View Full Version : Ask us something about Ibuki.
Xenozip.
07-10-2007, 11:22 PM
Post any Ibuki-related questions here in this thread.
(idea sniped from Buktooth's thread)
Feint
07-11-2007, 12:21 AM
How would ibuki and her place in the cast be different if she had the super art 3 from the previous SFIIIs'?
TornadoFlame
07-11-2007, 12:26 AM
Why does she keep tryin to attack Makoto? Next time she comes out the trees with a jump kick it's oonnnnnnnnnn.
What's her best High Pri/Safe Moves?
Xenozip.
07-11-2007, 02:41 PM
How would ibuki and her place in the cast be different if she had the super art 3 from the previous SFIIIs'?
You already know the answer to that. That super could combo or link off anything and gives oki mixup afterward.
What's her best High Pri/Safe Moves?
c.MK is her main poke to keep people out on the ground, it's got good priority and is only -2 on block so it's safe.
Her toward+HK axe kick and toward+MK overhead beat a lot of low and mid moves and have pretty good priority/range. Her toward+HK is only -1 on block so it's not punishable unless it's parried or whiffs.
Her toward+MK overhead is +9 on block so it it's actually free blockstring if it's blocked. The other thing is her toward+MK is only -4 on parry, so even if the opponent parries you're safe in a lot of situations.
Pretty much all of her moves are safe on block except for her slides. Never use the df.MK or qcf+P unless you know it will hit, because if either one is blocked you're in for a beating. On a side note, the second hit of qcb+MK is safe on block (-2), and the third hit is safe on hit (+1), so always confirm hit/block with that move. Basically, if they block only do 2 hits, and if it hits then do the third hit ender.
Jump up HP is also really good (surprisingly good) priority. Vertical j.HP or vertical j.qcf+P will stuff a lot of shit, and if the HP is parried you can still airchain into toward+MK (j.HP-toward+MK).
Her anti-airs are basically c.HP (always HJC) or back+MP, and if you anti-air parry a jump-in you can close HK HJC j.HP-toward+MK immediately afterward for huge damage and stun.
Sileighty
07-11-2007, 10:43 PM
Whats a good damaging combo to use as punishment?
Whats a good follow up to LP -> MP -> d.HK -> HK -> SJC?
Kunai
07-11-2007, 10:54 PM
What are consistent ways to keep pressure on opponents via Ibuki rushdown?
Xenozip.
07-12-2007, 12:58 AM
Whats a good damaging combo to use as punishment?
Whats a good follow up to LP -> MP -> d.HK -> HK -> SJC?
LP-MP-HP xx qcb+2K is ideal for damage/stun at point blank (it does more than MK xx qcb+2K/hcb+HP).
If you parry the last hit of Chun SA.2 you can j.HP, MK xx qcb+2K
Never use LK-MK, it reduces the damage of your combo significantly.
Highest damage/stun you can do only works on crouching tall characters (Akuma, Dudley, Hugo, Q, and Urien)
If one of those tall guys are crouching you can do: LP-MP-HP, link MK xx qcb+2K
It's a tight link but well worth the damage and stun.
Best stuff to follow up LP-MP-d.HK-HK-SJC is your air chain or qcf+2P
The parry timing for j.HP-j.toward+MK air chain is different than it is for j.LP-j.toward+HP, so randomly mix which airchain you use to throw off their parry timing. Throwing EX Kunai (qcf+2P) can also screw with their parry timing, so randomly mix between airchain and knives to throw off their timing.
Against shotos and Oro it's better to just option-parry on your way down and get ready to either block or throw as soon as you land.
What are consistent ways to keep pressure on opponents via Ibuki rushdown?
When you don't already have momentum, knives are your best friend. EX knives especially. If there's a break in your attack strings you can try to use MP or toward+HK to discourage poking or jumping. You can also use vertical jumping HP to stop them from jumping or dashing, or basically just to stop them in general. Treat vertical j.HP as a great big old stop sign (like Chun b+HP). You can also jump vertically and pay attention to how they react, if they move forward but outside your j.HP range you can throw a qcf+LP to discourage them from getting any closer or attacking your feet as you land (be wary of fireballs that eat your knives though).
Use frame advantage situations to option-parry/throw.
Advancing jabs, option parry/throw
against a crouching opponents close LP-MP (2nd hit whiffs), option parry/throw
against standing opponents MK or LP-MP-HP xx qcf+LK, option parry/throw
toward+MK into whatever you want
Blocked qcb+MK, option parry/throw/melee
Hit qcb+MK (with 3rd hit), option parry/melee
UOH, option parry/throw
crossup j.MK, throw/LK-MK xx qcf+LK
hit slide (df.MK), option parry/throw
Just don't get predictable or you'll end up getting parried or reversaled. Your low attacks are your crouching kicks, so don't neglect them, and don't spam too many LP's since it can be parried both directions. If you're having trouble keeping pressure, analyze how your opponents are getting out and think of ways to stop them from doing what they are doing.
Logos
07-12-2007, 03:22 AM
I could be wrong, but isn't cr.rh-s.rh sj hp-t+mk more damaging than mk xx raida?
Xenozip.
07-12-2007, 04:56 AM
MK Raida, yeah...
vs standing opponents:
close HK, HJC, HP-toward+MK = 42
LP-MP-HP, hcb+HP = 46
MK xx hcb+HP = 46
LP-MP-HP, qcb+2K = 48
MK, qcb+2K = 50
close c.HK-HK, HJC, HP-toward+MK = 53
j.HP, MK, hcb+HP = 64
j.HP, MK, qcb+2K = 67
vs crouching opponents:
close c.HK-HK, HJC, HP-toward+MK = 58
MK xx qcb+2K = 62
LP-MP-HP, MK xx qcb+2K = 75
Damages where taken from opponent Akuma. Against higher defense characters it makes little to no difference. And the LP-MK-HP, MK link only works on tall characters (listed in previous post).
For stuff like parrying Chun SA.2 I'd recommend j.HP, MK, hcb+HP or qcb+2K. And for stuff like blocking Ken SA.3 I'd recommend LP-MP-HP, qcb+HP or qcb+2K.
On a side note, even though close HK diagonal HJC is your weakest option I really like it anyway because diagonal jumps more options for okizeme afterward. Plus c.HK is slow. And even though qcb+2K is only about 2 points stronger than hcb+P, you recover a lot faster with qcb+2K than with hcb+HP which gives you better pressure/okizeme options.
Personally, my all-purpose punisher is usually just MK, qcb+2K. I'd rather sacrifice the 3 points (or less) damage for the opportunity to rushdown after EX kicks. And the 8 points damage difference between close HK HJC and MK, qcb+2K is literally the amount of damage your j.LK does. I see the implied damage from okizeme as worth it.
Kunai
07-13-2007, 06:19 AM
Option parry/throw/melee... what's that?
Xenozip.
07-13-2007, 07:55 AM
Option parry/throw/melee... what's that?
In situations where you have frame advantage or frame neutrality you can input a parry and then immediately throw, or just immediately throw. The reason this works is that most fast attacks are light attacks or reversals that can be parried in either direction or low, so you want to input down as an option-select parry, then attempt a throw, or skip the parry attempt and go right for the throw.
Your other options are: block (beats reversals), and attack. Attacking is usually risky in these situations though because they lose to parries and reversals and don't really get you anywhere if the opponent just blocks.
So for example, let's say your opponent is crouching Ken and you just made him block a close LP-MP (second hit whiffs), that's a good option-select situation. Here's your good options:
* LP-MP, tap down, throw
* LP-MP, throw
* LP-MP, block
Top Ibukis in the states?
SA2 Setups? (Besides the traditional Short -> Forward -> Command Dash -> SA2)
Any uses for the command jump-over move? (:dp: :p:) [Besides poor SA2 setups]
DevilJin 01
07-13-2007, 01:31 PM
Top Ibukis in the states?
SA2 Setups? (Besides the traditional Short -> Forward -> Command Dash -> SA2)
Any uses for the command jump-over move? (:dp: :p:) [Besides poor SA2 setups]
1. The hell kinda question is that? I'm the greatest.
2. SA2 setups? Find a better super. Better off asking Yeah Dood since he plays around with it more. My setup is randomly walk up super. That's it.
3. Command jump move is best used as just a random mix up tactic. You can use it to escape from the corner but the start up is a little slow. Nice thing about this move though is that if you get hit during the move you are in an airborne state. That way if Ken is doing his wake up normal pressure and tries to get you in target combo to super on the wake up you will get hit by s.MP but actually reset back on your feet and the rest of his attacks whiff. More useful when you're not in the corner so you actually get some space to move afterwards.
Only other time I use it is to randomly close a round by flipping over the opponent and then cancelling into SA1 while airborne. That or flip over Genei Jin and then use SA1 after crossing the opponent up on the other side to push them away and waste time off their bar.
Feint
07-13-2007, 03:49 PM
Top Ibukis in the states?
SA2 Setups? (Besides the traditional Short -> Forward -> Command Dash -> SA2)
Any uses for the command jump-over move? (:dp: :p:) [Besides poor SA2 setups]
http://www.youtube.com/watch?v=3S0OTvdlDWc
I uploaded a video for the command jump over move. It's something you can do, it works best if your opponent is in the corner though. Its also a good way to set up chip damage kill.
Bedfast Emperor
07-13-2007, 11:36 PM
Kick ass
Xenozip.
07-14-2007, 02:10 AM
Kick ass
That avatar is still kick ass.
Bedfast Emperor
07-14-2007, 07:58 PM
Thanks.. I need to make a sequel to that avatar with me posing and biting into peppers since I almost look like him. But then everyone would call me a poser :(
Kunai
07-15-2007, 08:02 AM
Have any good setups that will space Ibuki to cross-up an opponent without being obvious?
Sorry so general. My cross-up game sucks.
Fasterlight
07-15-2007, 10:24 AM
try crossing up with kunais
In situations where you have frame advantage or frame neutrality you can input a parry and then immediately throw, or just immediately throw. The reason this works is that most fast attacks are light attacks or reversals that can be parried in either direction or low, so you want to input down as an option-select parry, then attempt a throw, or skip the parry attempt and go right for the throw.
Your other options are: block (beats reversals), and attack. Attacking is usually risky in these situations though because they lose to parries and reversals and don't really get you anywhere if the opponent just blocks.
So for example, let's say your opponent is crouching Ken and you just made him block a close LP-MP (second hit whiffs), that's a good option-select situation. Here's your good options:
* LP-MP, tap down, throw
* LP-MP, throw
* LP-MP, block
As long as I've been playing, I still had no clue what option select is. Thanks Xeno~
Xenozip.
07-15-2007, 03:37 PM
Have any good setups that will space Ibuki to cross-up an opponent without being obvious?
Sorry so general. My cross-up game sucks. Hmm. Man, I don't even really put much thought into when I crossup, it's just kind of second nature/auto-pilot. Usually when I know a cornered opponent can be crossed up I got for crossup j.MK or j.LK-toward+MK (j.LK crosses up at the right height too).
I also sometimes go for crossups when I see my opponent whiff a poke. It's just second nature to stand at ideal crossup range because it's also ideal anti-air range.
You might want to ask DevilJin or Nate for more about this. I'll try and pay attention next time I play at a local.
As long as I've been playing, I still had no clue what option select is. Thanks Xeno~
That's just one form of option-selecting. There actually a few others.
Another one is to push down+back+LP+LK during a throw-trap situation
If the opponent throws the game will register the LP+LK as a tech throw and you'll tech
If the opponent doesn't throw then you should just stick out a c.LP instead.
Another one is to do UOH and buffer SA.3, assuming you time it right here's what happens:
If the UOH hits you'll automatically combo the SA.3
If it gets blocked you don't do the SA.3
If it gets parried you don't do the SA.3
Same timing for all three, you just input the super at the right time and the game chooses the right option for you.
With SA.1 you can do a far HK and buffer SA.1, if it hits you'll throw the super, if it whiffs or is blocked you won't throw the super. This is because far HK can only be super jump canceled on hit, doesn't SJC on block or parry.
But option-parrying will be your most useful option-select, so learn to use and abuse it.
Kunai
07-15-2007, 05:10 PM
Hmm. Man, I don't even really put much thought into when I crossup, it's just kind of second nature/auto-pilot. Usually when I know a cornered opponent can be crossed up I got for crossup j.MK or j.LK-toward+MK (j.LK crosses up at the right height too).
I also sometimes go for crossups when I see my opponent whiff a poke. It's just second nature to stand at ideal crossup range because it's also ideal anti-air range.
You might want to ask DevilJin or Nate for more about this. I'll try and pay attention next time I play at a local.
Yeah... I'm just asking because Ken has quite a few setups like that... where he knocks you down, then Ken ends up at a perfect distance where he can cross-up just as you wake up. I've also seen good Ken players do some ground moves to keep you from moving, then suddenly they jump to cross-up and it becomes really difficult to counter. I was wondering if there are any solid setups for Ibuki... that's all.
I also have bad timing crossing-up with j.MK. I hit too early and end up getting thrown. Don't know if it's an XBL thing or what.
I hope DJ can help. :)
Xenozip.
07-15-2007, 06:08 PM
Right, and the problem is innate to Ibuki really. Ibuki doesn't have Ken's SA.3.
Ibuki's hcb+P, qcb+2K, close HK, SA2/3, and throw aren't really ideal for setting up an easy-mode crossup mixup game.
A throw or a qcb+2K should work to set up a crossup against a cornered opponent (assuming it's a character Ibuki can crossup in the corner). Midscreen is a bit more fuzzy -- while midscreen you're probably better off doing ground crosses and crossunders.
DevilJin 01
07-15-2007, 06:46 PM
Yeah...with Ibuki more often you're going to be focused on your ground cross ups. Her standard dash is an obvious one. She's the only character in the game with a standard dash that can cross up people that just lay on the ground (as opposed to looking for them to quick roll). Just have to be careful though because it has a bit of start up and recovery (although the actual dash is quick). If you dont judge the distance right you take 25 percent extra damage if you get hit during the dash animation. The fact that it covers so much distance can make it difficult to cross up correctly in some situations. You really have to have a good idea that the opponent will stay where they are when you use it.
f+MK believe it or not is a rather good ground cross up as well. The idea isn't necessarily to hit the opponent with the f+MK as a cross up since there isn't much of a hit box from the back. The idea is that the move is quick and easily allows you to play mind games on the wake up. Forcing people to block in the wrong direction and then follow up with a combo. It can happen though. On wider characters its easier get this to cross up and hit and then combo from the other side. If you do get the cross up to connect you are more than likely in range for a s.MK to qcb+MK/EX qcb+K combo.
The move is also rather ambiguous when you use it right so sometimes you can trick the opponent into thinking it will cross up and then hit them over the head and combo or continue pressure. Making it whiff every once in a while like any other cross up is good for mind games as well. Basically works as a small jump attack that has good recovery and is tough to punish. If they do parry it most characters can only immediately throw, get a low jab in or super (super obviously being rather risky). Especially if it's meaty.
Sileighty
07-16-2007, 02:09 PM
If you throw a kunai into SA1 will that change the timing of the parry for SA1?
What are air resets? How should they be set up and what should you follow with after it?
Xenozip.
07-16-2007, 06:50 PM
If you throw a kunai into SA1 will that change the timing of the parry for SA1? That depends on distance and when you cancel the kunai, but generally speaking it doesn't change for the PS2 version of the game.
The reason is because in the PS2 version the game will automatically parry simultaneous hits or hits in very rapid succession, so long as the first hit was correctly parried. So, if you cancel the kunai early from far away then the kunai will just get auto-parried with one of the other hits from SA.1.
However, if you cancel the kunai late or from close enough range that the kunai will be right in their face when you cancel into the SA.1 then it can screw up their parry timing for parrying the kunai. Kind of like how super flashes can screw up timing for tech rolls.
What are air resets? How should they be set up and what should you follow with after it?
Air reset refers to one of two things.
- Hitting your opponent with a normal while they are in the air, which causes them to land on their feet instead of being knocked down. Then going for a high/low and left/right mixup.
- Hitting your opponent out of the air with a super after juggling with a normal that causes an air reset.
You'll mainly be using the the first type because Ibuki doesn't have any useful way to use the second type. Ibuki's fireball version of SA.2 can reset a juggle, but that's really just a huge waste of SA.2 since it does pathetic damage and can be parried anyway.
Commonly used air resets into mixups:
close HK, MK, qcf+MK/HK (then meaty mixup)
close HK, b+MP-HP, qcf+LK (character specific)
close HK, b+MP-HP, LP, normal dash (then high/low/throw -- character specific)
close HK, SJC up+toward, j.HP-t+MK, early normal dash/late normal dash (doesn't work on chun/elena/alex)
After the reset the meaty mixup can be high/low and left/right
close HK, MK->raida, and UOH are high parries
c.HK-HK, and c.LK->raida are low parries
And you can also throw
Sileighty
07-18-2007, 11:30 AM
Whats good to follow up after a UOH?
thanks for all the help =)
DevilJin 01
07-18-2007, 12:42 PM
Whats good to follow up after a UOH?
thanks for all the help =)
On shoto sized or larger characters, c.LP to EX qcb+K. If using SA3 you can link UOH to super or confirm with c.LP then buffer to super.
On shorter characters like Chun you can do c.LP to hcb+HP (raida). Just have to make sure the UOH hits real meaty or the raida will get blocked or whiff.
Xenozip.
07-18-2007, 01:30 PM
That reminds me. You can add tigerknee'd SA.1 to the list of high/low/throw/block option-select options. At point blank range, when you're in a mixup situation, SA.1 is a good option since it beats most of your opponents options except a good EX DP or jump.
gbursine
07-18-2007, 09:27 PM
how does ibuki beast against diving yun/yangs?
and whats her best option after parrying an incoming aerial move(shes on the ground parrying their jumping move)?
Xenozip.
07-18-2007, 10:26 PM
Toward+HK, standing MK, and very early back+MP work on twins dives. MK tends to trade a lot, but IMO it trades in your favor so I like MK, IMO.
Close HK HJC vertical j.HP-toward+MK is probably your ideal option for anti-air parry.
Against twins you can do close HK, back+MP-HP to do a reset mixup, since it always air-resets the twins. Then meaty high/low/left/right.
Saisyu Kusanagi
07-22-2007, 04:15 PM
I have not found a good wake up anti-air for her. I just get thrown out of all of her uppercuts. Kind sucks she has to spam ex-thrust kicks all the time. I might need a new character?
Xenozip.
07-22-2007, 04:54 PM
Well there's a lot of characters with shitty wakeup moves, but Ibuki's aren't that bad.
Ibuki's DP+2K has invulnerability frames and is always fully cancelable into SA.1 in the air. Either hit/block/parry/whiff, always cancelable to SA.1. If it hits you can cancel it into her air chains or air qcf+P as well. It's not totally fail-safe and it does cost a lot of meter, but it's pretty good.
Ibuki's regular DP+K, DP+P, and rdp+K put Ibuki in a semi-OTG state that is only "half" OTG. Ibuki can be thrown out of those moves during startup because none of them have invulnerability and it takes some time to get off the ground, but if Ibuki is hit during the startup then you'll pop into the air instead of staying on the ground.
Example: You wakeup reversal RDP+K and Chun does c.MK xx SA.2 -- the c.MK will pop you into the air and the SA.2 will whiff you because you're in the air and tech flipping.
(note: launcher moves and juggle moves like Oro's close MP will still juggle you)
HCB+LP is also a good surprise wakeup against people who like to meaty option-parry/throw. But it's just as risky as a normal wake-up throw except it can't be throw-teched like a normal throw.
Other than that... block. Ibuki's stamina can't really handle too much wakeup monkey shenanigans, especially if you guess wrong or get predictable.
But at least Ibuki has that stuff to work with. Makoto and Necro don't really have anything except supers.
DevilJin 01
07-22-2007, 06:31 PM
I have not found a good wake up anti-air for her. I just get thrown out of all of her uppercuts. Kind sucks she has to spam ex-thrust kicks all the time. I might need a new character?
Learn to low block and db+LP+LK. The other stuff Xeno mentioned will definitely help but if you aren't blocking most of the time then there's no reason to use the other stuff.
Fasterlight
07-23-2007, 11:10 AM
sad thing is ibukis dp+kk can be punished even when it hits. atleast with kens ex srk.
DevilJin 01
07-23-2007, 11:42 AM
sad thing is ibukis dp+kk can be punished even when it hits. atleast with kens ex srk.
That's why I emphasize the whole just blocking thing. You save yourself from a lot of situations just by low blocking on the wake up. For some characters low block is their only real option any ways. It keeps you open for the least amount of things and makes it easier to simply concentrate on looking for overheads.
If you must EX dp, remember to have meter stocked so you can cancel into super incase you're fighting against someone who can punish on block/hit. The quicker you cancel...the less chance for punishment. In most situations you should cancel into MP SA1 since the kunais angle the best after EX dp. It's a good idea to not mash the super so that you recover quicker. If you haven't used EX dp much at all you can try for a mix up on the way down if it hits. Especially against characters that have a tough time punishing your attacks on the way down. Throw a delayed kunai/EX kunai or come down with an air chain.
Fasterlight
07-23-2007, 02:04 PM
yea agree 100%, on the other hand wakeup mindgames can kill her fast.
specially throws and tick throws. Often I block the tick and TK SA1 after. Bad idea against chun c.lp...
DevilJin 01
07-23-2007, 02:47 PM
yea agree 100%, on the other hand wakeup mindgames can kill her fast.
specially throws and tick throws. Often I block the tick and TK SA1 after. Bad idea against chun c.lp...
Yeah...I like to use the TK SA1 trick on the wake up once in a while as well. Hella risky but if you got a pretty good idea that they're going to wait a sec before throwing an actual attack on the wake up I would go for it. If you jump over their low poke...GGPO their life bar.
The idea really is to just not get knocked down. A good example is against Dudley. If you watch Ibuki vs. Dudley matchups you'll notice the matches Ibuki wins are the ones where she doesn't get knocked down. In reality...all it takes is 2 random f+HK's to take away half of Ibuki's life bar. Or at least try not to get knocked down until you gain some meter first. If you do get knocked down you can always go for the EX DP or special move reset tricks but a good blocking game still takes care of most situations.
If they throw you a couple times it wont kill you. The worst you have if you low block is watching out for overheads and those must be timed well in order to create any damage off of. Basically...a good defensive game on the wake up will keep you going. You want to take advantage as much as possible while you're on your feet so that when you get knocked down you aren't a combo away from dying.
Also remember that Ibuki's c.LP works basically the same way as Chun's c.LP. It comes out nearly as fast (maybe 1 frame slower) and has basically the same priority. You can use this on the wake up to stuff overhead normals and any other attack that doesn't come out meaty on the wake up. Ibuki's c.LP in general is a good move for stuffing out/baiting attacks. Make them think you're gonna throw another c.MK then whiff c.LP and block immediately. You recover from whiffed c.LP almost instantly and then block/parry their retaliation and punish.
Saisyu Kusanagi
07-24-2007, 04:31 PM
That is alot of shit to do man, all of you guys might want to pick up a new character beacuse she is a high energy low return practice session.
The Epidemic
07-24-2007, 04:41 PM
^never! be faithful to Ibuki!
DevilJin 01
07-24-2007, 10:13 PM
That is alot of shit to do man, all of you guys might want to pick up a new character beacuse she is a high energy low return practice session.
That's actually why I like using her. I like the effort you have to put into her to win and essentially that effort allows for a lot of mind games and fun times once you get good with her. You're not just picking her because she has 1 or 2 things that work all the time. She's clearly not the best character in the game but for someone who clearly isn't she has very few real bad matchups. She can contend with just about every characters in the cast well. People sleep on the fact that her pokes are just as good or better than the majority of the cast. Despite all the effort that it takes to use her, her best combos are rather simplistic and do really good damage. s.MK to qcb+MK = hella damage plus stun. Not to mention s.MK has a ton of uses just by itself. I would think about using a different character but almost no one in the US uses her seriously in tournaments so I can place well just because of the fact that no one really knows what to do unless they've fought me a lot.
If anything...learning Ibuki is good simply because the effort required to play her will make you more disciplined when using the higher cast. Yet for me...she's solid enough to use even at the highest level. She plays quite uniquely to every other character in the game so just the way she works is an advantage for me. I like offensive style characters and her play style caters to the way I think when I play fighters.
Kunai
07-25-2007, 07:05 PM
That is alot of shit to do man, all of you guys might want to pick up a new character beacuse she is a high energy low return practice session.
But if I picked another character, the game would be... boring. :sad:
DevilJin 01
07-26-2007, 02:36 PM
But if I picked another character, the game would be... boring. :sad:
Yeah...I like the way Ibuki works because she forces people to have to think about the game differently. If she wants to she can pretty much always be in your face with stuff and the way she works is unlike most every other character in the game.
Some may cal this spam, but I just wanted to say this thread has been alot of help, Today I got my ass kicked in my local arcades and I have a RB to go to tomorrow, so checking this has been really useful, it's really great people like to share there knowledge of Ibuki, since she's really hard to get to grips with.
Thanks guys :)
DevilJin 01
07-26-2007, 10:08 PM
Nah she's not hard. Just hit the medium kick and f+medium or hard kick buttons all day. You win. Kicks.
Mackinzie
07-27-2007, 02:24 AM
i remember when my friend and I were big scrubs we were trying to decide on characters because we thought was dope to have "our own characters" so he was all stoked after playin ibuki for a couple of hours in the brawl hall and calls me was like "hey dude i'm gonna come over and show you some shit with ibuki i think this is gonna be my new character" so ofcourse i obliged he lost 27 straight matches against me using sa1 ken please note my best combo at the time MIGHT have been low foward fireball and fierce srkxx sa1. either way my real question is that with the knowledge of your characters and match ups why do some of you still play Ibuki, i suppose for the same reason i'll only ever play makoto as a serious character.but i mean what made you pick her.
DevilJin 01
07-27-2007, 05:52 AM
i remember when my friend and I were big scrubs we were trying to decide on characters because we thought was dope to have "our own characters" so he was all stoked after playin ibuki for a couple of hours in the brawl hall and calls me was like "hey dude i'm gonna come over and show you some shit with ibuki i think this is gonna be my new character" so ofcourse i obliged he lost 27 straight matches against me using sa1 ken please note my best combo at the time MIGHT have been low foward fireball and fierce srkxx sa1. either way my real question is that with the knowledge of your characters and match ups why do some of you still play Ibuki, i suppose for the same reason i'll only ever play makoto as a serious character.but i mean what made you pick her.
I kinda already explained this like multiple posts back but...she's just a unique character and everytime I play against people with her it's like you can see the WTF look on their faces. Exemplifying that they have no idea what I'm doing to them or why it's working. I dont really care for characters that are focused on doing long combos and all that so I like a character that is more focused on the mind games and does damage through them.
3rd Strike is one of those games where just about every character matchup is a different experience and you have to know all your matchups to be good. In the US people are very tier concious and it shows when you see like 10 scrubs at the arcade/tourney picking top 3 and they all do well until they find me and then just get destroyed. Even against decent players...if you dont know the matchup it's really nerve racking to play against Ibuki simply because you just aren't going to know what to do against what. She has all kinds of tricks like being able to dash around your body on the wake up...continue to stay right in your face after a poke string, moves like f+MK that are seemingly unpunishable even after a parry...just a lot of little things like that people aren't aware of until someone that knows how to use Ibuki utilizes them.
In Japan...people are definitely tier coucious as well. The difference is all of those Ken/Chun/Yun players also get regular experience vs. top level players of other characters in the game. A random top Ken player has more than likely fought against 8 of the top Ibuki players in Japan and has actual experience against an Ibuki player that plays to win. Basically one that can go toe to toe or beat high level users of top 3. In the US...people dont have that kind of experience regularly. If you're a good Alex or Necro player the opponent literally has to be a whole skill level or 2 above you in order to win. If they're not they'll just see things happening and not know what to do against them. Playing those other characters forces people to learn how to play under different situations and makes the game more interesting. It's definitely beneficial for the top 3 users because it gets them to understand matchups that they dont normally play. Which will ultimately help when they are sent to Japan for SBO quals and there are people that are beastly with every character in the game. It's much more beneficial to know the actual matchup.
Oh and she's a ninja. Gotta love them ninjas.
Shusty
07-27-2007, 06:33 AM
i remember when my friend and I were big scrubs we were trying to decide on characters because we thought was dope to have "our own characters" so he was all stoked after playin ibuki for a couple of hours in the brawl hall and calls me was like "hey dude i'm gonna come over and show you some shit with ibuki i think this is gonna be my new character" so ofcourse i obliged he lost 27 straight matches against me using sa1 ken please note my best combo at the time MIGHT have been low foward fireball and fierce srkxx sa1. either way my real question is that with the knowledge of your characters and match ups why do some of you still play Ibuki, i suppose for the same reason i'll only ever play makoto as a serious character.but i mean what made you pick her.
She is like my female Gouki. I just like mind games and both Gouki and Ibuki devilers in that department. Ibuki is better due to the fact she is use less often than Akuma.
Xenozip.
07-27-2007, 07:47 AM
but i mean what made you pick her.
Mostly Ibuki's moves seem to fit my style of play. I enjoy gimmicky characters and Ibuki just happened to have a lot of gimmicks.
But for a better understanding of why, it might help to hear why I don't play Makoto. I don't like being limited to basically two ways to get in. I don't like having an unsafe-on-block b&b. I don't like Makoto's incredibly slow walk speed. I don't like having absolutely no wakeup options other than block and situational-jump. And I really don't like having ambiguous unsafe anti-airs (I prefer obvious and solid).
Now, Ibuki's lower in the tiers than Makoto. And Makoto gives Ibuki a fuck of a hard time. But I enjoy the game more playing as Ibuki because then I have all the tools that I find missing in [every other character].
I like Ibuki because I like: to feel safe in the air, to have a solid and safe anti-air, to have a solid and safe overhead with good range, to have frame advantage or neutrality on basically everything, to have a good walkspeed, to have a really good low poke, to have multiple options for dealing with abusable attacks other than "just block/parry", and to have various kinds of mixups and approaches rather than just the same two things over and over.
Mackinzie
07-27-2007, 01:50 PM
i hope none of you were offended i just like to understand the mindset of other players. and who doesn't like to feel safe in the air and have frame advantage >.< i chose makoto ofcouse because she fits my play style stun and critical blows~! just like every game i like to play lol.
Fasterlight
07-27-2007, 02:08 PM
She is a great character to play for all the reasons listed. Only thing she lacks is stamina. Give her as much life as ken she's top of the mid tiers, easy. Also I think she's very hard to play right and demands lots of practice = great fun.
Xenozip.
07-27-2007, 07:10 PM
-snip- Nah, no worries, no offense taken.
Makoto has a few of those qualities too though. Her j.MK and j.qcb+K are pretty sick, and a lot of her normals have frame advantage. But those two moves are essentially the only things I like about Makoto.
Shusty
07-28-2007, 08:18 PM
i hope none of you were offended i just like to understand the mindset of other players. and who doesn't like to feel safe in the air and have frame advantage >.< i chose makoto ofcouse because she fits my play style stun and critical blows~! just like every game i like to play lol.
I'm not too fond of defense, hence for me liking Akuma and Ibuki.
Hol Horse
07-29-2007, 08:34 AM
Practicing Ibuki for some months now, I just started to switch to SAIII vs Ken. In that particular matchup, it gives me better results than SAI.
Reasons are that I have a hard time pressuring like mad (which is what I do in most matchups) and this gives much less chances to abuse TK SAI, also I have been SRK'ed out ouf ex kunais too many times.
SA3 gives me a better ground game, a chance to punish from far range (sweeps, whiffs, even fireballs sometimes) and lots of hitconfirms (and most are hella easy. Linking from both overheads is braindead easy, hitconfirming the cancellable chains is too, and cMP is a fucking late cancel, sometimes I feel I have even more time than Chun's cMK to cancel that into super)
I know I'm not the only one to pick SAIII against Ken (I remember even Xiao picking SAIII in the SBO finals against SpellmasterJ) but there might be some reason to still pick SAI vs Ken that I'm overlooking
Fasterlight
07-29-2007, 02:05 PM
I think the most obvious reason is that both overheads arent something you can throw out a lot or you will eat srks. C.mp can be parried in both directions and is a bit slow (9 frame startup). Other combos into it gives just a little bit more damage than ex kicks.
Seeing that Ken gives Ibuki hell with srk and air ex tatsumaki a ground game with sa3 might be better. But, I still think that sa1 gives sooo many possibilites for pressure and defence that I would stick to it. Duno but I like to jump in on him mixing airchains, crossup ex kunais, mk and parry attempts. TK sa1 still works for me in the sence that when I have meter his wakeup game is not a huge threat.
Also c.lk to ex kicks is really important to keep ken guessing.
Mechanica
07-29-2007, 02:55 PM
SA3 is nice for some punishment opportunities, but what you lose in EX stock just isn't worth it, IMO. I use each and every one of Ibuki's EX moves, all the time.
DevilJin 01
07-29-2007, 08:46 PM
Yeah...I'm an SA1 whore and usually save SA3 for people that aren't as good. I mean Ibuki is good enough without meter that if you're good with SA3 you could use it in tournaments and get wins. It just forces you to play Ibuki differnently. Not as reliant on meter and more focused on making every hit count. For me...I like having the versaility of all of that meter and if you connect stuff like f+MK from a closer distance you can go into EX qcb+K as a combo as well.
Shusty
07-31-2007, 09:31 AM
Practicing Ibuki for some months now, I just started to switch to SAIII vs Ken. In that particular matchup, it gives me better results than SAI.
Reasons are that I have a hard time pressuring like mad (which is what I do in most matchups) and this gives much less chances to abuse TK SAI, also I have been SRK'ed out ouf ex kunais too many times.
SA3 gives me a better ground game, a chance to punish from far range (sweeps, whiffs, even fireballs sometimes) and lots of hitconfirms (and most are hella easy. Linking from both overheads is braindead easy, hitconfirming the cancellable chains is too, and cMP is a fucking late cancel, sometimes I feel I have even more time than Chun's cMK to cancel that into super)
I know I'm not the only one to pick SAIII against Ken (I remember even Xiao picking SAIII in the SBO finals against SpellmasterJ) but there might be some reason to still pick SAI vs Ken that I'm overlooking
I use SAIII as my main. f+MK, SAIII being my goto move. I don't use ex moves that much. The only one I actually do use is cl.LP, MP, HP, QCB+KK. I just don't feel comfortable with SAI.
Xenozip.
07-31-2007, 11:19 AM
SA.3 is better for some matchups, but mostly just because there's matchups where SA.1 is a bad idea (like against Oro).
In almost every situation where you'd use SA.3 or SA.2 you could use EX moves or SA.1 instead (respectively). The only thing you really lose from SA.3 is far.MP-SA.3 hitconfirm and max range whiff punisher. In every other situation that you'd use SA.3 you could use an EX move instead and get decent damage and stun (relative to cost) plus equal or better oki.
Basically; SA.1 gets EX knives pressure/rushdown, EX uppercut reversal, qcb+2K combo (for dmg/knockdown+oki), chip damage, and throw/SA.1 traps, and in the arcade-version-only it also gets an unblockable trap. SA.3 has far-MP hitconfirm and max range whiff punisher.
If you're really interested in learning SA.3 though, the Japanese player Uramakigumo mains SA.3.
AQUA-PURA
03-08-2008, 04:47 AM
Revived this thread for a question... ¬¬'...
Any tips on Necro? Used search function and this thread came up on like, the third page... so er yeah.... Tips on Necro please. ( What do you guys do? )
Dark Symphony
03-10-2008, 10:18 AM
Revived this thread for a question... ¬¬'...
Any tips on Necro? Used search function and this thread came up on like, the third page... so er yeah.... Tips on Necro please. ( What do you guys do? )
Like almost every other match, damage, trades and payoffs are in Necro's favor. I tend to stay in the air a lot to avoid post drill kick mix ups and lock down. Jumping in is a tad risky against him since he's got 3 (i'd argue 4... stupid elbow) decent anit-airs, one that starts a juggle.
Most Necros use ESnake. Not good since Ibuki gets stunned easily meaning you... can't get hit, really. Avoiding the set ups without being predictable is kind of tough. Once in, you can keep pressure up relatively well against Necro but don't forget that one good guess or parry from him and you are in trouble if he has meter. One good Necro player I played said the same thing a lot of people say about vs Ibuki...
"When I am in a situation to go for a parry into combo into super, I usually go for it because the pay off vs Ibuki is so good."
A Urien player said the same thing about going for the elbow uppercut.
Dark Symphony
03-10-2008, 10:24 AM
Oh yeah, and when going for dagger air pressure against Necro, really watch your timings and angles. Vary the times slightly to avoid getting the dagger knocked away and, likely, you hit. And don't forget that he's got b+Fierce and cr. Strong. Those cover both good ranges to throw daggers. you just want to get him to block one so you can get in safer. Of course, if you are ging to risk eating one, risk the cr. strong.
I have to go play the match up a bit before I can give a comment with any real substance. I'm going off of memory of battles I did months ago...
AQUA-PURA
03-10-2008, 12:00 PM
Thank you for replying =D
I'll er, try this.
rush down
03-11-2008, 09:11 PM
So I've come to the conclusion that EX kazekiri is a bad wake up unless you are going to go into SA1 and chip kill. Its not even safe on HIT unless you are going against the taller characters.
Anyone disagree?
Xenozip.
03-11-2008, 10:24 PM
It's true.
EX Kazekiri is best when canceled into SA.1.
Ibuki's normal DP has one thing that others do not, it's first frame is a air-tech state. That means that it can be thrown while she is on the ground, but any normal moves that hit it will put her in the air.
So, it loses to meaties, but on the upside it also prevents some combos from hitting. Ken MP-HP-SA.3, Chun c.MK-SA.2, Akuma c.LK-c.LK-SA.1, etc, the first hit will pop Ibuki up into the air and put her in a flip-state. In the case of Ken and Chun especially, that basically counters both of their meaty-melee options, but loses to meaty throw.
The problem with it is that it's not good on block/whiff/parry but it at least knocks down on hit and the LK version is relatively fast. The same is basically true for her DP+P Tsuiji Goe and RDP+K Hien.
The biggest problem is that it loses to moves that juggle you anyway, like special moves and launch moves (think Yun close MK launch kick).
The exception is that Hien is actually really good against some characters who can't consistently punish it, and Tsuiji Goe is quite good against characters with slow movement, provided they don't actually meaty you out of it.
All things considered from experience, I rather guess wrong when the opponent is attempting a "meaty" rushdown block or parry when I use a Hien or Tsuiji Goe. So I weight them slightly above a normal DP. But it's not like they are actually any good or anything, a wise opponent is gunna fuck you up for just about anything you do predictably, so don't be predictable!
Bottom line, Ibuki does not have the stamina to be wasting on reckless offensive options, and reversals are technically offensive momentum-switching skills that are baitable and punishable. Your best options on wakeup are defensive ones, which in this game is block.
On a side note, Raida is actually a fun wakeup tool against excessive parryers or people who mistime meaties. Admittedly I personally do it too much, but good lord does it work fairly often.
Bitches wanna SGGK? Eat Raida.
Khiempossible
03-12-2008, 09:41 AM
speaking of which, does ibuki have an sggk and if so what is it?
DevilJin 01
03-12-2008, 10:50 AM
speaking of which, does ibuki have an sggk and if so what is it?
I'm assuming it's used with her s.MK but I'm a scub so I don't use SGGK. I'm not even sure how many US players even really use it.
Xenozip.
03-12-2008, 03:24 PM
You can SGGK with Ibuki the same with other characters, but the reason hers sucks is because her karathrow sucks.
The concept of an SGGK is still the same for Ibuki though, you input a parry then immediately input a karathrow right afterwards.
If no attack connects you'll karathrow
If an attack connects you'll parry then do the normal move
If the opponent throws you'll tech the throw
Of course it makes sense that you would want to use MK for this because that move has good range and confirms into her BnBs off a parry. However, you could also just do LK and slide into LP (as in kara the LK with LK+LP) since the added range from a kara-MK is pretty pointless. And you can still chain the LK into MK and then into other things if your reaction/timing is good.
Basically the inputs could be like this:
Down, neutral LK, LK+LP, , , MK
If the parry happens you'll LK and then chain MK
If no parry happens you'll throw
And if the opponent throws you'll tech (unless they cmd throw of course)
Just keep in mind her throw range is pretty bad so you kinda have to do this pretty point blank.
Dark Symphony
03-12-2008, 03:54 PM
Ibuki on wake-up... yeah, just block. And get used to having the presence of mind to block on reaction. After playing this character for so long and being so afraid of eathing phat damage, i've lost the ability to react as well as I used to and do everything in preplanned fashion. And if something doesn't go right it ruins my whole game.
I'll eat a throw or two in the corner if it means avoiding a phat super.
Raida is an interesting answer, but I find it more usefull as simply a quick, hard to punish move that doesn't leave you extremely open as, say, the Kazekiri's.
Ibuki has a problem with putting herself in a mix-up. EX Kazekiri... her DwnHK, HK target combos followed by super jump in... it's kind of aggravating landing good offense and getting put into a mixup that provides you with far more risk and your opponent with far more reward on a bad/good guess.
DevilJin 01
03-12-2008, 07:26 PM
Ibuki on wake-up... yeah, just block. And get used to having the presence of mind to block on reaction. After playing this character for so long and being so afraid of eathing phat damage, i've lost the ability to react as well as I used to and do everything in preplanned fashion. And if something doesn't go right it ruins my whole game.
I'll eat a throw or two in the corner if it means avoiding a phat super.
Raida is an interesting answer, but I find it more usefull as simply a quick, hard to punish move that doesn't leave you extremely open as, say, the Kazekiri's.
Ibuki has a problem with putting herself in a mix-up. EX Kazekiri... her DwnHK, HK target combos followed by super jump in... it's kind of aggravating landing good offense and getting put into a mixup that provides you with far more risk and your opponent with far more reward on a bad/good guess.
Yeah...for myself you just kinda have to decide when you wanna take the risk. Sometimes after d.HK, HK I just simply dash in after the opponent on the ground instead of jumping in. Ibuki has some good tools from the air like kunais and chains to make it more difficult for the opponent to parry down stuff and punish, but it can happen. I would say overall Ibuki has the momentum in that mixup but it is 3rd Strike and it can be turned around and hurt you. You just have to be confident when you decide to do it and be ready to input parries in the air as you're coming down incase the opponent tries to go for an AA.
I usually try not to use EX dp as much unless I know I have meter to cancel into super or know I'm fighting a character that has a hard time punishing it. Sometimes you'll just have to go for the mix up and hope it works in your favor so the less often you use it...the better it'll work when you do use it basically.
On Yun and Yang you're better off just going for the LP,MP,HP chain than the d.HK, HK chain since the latter chain will whiff on the last hit against them sometimes for whatever reason.
rush down
03-13-2008, 09:18 PM
I used to play Q and his best wake up was block, so I guess I'll just stick with that with Ibuki.
Also, say a standard throw meets a raida. Raida wins?
Xenozip.
03-13-2008, 09:50 PM
If executed at exactly the same time a standard throw will beat a LP Raida (fastest Raida).
If the Raida is executed any time before the throw then it will win.
The other strength Raida's are slower startup so of course they would need to be done sooner.
People get the impression that Raida wins because many players have a habit of inputting a parry first, then a throw, which leaves you open to be hit by Raida.
Dark Symphony
03-17-2008, 04:09 PM
Yeah...for myself you just kinda have to decide when you wanna take the risk. Sometimes after d.HK, HK I just simply dash in after the opponent on the ground instead of jumping in. Ibuki has some good tools from the air like kunais and chains to make it more difficult for the opponent to parry down stuff and punish, but it can happen. I would say overall Ibuki has the momentum in that mixup but it is 3rd Strike and it can be turned around and hurt you. You just have to be confident when you decide to do it and be ready to input parries in the air as you're coming down incase the opponent tries to go for an AA.
I usually try not to use EX dp as much unless I know I have meter to cancel into super or know I'm fighting a character that has a hard time punishing it. Sometimes you'll just have to go for the mix up and hope it works in your favor so the less often you use it...the better it'll work when you do use it basically.
On Yun and Yang you're better off just going for the LP,MP,HP chain than the d.HK, HK chain since the latter chain will whiff on the last hit against them sometimes for whatever reason.
Those goofs are too short to get hit by the second kick. Their trip animation balls them up too much so the kick will whiff. It's extremely hard to land, as the chains starting with jab necause it whiffs over them half the time due to ducking. Horray.
I would actually say the mix ups are not in Ibuki's favor (the aforementioned ones simply because even if the guess ratio is slightly in ehr favor, the payoff ratio is not. Even when you throw in SA2. After the DwnHK-HK chain, you can option parry, but if you option parry attack, you eat any multi-hit anti-air. If you wait for the anti-air, you need to have EXTREMELY good reaction time in order to maintain good momentum or advantage if there is no anti air. Otherwise you just end up back at square one or thrown.
If you do guess right, you can get some damage in and go for anotehr mix up. If you guess wrong, you can eat a lp shoryu x2 or other delectable desserts that usually lead to about 2 rushdown sessions worth of damage (or more! Hooray!)
As I said before. People say they always just go for it against Ibuki. Go for the parry into cr. HP with Urien... go for the Shoryu with Ken. What's the worst she can do? There's usually only one type of approach that will lead to decent damage. The others just giver her a CHANCE to go for a mix up that will lead to more CHANCES for a mix up.
THrows beat Raida outright yes. I use Raida mainly as a meaty attack on wakeup as it beats anything that has no invulnerability. Weak attack into raida can also stop option parries that counter with attacks that come out with a slight enough delay.
Sileighty
03-18-2008, 03:45 PM
How exactly am I supposed to go from the command dash to an instant SA1? I'm having trouble with it happening.
Is it supposed to be performed as :qcf::lk::qcf::uf::lp:? Is drumming all 3 punches required?
When is it best used? Cause I can't see to many uses for it during an actual match unless its used possibly one time just to throw something out randomly. Is it safe if they block?
Xenozip.
03-18-2008, 04:48 PM
The execution is something you have to get use to. I've found that buffering the super during the dash doesn't work as consistently for me as buffering it during the super jump pre-jump. You just have to do it really fast in order to stay close to the ground.
You don't need to worry about getting thrown during that time though, because SJ pre-jump can't be thrown.
As for the safety, it's relatively safe depending on the opponent and where you do it.
Meaning, if they red parry the last knife then you're probably going to get hurt.
If they block then there's only a few characters that can actually legitimately punish it. The Jab version (qcfx2+LP) has the shortest recovery time but if you do it too far away then the last few knives will whiff and they can punish. The medium version is still relatively safe but you still need to do it close to the ground in order to minimize the recovery.
Doing it against a cornered opponent is generally a very bad idea. If their back is to the wall then most characters have at least some way to hurt you, though some more than others.
Generally, if you treat it like an anti-throw trick then the risk/reward is pretty good against most characters. Like say doing a crossup j.MK then land, and at that point you would normally go for a throw and the opponent normally techs out if it -- good time to TK an SA.1 right there instead of the throw, because odds are they aren't going to do anything that will hit you out of pre-jump (they are at frame disadvantage why would they mash buttons, and if they do then learn to punish that shit), and once off the ground you're not going to get punished too hard, and then if they do actually try and tech/throw they are eating knives to the face.
Just apply that concept to all your tick throws and throw traps and you can see how it's a pretty good trap that abuses people who habitually option tech (EG. it's great a fucking with people who play by habit). What you want to look for is people teching your throws, and then take mental note of it and next time you're in that same situation do a TK SA.1 instead of throw.
Sileighty
03-18-2008, 06:51 PM
:u: Thanks! Any tips for getting better at executing the TK SA1? Or is it just a thing that gets easier as you get better using a stick?
Khiempossible
03-18-2008, 08:48 PM
What you want to look for is people teching your throws, and then take mental note of it and next time you're in that same situation do a TK SA.1 instead of throw.
that's the key line right there.
Xenozip.
03-18-2008, 09:52 PM
:u: Thanks! Any tips for getting better at executing the TK SA1? Or is it just a thing that gets easier as you get better using a stick? Eh, I think it's natural that the more familiar you are with your controller the easier it will be.
But like I said, the way you posted above doesn't work consistently for me, personally. I not sure if it's even possible to use the dash command as the first input of the super, but I don't believe that it is.
What I normally do is :qcf::lk: slight pause :qcf::uf:-:qcf::lp:
Or sometimes what I do when I feel my qcf's are flakey I do :qcf::lk: slight pause :qcf::uf: slight pause :qcf::lp:
The idea with these types is to try and time the first UF at the end of the dash, but also to input the first QCF as quickly as you can. So what I would recommend trying it MK, qcf+LK, wait till you see Ibuki's hair flip where she's about to stand, QCF-UF, then another QCF and try to time the LP to where it's almost as soon as you leave the ground.
Dark Symphony
03-20-2008, 12:32 PM
Eh, I think it's natural that the more familiar you are with your controller the easier it will be.
But like I said, the way you posted above doesn't work consistently for me, personally. I not sure if it's even possible to use the dash command as the first input of the super, but I don't believe that it is.
What I normally do is :qcf::lk: slight pause :qcf::uf:-:qcf::lp:
Or sometimes what I do when I feel my qcf's are flakey I do :qcf::lk: slight pause :qcf::uf: slight pause :qcf::lp:
The idea with these types is to try and time the first UF at the end of the dash, but also to input the first QCF as quickly as you can. So what I would recommend trying it MK, qcf+LK, wait till you see Ibuki's hair flip where she's about to stand, QCF-UF, then another QCF and try to time the LP to where it's almost as soon as you leave the ground.
I'd reverse that, kinda. I'd do the TK motion last that way you get your jump closest to the ground as possible. It grants me a little more control over the height. In my experience.
Xenozip.
03-20-2008, 01:17 PM
That is how I do it close to the ground, to each his own I guess.
Dander
03-20-2008, 01:36 PM
That is how I do it close to the ground, to each his own I guess.
How did you do at Evo last year?
Xenozip.
03-20-2008, 01:50 PM
How did you do at Evo last year?
Wasn't there. Let's stay on topic huh?
Dander
03-20-2008, 02:03 PM
Wasn't there. Let's stay on topic huh?
you shoulda gone
DevilJin 01
03-22-2008, 11:31 AM
you shoulda gone
Xenozip is not really the travel to every tournament type so yeah. I haven't seen him at a tourney in many months. I'm sure real life is higher on his priorities. Maybe one year though.
I like where the discussion here is going. Picking up some new shit even today.
Xenozip.
03-22-2008, 11:49 AM
I'll travel to places in the North East. And yeah I've been caught up lately.
But, trying to stay on topic there's some Ibuki things I've been trying to work with lately.
Close LP MP chain against a crouching opponent will whiff the second hit on most crouching characters. But even when the second hit whiffs it puts Ibuki at +F and is actually perfect for a tick throw or SGGK parry/throw option select. Back when Exo was fucking around with Ibuki he'd generally always go for a low parry off that whiff or parry/throw OS.
However, because the close MP animation is kind of long, I've been trying to use that as a setup for TK SA.1.
I don't really know if that's an ideal situation for it though but it kinda "feels" right. Thoughts?
lord sharky
04-07-2008, 03:47 AM
any tips against YANG?
my problem is he's short...
DRCsyntax
04-07-2008, 05:58 AM
any tips against YANG?
my problem is he's short...
Used feint jumps to raida now and then; most Yang players know A)They can duck under some of your jumps and B)How to play, and they parry jump-ins. It'll work atleast once for you.
Always be ready for that cr.mk; so try and fish for parries if you can; if you parry the cr.mk; through out a standing mk (the knee) immediately; then slash kicks ofcourse.
..actually to think of it, if you're fighting a Sa1 or Sa2 Yang, treat them like Sa3 yun that doesn't have bar yet. (and if they're Sa3 Yang, do the same as Sa3 yun lol). Rush down, constant pressure; force mistakes.
Poke alot too; it's annoying and will stop their combos alot of time. (Can't poke with jab, so use cr.short kick, weak kick? whatever it's called)
I also prefer overall Sa3 against Yang (and most other short characters) Yang's roll can almost always save him from Sa1, also his dash "attack" gets him to safety, but nothing can save him from forward+mk to Sa3 (overhead to super) or a standing mk to sa3 (knee to sa3). Also Sa3 will catch him while he's in the roll.
andddd depend on those kick combos!
DevilJin 01
04-08-2008, 03:34 PM
I'll travel to places in the North East. And yeah I've been caught up lately.
But, trying to stay on topic there's some Ibuki things I've been trying to work with lately.
Close LP MP chain against a crouching opponent will whiff the second hit on most crouching characters. But even when the second hit whiffs it puts Ibuki at +F and is actually perfect for a tick throw or SGGK parry/throw option select. Back when Exo was fucking around with Ibuki he'd generally always go for a low parry off that whiff or parry/throw OS.
However, because the close MP animation is kind of long, I've been trying to use that as a setup for TK SA.1.
I don't really know if that's an ideal situation for it though but it kinda "feels" right. Thoughts?
I like it...if the opponent tries to do anything other than reverse DP they're likely to get caught up in. Once you take to the air you beat throws and low pokes any ways. I sometimes just go into TK SA1 after jab poke strings any ways so it would be good to test.
Darklightjg1
05-03-2008, 04:59 PM
Is there anything besides jump-in HP or jump-in LP->toward+HP that combos into SA2 (the grab version)?
It doesn't seem like it would be very safe to attempt unless the opponent was stunned. Even then it's still pretty hard for me to try to pull off so I'm not sure it's worth it. =\
Xenozip.
05-03-2008, 07:22 PM
Nope. The only other one is a vs Hugo specific one, which is far HK SJC SA.2, which is entirely not hitconfirmable and impractical.
Also the j.HP > SA.2 stuff doesn't work on Urien or Elena, mysteriously.
Shinkuu Tatsumaki
05-03-2008, 08:41 PM
Hey, what can Ibuki combo into SA3? I know of cr.MP, f+MK, her qcb+K, and UOH(Is it only a late one that connects or does a far one work too?)
cl.MK?
Spinning Beat
05-03-2008, 09:01 PM
Hey, what can Ibuki combo into SA3? I know of cr.MP, f+MK, her qcb+K, and UOH(Is it only a late one that connects or does a far one work too?)
cl.MK?
S.MK
Lp -> MP ->HP
Lp -> MP -> HP xxx QCB+HK
DevilJin 01
05-03-2008, 09:23 PM
Nope. The only other one is a vs Hugo specific one, which is far HK SJC SA.2, which is entirely not hitconfirmable and impractical.
Also the j.HP > SA.2 stuff doesn't work on Urien or Elena, mysteriously.
What a shitty super. LOL.
Hey, what can Ibuki combo into SA3? I know of cr.MP, f+MK, her qcb+K, and UOH(Is it only a late one that connects or does a far one work too?)
cl.MK?
Some other ones include:
s.MK to SA3
s.MP to SA3. Very hit confirmable and one of her most useful. Shorter characters can crouch under it but if you catch them whiffing a standing poke...it's go time. Plus s.MP as a poke has very high priority in the first place.
(not her close chain that all u scubs love to use) s.LP, s.MP to SA3. Basically her far LP, MP chain into super. Can pretty much mix this in with your jab strings and if you see it hit...let it rip. Takes some time to get used to confirming it but it works. Shorter characters can crouch under this unfortunately though so be sure to hit confirm it.
s.LK, s.MK to SA3. This is another very good combo. Works regardless if the character is crouching or standing and is very easy to hit confirm. Works well after a deep j.MK cross up or just during standard poke strings.
Spinning Beat
05-03-2008, 10:57 PM
(not her close chain that all u scubs love to use)
Shut up :shake:
Rhio2k
03-01-2010, 02:26 AM
I'm trying to bust some of these crazy combos from vids, but I can't do simple crap like air chains. They don't seem to come out as easily as the vs series, even though I'm rolling the buttons, or even doing multiple inputs of the second attack button before the first attack even hits the opponent. The characters that can do them in this series, can they only do them while super-jumping? That would explain my failure.
Xenozip.
03-01-2010, 04:12 AM
-snip-
Ibuki can do all of her airchains while jumping diagonally or superjumping diagonally. Jumping vertically (normal or super) limits Ibuki to the HP-f+MK chain.
Also note that in all cases you must press toward for the second hit. So j.LK j.6MK for example.
It's not actually a chain so much as a target combo, in the sense that the cancel window is strict. You press the second button during the hitstop/blockstop of the first move, which basically means immediately as the move hits.
Rhio2k
03-01-2010, 07:40 PM
Also note that in all cases you must press toward for the second hit.
!!!!...that explains a lot. i didn't know about that. Thank you!
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