on block but the pushback makes most normals whiff due to range.
    • Also be aware that this move has extra long blockstun that makes it awkward to hit the proper reversal window
  • EX Bull Horn xx VT1 is -5 on block, punishable by 5MP into a special (or 623HK for easier reversal timing)
  • After a corner throw, meaty 5MP is a strong option for various situations:
    • 5MP on its own is safe against EX Bull Horn, allowing Ibuki to block while also confirming a potential counterhit into 2MP
    • 5MP xx LP Kunai is +5, allowing a link directly into 623HK. It also breaks the armor on EX Bull Horn, allowing a link into 5LK
      • However, if the 5MP counterhits Birdie's 2LP or 2LK, Kunai is only +4 with no followup link due to pushback
    • Against VT1 EX Bull Head, 5MP is no longer safe to armor
      • It is possible to confirm into immediate 623HK on reaction to the armor absorption, which allows a trade combo into 5HP, but this is difficult to react to.
  • 4MP can also work as a meaty after corner throw, breaking armor and linking into 623HK on counterhit.
    • However, it whiffs if Birdie stand blocks, and is only 0 on crouch block with a lot of pushback. It also loses to non-VT1 Bull Horn
  • Birdie's short jump arc and long air normals can make 4MP an inconsistent anti-air at mid-range, so use 5HK or a very preemptive 623LK at these ranges.
  • A common Birdie tactic is to hold up-forward in the corner to escape a throw. His short jump arc allows j.MP to cross up even from a point blank jump. If attempting a corner throw, hold forward and immediately react to the whiffed throw with 4MP xx 236LK to put him right back into the corner.
    • If the throw connects or is teched, your 4MP will not come out so there is no additional risk in attempting this


R. Mika

  • If Mika activates VT1 on wakeup, Ibuki can beat it with meaty 5MK linked into 623KK, or meaty 2LK > 2LP xx 623KK
    • The timing is simple after LP Raida or any corner Raida, but after midscreen 623K this is much harder to time
    • Any cancellable normal can also go directly into Raida on reaction to avoid Nadeshiko

External Resources

SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
Combos
V-System
Advanced
Game Data
Changelist
Links
Characters
Abigail
Akira
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
Necalli
Oro
Poison
Rashid
Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven