IBUKI - NORMAL MOVES - SUPER STREET FIGHTER 4
JAB (LIGHT) PUNCH
Standing Light Punch is an excellent attack to use in close range combos. Follow up with Crouching Heavy Kick for an easy untechable knockdown. You can also combo into Standing Medium Kick which can lead to a number of different follow ups such as the Neck Breaker.
Crouching Light Punch is a great attack to start combos. You can combo into Standing Light Punch and Standing Medium Kick.
STRONG (MEDIUM) PUNCH
Crouching Medium Punch is a decent close to mid range attack, allowing Ibuki to combo into her Neckbreaker which will lead to an untechable knockdown.
FIERCE (HARD) PUNCH
Crouching 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.
Diagonal Jump Heavy has a follow up attack, Forward plus Medium Kick allowing Ibuki to start some of her most damaging combos.
SHORT (LIGHT) KICK
Standing Light Kick chains into Standing Medium Kick making it an effective combo starter from close range. You can also link Standing Light Kick after a Forward and Medium Kick which is useful for starting combos on crouching opponents.
Crouching Light Kick can be linked into Crouching Light Punch, though it is a fairly difficult combo.
Diagonal Jump Light Kick is an excellent jumping attack, allowing Ibuki to cross up the opponent and start a number of different combos. 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.
FORWARD (MEDIUM) KICK
Standing Medium Kick is a great combo starter, effective from mid to close range depending on the opponent. Combo into Neck Breaker or Tsumuji (Whirlwind Spin Kick attack) to land an untechable knockdown.
Crouching Medium Kick is effective from mid-range, but don't expect to start any practical combos from it.
Diagonal 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. It can cross-up as well, but typically you will want to use Diagonal Jump Light Kick for cross-ups.
ROUNDHOUSE (HARD) KICK
Crouching 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 it after a Standing Light Punch.
Diagonal Jump Heavy Kick is a solid jump in attack allowing her to beat many of the opponents attacks.
COMMAND NORMALS
BONSHO KICK
F + HK
The Bonsho Kick is an effective mid to close range attack allowing Ibuki to pass over many of the opponents moves. It can also beat many Special Moves when timed properly such as E. Honda's Headbutt and M. Bison's Scissor Kicks.
HAMMER KICK
F + MK
The Hammer Kick is an overhead attack that has many potential follow ups such as Standing Light Punch or Standing Light Kick. It is useful in the corner where many players will end up blocking low with nowhere to go.
REVERSE SPIN KICK
B + MK
SAZAN
DF + MK
The Sazan is one of Ibuki's most useful attacks for controlling space. 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.
AGEMEN
B + MP
Agemen is Ibuki's go-to anti air move, allowing her to beat most jump in attacks when timed properly.
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