Ask us something about Ibuki.

Xenozip.Xenozip. what a nincowpoopJoined: Posts: 3,942
Post any Ibuki-related questions here in this thread.

(idea sniped from Buktooth's thread)
Let's play.
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Comments

  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    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.
    Let's play.
  • SystemSystem Joined: Posts: 508,676 admin
    Whats a good damaging combo to use as punishment?

    Whats a good follow up to LP -> MP -> d.HK -> HK -> SJC?
  • KunaiKunai Joined: Posts: 371
    What are consistent ways to keep pressure on opponents via Ibuki rushdown?
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    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.
    Let's play.
  • LogosLogos Mountain Beast Joined: Posts: 754
    I could be wrong, but isn't cr.rh-s.rh sj hp-t+mk more damaging than mk xx raida?
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    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.
    Let's play.
  • KunaiKunai Joined: Posts: 371
    Option parry/throw/melee... what's that?
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    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
    Let's play.
  • eiSHeiSH Keepin' it FreestyleiSH Joined: Posts: 1,575
    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]
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  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,811 mod
    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.

    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


  • SystemSystem Joined: Posts: 508,676 admin
    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]




    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.
  • SystemSystem Joined: Posts: 508,676 admin
    Kick ass
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    Kick ass

    That avatar is still kick ass.
    Let's play.
  • SystemSystem Joined: Posts: 508,676 admin
    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 :(
  • KunaiKunai Joined: Posts: 371
    Have any good setups that will space Ibuki to cross-up an opponent without being obvious?

    Sorry so general. My cross-up game sucks.
  • SystemSystem Joined: Posts: 508,676 admin
    try crossing up with kunais
  • BlaQBlaQ I will grab your foot. Joined: Posts: 206
    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~
    "KEN SAIII and YANG SAIII vs Hugo?! Those weak ass super arts wouldn't put a dent in hugo's armour :( And I knew Hugo was going to SAI when Yang initiated his v-ism" - DanielSmith604
  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    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.
    Let's play.
  • KunaiKunai Joined: Posts: 371
    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.Xenozip. what a nincowpoop Joined: Posts: 3,942
    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.
    Let's play.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,811 mod
    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.

    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


  • SystemSystem Joined: Posts: 508,676 admin
    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.Xenozip. what a nincowpoop Joined: Posts: 3,942
    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
    Let's play.
  • SystemSystem Joined: Posts: 508,676 admin
    Whats good to follow up after a UOH?

    thanks for all the help =)
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,811 mod
    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.

    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


  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    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.
    Let's play.
  • gbursinegbursine TeaPire! Joined: Posts: 1,727
    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)?
    play vampire :P

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  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    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.
    Let's play.
  • Saisyu KusanagiSaisyu Kusanagi Oppressive Village Pillager Joined: Posts: 1,314
    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?
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  • Xenozip.Xenozip. what a nincowpoop Joined: Posts: 3,942
    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.
    Let's play.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,811 mod
    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.

    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


  • SystemSystem Joined: Posts: 508,676 admin
    sad thing is ibukis dp+kk can be punished even when it hits. atleast with kens ex srk.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,811 mod
    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.

    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


  • SystemSystem Joined: Posts: 508,676 admin
    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 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,811 mod
    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.

    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


  • Saisyu KusanagiSaisyu Kusanagi Oppressive Village Pillager Joined: Posts: 1,314
    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.
    Join Date: Oct 2001
    CRUSH YOUR ENEMY WITHOUT MERCY!!!!
  • The EpidemicThe Epidemic Archduke Caramel Adonis Joined: Posts: 9,906
    ^never! be faithful to Ibuki!
    God's favorite ©

  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,811 mod
    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.

    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


  • KunaiKunai Joined: Posts: 371
    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 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,811 mod
    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.

    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


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