Feint, post: 1733301 wrote:
How would ibuki and her place in the cast be different if she had the super art 3 from the previous SFIIIs'?
TornadoFlame, post: 1733302 wrote:
What's her best High Pri/Safe Moves?
Sileighty, post: 1733304 wrote:
Whats a good damaging combo to use as punishment?
Whats a good follow up to LP -> MP -> d.HK -> HK -> SJC?
Kunai, post: 1733305 wrote:
What are consistent ways to keep pressure on opponents via Ibuki rushdown?
Kunai, post: 1733309 wrote:
Option parry/throw/melee... what's that?
eiSH, post: 1733311 wrote:
Top Ibukis in the states?
SA2 Setups? (Besides the traditional Short -> Forward -> Command Dash -> SA2)
Any uses for the command jump-over move? ( :) [Besides poor SA2 setups]
Ain't nothin, Capcom's ruthless still producin. Cut em a check or find yoself toothless. Keep it shill with no confusin. Niggas say I'm shill...they ain't hard I can prove it YEEEAH
Bedfast Emperor, post: 1733314 wrote:
Xenozip., post: 1733310 wrote:
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
Kunai, post: 1733317 wrote:
Have any good setups that will space Ibuki to cross-up an opponent without being obvious?
Sorry so general. My cross-up game sucks.
BlaQ, post: 1733319 wrote:
As long as I've been playing, I still had no clue what option select is. Thanks Xeno~
Xenozip., post: 1733320 wrote:
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.
Sileighty, post: 1733324 wrote:
If you throw a kunai into SA1 will that change the timing of the parry for SA1?
Sileighty, post: 1733324 wrote:
What are air resets? How should they be set up and what should you follow with after it?
Sileighty, post: 1733326 wrote:
Whats good to follow up after a UOH?
thanks for all the help
Saisyu Kusanagi, post: 1733331 wrote:
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?
Fasterlight, post: 1733334 wrote:
sad thing is ibukis dp+kk can be punished even when it hits. atleast with kens ex srk.
Fasterlight, post: 1733336 wrote:
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...
Saisyu Kusanagi, post: 1733338 wrote:
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.
Kunai, post: 1733341 wrote:
But if I picked another character, the game would be... boring.