Set's up an untechnable knockdown and is one of her most effective specials in combos due to the fact that it will set up her "vortex". Ibuki's sliding neck breaker which hits low on opponents. From here she can toss out a kunai to create mix up and cross up opportunities. Ibuki will jump and flip in the air at different angles, depending on the strength of the punch. This is known as her "Vortex", although there is much more to the Vortex than just Kunais. As you drift to the other side of the opponent, they will have to predict which way the Kunai will hit. For instance, after a Neck Breaker, you can super jump and immediately throw out a light Kunai. One of the more effective ways of using the Kunai is after an untechable knockdown to set up an ambiguous cross up. You can follow up with a Kunai after an EX Kazeigri. It does not cancel out projectiles like fireballs, so this is not a move to be used in projectile wars but more to annoy and mix up the opponent. Each strength punch will determine the angle in which the Kunai is thrown. Ibuki's projectile attack that can only be done in the air. AGEMENĪgemen is Ibuki's go-to anti air move, allowing her to beat most jump in attacks when timed properly. This move allows her to not only close in on the opponent and possibly do a bit of damage in the process, it also passes under fireballs - even low Tiger Shots! That said, do not get too predictable with the Sazan and try to use it at max range in order to avoid being punished for using it. The Sazan is one of Ibuki's most useful attacks for controlling space. It is useful in the corner where many players will end up blocking low with nowhere to go. The Hammer Kick is an overhead attack that has many potential follow ups such as Standing Light Punch or Standing Light Kick. It can also beat many Special Moves when timed properly such as E. The Bonsho Kick is an effective mid to close range attack allowing Ibuki to pass over many of the opponents moves. Combo into it after a Standing Light Punch.ĭiagonal Jump Heavy Kick is a solid jump in attack allowing her to beat many of the opponents attacks. It can cross-up as well, but typically you will want to use Diagonal Jump Light Kick for cross-ups.Ĭrouching Heavy Kick is one of Ibuki's most useful normal attacks, allowing her to set up an untechable knockdown and begin her vortex. Combo into Neck Breaker or Tsumuji (Whirlwind Spin Kick attack) to land an untechable knockdown.Ĭrouching Medium Kick is effective from mid-range, but don't expect to start any practical combos from it.ĭiagonal Jump Medium Kick is a solid air-to-air attack and is useful after a super jump to hit opponents from long range and start combos. Standing Medium Kick is a great combo starter, effective from mid to close range depending on the opponent. It is also an great alternative to using a Kunai after an untechable knockdown due to the fact that when spaced properly it is a very ambiguous cross up. You can also link Standing Light Kick after a Forward and Medium Kick which is useful for starting combos on crouching opponents.Ĭrouching Light Kick can be linked into Crouching Light Punch, though it is a fairly difficult combo.ĭiagonal Jump Light Kick is an excellent jumping attack, allowing Ibuki to cross up the opponent and start a number of different combos. Standing Light Kick chains into Standing Medium Kick making it an effective combo starter from close range.
You can combo into Standing Light Punch and Standing Medium Kick.Ĭrouching Medium Punch is a decent close to mid range attack, allowing Ibuki to combo into her Neckbreaker which will lead to an untechable knockdown.Ĭrouching Heavy Punch - though slower than Back and Medium Punch which is Ibuki's go-to anti air - is a solid anti-air attack when timed properly.ĭiagonal Jump Heavy has a follow up attack, Forward plus Medium Kick allowing Ibuki to start some of her most damaging combos. You can also combo into Standing Medium Kick which can lead to a number of different follow ups such as the Neck Breaker.Ĭrouching Light Punch is a great attack to start combos. Follow up with Crouching Heavy Kick for an easy untechable knockdown. Standing Light Punch is an excellent attack to use in close range combos.