'The' Super Gem (Pocket) fighter Thread

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  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    General Strats, hmm, where to begin?

    Well to begin, the necessity of Gems vary from character to character. Some characters really need it and some really don't. Often times, players who aim for nabbing all the gems get their asses handed to them because they leave themselves open. So chasing Gems has its pros and cons.

    Air Recovering is a necessity, but it must be thought out well. A lot of new players often don't know about the air recovery system so they end up eating juggling combos that can be avoided such as Ryu / Akuma Air Tatsu to Air throw. And if that's done in the corner, its a setup for their Pseudo Infinite. Air recovering too often is also a no no because there are characters who seek after air recovery abuse such as Gief. After a FAB in the corner, if the player air recovers from it, Gief can jump and punish with an Air Throw. Another example would be Chun; players at a corner abusing air recovery will allows Chun Li to keep punishing with an Air Throw.

    Air Guard Canceling Counter is an all time favorite for turtlers. It can only be done while Air Guarding. Once blocking animation occurs and finishes, you can press any one of the two normals to counter hit, or you can Guard Cancel Throw, or Guard Cancel to Special Move (i.e. Air Tatsu). Obviously, any player who constantly abuses that mechanic will get their asses Air Thrown.

    Just let the questions flow.

    Okay, I'm going to play Akuma, Morrigan...got some starters on those?
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Akuma: To me, Akuma is a rush down character with his dive kick and flash combo pressure. A lot of scrubs tend to just pick him for Air Fireball abuse, which kills the whole essence of Akuma. Smarter and annoying scrubs will abuse his PKKP Flash Combo, whether it hits or not. They piss you off by amping it to Speed 3 so they can grab you on the last P in the Flash Combo (So in essence, they are just abusing the speed of the game not the skill). Akuma has a good set of normals including Stand Kick, Crouch Kick, and Crouch Punch. Dive kick provides pressure and set up for ground throws and Raging Demon. The best super I recommend is the Fireball Super (HCF + S) because that guarantees most of the time for a sure 5 hit in comparison to the Shoryureppa Super. If you execute the Shoryureppa to punish a whiff or something, the Shoryureppa can actually throw off the character and lead to a weird juggle or an opportunity for the other to air recover and punish you back. Air Tatsu to Air Throw in the corner leads to the Pseudo Infinite with repeated jumping forward Air throws. For Akuma, he doesn't have that many multi hit specials or combos so it's hard to rack up Gems. However, do try to build meter for 3 supers for Raging Demon. Although Raging Demon is costly and sort of powerful, use it on a guarantee hit because Raging Demon hardly provides any invincibility frames. Guarantee hits, I'm referring to after Dive Kick pressure, after Poison Bomb throw, Bomb Throw Cancel to Raging Demon excluding Freeze, Stone, and Lightning Bombs, and using Raging Demon as a meaty (Raging Demoning half way through a player's ground recovering frames).


    Morrigan: Although my experiment with her is on and off, Morrigan is very versatile. Her standing K is very good in terms of zoning because it can knock back if it stuffs out the other player's move. Forward P is also another good zoning key because it is similar to standing K and it has a slight longer reach, but a bit slower execution. Also, a missed Forward P is very punishable so be careful. She is quick on her feet with her ground dash, but she can be also tricky with her flying dash like it is in CVS2 SNK Groove for Morrigan. To execute the fly off dash, you hold S while dashing. This leads to some interesting tactics including cross ups, and ground throw to air throw (The frames for this are very tight and it can be air recovered or teched after the ground throw). Her Flash combos are mediocre, but many of her supers make up for it. For a normal to super link, the only way is to do it after crouching P. You can only do it after the first hit during crouch P (You can only cancel the second hit with Specials). Many if not all of supers provide a good amount of invincibility frames and many of them rack up an absurd amount of Gems (Excluding Shoryureppa). To me, Gems aren't really a big issue for Morrigan because leveling up her Special Moves isn't much of concern. Her leveling up can be a pro or con; it depends on how you use her.
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Akuma: To me, Akuma is a rush down character with his dive kick and flash combo pressure. A lot of scrubs tend to just pick him for Air Fireball abuse, which kills the whole essence of Akuma. Smarter and annoying scrubs will abuse his PKKP Flash Combo, whether it hits or not. They piss you off by amping it to Speed 3 so they can grab you on the last P in the Flash Combo (So in essence, they are just abusing the speed of the game not the skill). Akuma has a good set of normals including Stand Kick, Crouch Kick, and Crouch Punch. Dive kick provides pressure and set up for ground throws and Raging Demon. The best super I recommend is the Fireball Super (HCF + S) because that guarantees most of the time for a sure 5 hit in comparison to the Shoryureppa Super. If you execute the Shoryureppa to punish a whiff or something, the Shoryureppa can actually throw off the character and lead to a weird juggle or an opportunity for the other to air recover and punish you back. Air Tatsu to Air Throw in the corner leads to the Pseudo Infinite with repeated jumping forward Air throws. For Akuma, he doesn't have that many multi hit specials or combos so it's hard to rack up Gems. However, do try to build meter for 3 supers for Raging Demon. Although Raging Demon is costly and sort of powerful, use it on a guarantee hit because Raging Demon hardly provides any invincibility frames. Guarantee hits, I'm referring to after Dive Kick pressure, after Poison Bomb throw, Bomb Throw Cancel to Raging Demon excluding Freeze, Stone, and Lightning Bombs, and using Raging Demon as a meaty (Raging Demoning half way through a player's ground recovering frames).


    Morrigan: Although my experiment with her is on and off, Morrigan is very versatile. Her standing K is very good in terms of zoning because it can knock back if it stuffs out the other player's move. Forward P is also another good zoning key because it is similar to standing K and it has a slight longer reach, but a bit slower execution. Also, a missed Forward P is very punishable so be careful. She is quick on her feet with her ground dash, but she can be also tricky with her flying dash like it is in CVS2 SNK Groove for Morrigan. To execute the fly off dash, you hold S while dashing. This leads to some interesting tactics including cross ups, and ground throw to air throw (The frames for this are very tight and it can be air recovered or teched after the ground throw). Her Flash combos are mediocre, but many of her supers make up for it. For a normal to super link, the only way is to do it after crouching P. You can only do it after the first hit during crouch P (You can only cancel the second hit with Specials). Many if not all of supers provide a good amount of invincibility frames and many of them rack up an absurd amount of Gems (Excluding Shoryureppa). To me, Gems aren't really a big issue for Morrigan because leveling up her Special Moves isn't much of concern. Her leveling up can be a pro or con; it depends on how you use her.

    Now that's what I'm talking about. Excellent description; you've given me a great start-off point.

    Another thing, I already know one of my sparring partners is going to use Gief in this game. How should I handle that match-up?
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Depending on how aggressive your sparring partner is, you have to always be ahead of Gief. A really aggressive Gief can be a damn hassle because Gief has so many tools that can keep others out and change the momentum of the game.

    First off, zoning strats are always up on the table for any game against Gief. Gief's throws, SPD, and FAB have an absurd amount of range. All of Gief's throws are command throws or command throw like, excluding neutral throw (Stand P+K). However, his throws (at least most of them) cannot interrupt meaty attacks. So if you see your fist out during a Gief's FAB super activation frame, that FAB is going to be stuff out most of the time.

    Gief abuses turtlers, hands down for sure. With all his throws being command throw or command throw like, he can do some pretty nasty tick throws and setups. One setup would be Gief's Flash combo (blocked or confirmed) PKK, slight pause to FAB. You can check that out yourself to see how absurd the range is. Another tick setup would be jump in cross up splash, crouch P, slight pause to down P+K throw.

    Gief's stand K is a very good zoning tool for him, so be aware because it can deal nasty damage to your character especially Akuma.

    Jumping into Gief is also very risky, but Shotos have a better chance than most characters in the game. A well timed Lariat can stop a jump in or do a trade for Gief. Lariat also has a good amount of invincibility frames so don't be too close. And DEFINITELY watch out for corner Lariats because a Level 3 Lariat can smack a character silly like a bouncing ball about 3 times and racks up a lot of stun points.

    Jump in splash or super jump splash is another common tool that gets abused by Gief players. The splash has a great amount of priority over many moves in the game. A well timed SRK can stop it. When Gief is in the air especially air recovering, be sure to think twice about chasing after him because Gief also has a stone splash (Down Down P while in air). The stone splash is punishment for those who go after Gief, but a missed stone splash leaves him very very punishable.

    To keep yourself away, safe rolling (When down, forward or backward P/K/S *distance of rolling lies on which button you pressed*) and air recovering is very necessary. For air recovery, there are actually two forms of it. One form is the normal P+K when you are knocked out in the air. You will recover in the normal air recovery arc and the arc can be controlled by either forward or backward. There's also an extensive air recovery which is sort of like Kara technique motion where you do P+K then forward or backward. The extensive air recovery will go farther away from a normal arc or a shorter / sharper arc than that of a normal arc. I'll get more on the air recovery mechanics next time.

    Gief is quite slow compare to other characters available in the game. But when he runs, he isn't that really slow in ground game. Haha. Zone the shit out of him and keep it safe. Build meter and stock it up; you'll need it for Counter Hit (While Blocking, Forward + S *costs 1 meter*) to stop Gief's abusive Flash Combo pressure whether is PKK or PPK (The drill from Gief has to be blocked low).
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Here's an authentic, non air recoverable, usable combo for Chun Li against Gief.

    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Recently discovered, usable combo for Hsien Ko.

    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    From looking at the movelist; just discovered there's two ways to perform Gouki's Shun Goku Satsu, an 'easy' method (seems some supers have the easy input option and a less leniet one).

    Not sure if performing it differently affects the damage one way or another.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Nah, doing it the hard way just looks flashier. It's still the same damage.
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Nah, doing it the hard way just looks flashier. It's still the same damage.

    Ahh, that kinda blows.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    okutabareo, I'm back in GA, got my Saturn, got the game; I'm in practice mode and hopefully I will get matches of this game up soon with my crew.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Recorded some matches with a random guy while waiting for class today; he's not good or anything but gonna post just to show u what I'm working with.











    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Oooo, I thought this thread disappeared. Those matches don't look too shabby. Maybe I should find some way to record my matches on 2DF or GGPO. My matches can get quite hectic. Haha.
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Oooo, I thought this thread disappeared. Those matches don't look too shabby. Maybe I should find some way to record my matches on 2DF or GGPO. My matches can get quite hectic. Haha.

    Of course not; how could I let this thread disappear after all that info u posted?

    In particular I was experimenting with Morrigan's air dash; to get to work u have to negative edge the S so you can use it, either under attacks, while jumping or whatever. Then hold it down and do the other stuff. Its manageable, especially since I'm using the excellent Saturn controller. Other than that I play her similar to other games, zoning with [air] soul fists, using the air dash for overhead and throw set-ups, etc.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    I'm not particularly good with Morrigan but her special dash is quite useful. You can do a normal dash in to throw and then follow it up with a special dash to quick cancel to air throw. The two throws will link and provide a good amount of damage. Although the first throw can be air recovered, the follow up special dash can provide you a step ahead to punish the air recovery, maybe even extra damage with the punishing throw. Special dash to quick whiff throws can provide short hops too!
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Yes, that's what I was thinking. Set-ups particularly into her special command throw (which if I'm not mistaken is not techable). The only problem is just getting used to the negative edging so you can use the air dash at your leisure. If u do the S byitself you'll just charge up her GB attack; so to mask this, u either jump, do it while performing another attack, etc. Best time to do it is before the start of the round.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    You can also special dash for a cross up Mega Crush (PKS) to end those pesky turtlers. Mega Crush requires one super bar and then sacrifices everything for X number hit per pixel life damage. It might not seem a lot, but a good cross up can do about 4 hits or 4 pixel of life which is almost equivalent to a crouch P damage. Mega Crush is unblockable so it is very useful to end some tough rounds. However, you have to make sure you can't do it as a meaty or else opponent will block it. Yeah, characters waking up from the ground has absurd amount of invincibility frames and blocking priorities. So make sure you do it just right after when the opponent is done waking up and is on neutral frames. Regular blocking in this game is very strange, especially forced blocks.
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Speaking of losing gems, I've actually been purposely using Mega Crush to rest my bar levels (did it a couple of those vids) to get back lvl. 1 Shadow Blade. I like the other two getting upgraded; I see nothing but improvement there, but lvl 2 and 3 shadowblade has a very annoying tendency to whiff in combos if you're basically not right up in their hitbox. It does good damage, but the fact it misses so often is an annoyance.

    Besides lvl. 1 Shadowblade is better as a AA as well IMO, since it has quick recovery and furthermore, gives you more initiative to act after u knock them out of the sky.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    A lot of the leveled up SRKs in the game suck. They have a tendency to whiff or just not practical in damage in comparison to a level 1 SRK. A level 3 SRK can do a large amount of damage if it is deep or close up, but level 1 SRK is an all rounder. Only a few notable level 3 SRKs that are some worthy at max that includes Ryu, Chun Li, Akuma, and Tessa. Ibuki's SRK does a crap load of damage, but it has a pretty slow start up. Zangief's lariat always beats it out.
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Yeah, I noticed that as well; I wish there some kind of option to select which gems u git rid off but perhaps this might be bad in some cases.

    I'm really looking forward to meeting up with my crew on this game and getting some matches in; now that I know how dangerous Gief is in this game it should make fighting against him interesting.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • brokentoesbrokentoes Joined: Posts: 42
    This game was awesome back when I was still playing the ani. Coll. On the ps2. I should pick this game up again and play it on ggpo when I get bored of st4.
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Got to time those SRKs and anti airs properly against Gief's splash. That shit out prioritizes almost everything. Fo reals.
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    I can't help but think Gief should be top tier.

    Dude has his weaknesses, but come on.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    A good solid Ryu can take down a Gief, it can be done.

    I don't know if you can see this but here's a good recent 2DF match I had recently.

    http://2dfighter.com/freeplay/2DF%20FreePlay%20Client.application?replay=47/2010/10/5305_13263_129076574351923745.2df&p1=chris2&p2=Kutabare
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    But even with the Ryu match-up does that still constitute being a tier lower? I don't know about that. Giefs tools in this game and the system just favor him too much.

    I don't think he's unbeatable. But I think his shortcomings are hardly enough to put him below the likes of Tessa.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • *Above Omnipotence*Above Omnipotence Semi-Supreme Being Joined: Posts: 305
    This game NEEDS an XBOX LIVE release.....so Tessa can destroy ALL! (evil laughs)
    I'm 2nd. to God's power. I'm the semi-supreme being.
  • R_PandaR_Panda Battle is Bliss Joined: Posts: 1,085
    Just tried this game out in an emulator with some friends during a session; shit is legit. I'll be playing a lot more of this in the days to come, and I'm thinking about using Sakura (though Morrigan having an air dash does pique my interest). Any tips for the little lady?
    I have suplexed a deer, your argument is invalid.

    lolbracket4
  • keo-baskeo-bas Joined: Posts: 1,975
    I know I wasn't using Dan to my fullest ability or the game schematics but personally my last experience had me belived the match up are unmanageable or the system design has short comings.

    http://2dfighter.com/freeplay/2DF%20FreePlay%20Client.application?replay=47/2010/1/58652_4989_129068356652992500.2df&p1=keogamer&p2=Yanguser

    I'm not sure where tessa is ranked but its anouying how well she exploit tactics and is she barely unexploitable her self. I am not conviced that dan is bad but has the disadvanatge of only producing red gems. But this isn't too bad because dan red gem commands are decent tools and if other player don't have such red gem commands have to deal with it as a inconvience.
    Seikuken Disciple
    "That Phantom Breaker Guy"
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Why do people play on Speed 3? It totally destroys the game because there are so many scrubs that just use it for speed abuse to eliminate reaction times. That Tessa was alright, but not aggressive enough.

    As for Dan, Dan has hardly any tools that he can use to work with. Regardless of red gems or not, leveling him up has no significance. If you're going for Dan, zone the crap out of the opponent and do plenty of tick throws, dash cancel throws, and air throws. You can try to build meter for supers, but his supers suck anyways. Koryuken super can mess up half the time and it has to be a deep hit in order to get it all on. Random crouch K to super fireball is good. And, never ever mash out his flash combos. If Dan's flash combo gets blocked, he gets punished easily. Single jab, P P Flash, and Stand K are good poking tools. And if you're ballsy enough, you can do a meaty Dan's raging demon on the opponent's wake up.

    Sakura has plenty of tools to work with. Most of her normals are perfect poking tools, but leveling up her specials can be risky. Level 2 and 3 Shoryukens are NOT anti airs. They will AA the opponent but will count as a stalemate fall (the opponent will get hit but will not fall traditionally. the opponent will just fall until he or she lands but cannot move, attack, thrown, or air juggled). Her flash combos aren't particularly good, but sticking to PPPP flash combo is suffice. Her main supers are Shoryureppa and Shinkuhadouken. Shoryureppa super does insane amount of damage if it is done as a counter and sometimes as a regular normal to super link. Sakura's dash speed is very good, so dash cancel throws and dash attack K mind games are a plenty for her. Sakura is all about mixups, low game, and overhead game. But, NEVER USE HER SRKs or SRK super as AA, unless its level 1 SRK, because it will never work and you'll leave your ass wide open from recovery.
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Why do people play on Speed 3? It totally destroys the game because there are so many scrubs that just use it for speed abuse to eliminate reaction times. That Tessa was alright, but not aggressive enough.

    Yeah playing it on that speed just seems wrong to me; not saying its a instant win for spammers but I personally wouldn't do online on Speed 3 settings. And I don't play it when I record either.

    Anyway, my friend play Ibuki; I would too (in fact I may still if to experiment with her) but you said she wasn't worth it in this game - got a write-up for her?
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • keo-baskeo-bas Joined: Posts: 1,975
    As for Dan, Dan has hardly any tools that he can use to work with. Regardless of red gems or not, leveling him up has no significance. If you're going for Dan, zone the crap out of the opponent and do plenty of tick throws, dash cancel throws, and air throws. You can try to build meter for supers, but his supers suck anyways. Koryuken super can mess up half the time and it has to be a deep hit in order to get it all on. Random crouch K to super fireball is good. And, never ever mash out his flash combos. If Dan's flash combo gets blocked, he gets punished easily. Single jab, P P Flash, and Stand K are good poking tools. And if you're ballsy enough, you can do a meaty Dan's raging demon on the opponent's wake up.
    Well since I am all about tricks than i like dan for that. But I just like him anyway. I can't agree about his gem but oh well.
    Seikuken Disciple
    "That Phantom Breaker Guy"
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Ibuki is a very odd character. Even though she is one of the fastest characters in the game, she has plenty of things that set her really far back. Ibuki is definitely categorized as a rush down character, no doubt. Her offense is mainly cornering opponents. Ibuki has a quick ass dash can put up a lot of mind games. She can dash cancel throws with great speed and even whiff dash attack P knife to set up more mind games. She can push opponents with her dash attack P, crouch P, stand K, Flash Combos, and sweeps. She also has a great advantage in fast recoveries for some of her moves like sweep. After sweeping, she has a good amount of frame advantage to follow up a dash attack P knife into a 2 hit combo and that throws the opponent pretty far to one side of the screen (Sweep to Samurai Super also works too, but it's a close up one frame link combo). Her crouch P to special moves are pretty good as well (crouch K is also good, but if you fail to cancel it, you leave yourself wide open). For pressure strings, you can do crouch K to QCB + K (her 3S kick, but all three don't link only one), then with her fast recovery she can follow up with another crouch K to QCB + K. It's a 2 hit combo, but it really sets the pressure on the opponent to the corner. Her flash combos are alright, but her flash combo with a Guard Breaker Special ending is the best (The upward pen attack *Down + S*). Not only is it a Guard Breaker (unblockable), but it holds the opponent for a long enough time for Ibuki to recover and follow it up. You can follow it up with a jump throw. Even though the Guard Break is air recoverable afterwards, there's a 75% chance that Ibuki will land the throw unless the opponent knows how to air recover properly. Her best supers are the Kunai Super and the Samurai Super. Kunai is air to ground and does plenty of damage if you're able to get all the knives in and you can also link afterwards with a combo if you land before the knives finish. Samurai Super is weak but it's good for frame reaction countering and normal to super link, but this super does not trade well because you'll take the trade damage from the opponent while the opponent takes none.

    Flaws of Ibuki are too plenty to make her a good character. She has too many moves that leave her way too open for frame countering if her moves are blocked. Half of her flash combos can be frame countered if her flash combos are blocked. Example, if PKK is blocked, a character with a fast activating special or super can counter punish her ass with no hesitation. Her dash attack K and crouch K are really risky because they tend to take forever to recover if they're blocked. There's even a flaw where if Ibuki gets her PPP Flash Combo stuffed by Ken, Ken's 4 hit on his PPPP Flash Combo all link even though 4th hit on any Flash Combo will never link. Her SRK gets easily punished by other SRKs or the lariat because there's a hefty frame start up, but her SRK at maxed level is very damaging. Ibuki also has a flawed mega crush attack that only does 1 hit and only 1 hit, reason is still unknown. Ibuki cannot Guard Cancel Counter effectively (While blocking hits, forward + S with one super used) because it takes forever to recover. Ibuki also has a weird glitch with her OTG attack (Up + Any Button after opponent lands on the floor for the first time). The OTG attack will actually make the opponent stand, very weird, and the damage output isn't so good. And, her frog super just fucking sucks. Period.

    Ibuki's best traits are rush downs, damaging Kunai Super, pressure tactics. Even though she has a good number amount of flaws in her character, she has the most speed and recovery time on taking advantage of most of the game's mechanics. She is a weak and technical character, but always fun to use.

    Here's two fun combos demonstrating Ibuki's abilities.

    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • DarthTreyDarthTrey Sabaku Taiso!!! Joined: Posts: 924
    more people need to play this on ggpo.....
    Say hello to your mother for me.
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    I'm there, but nobody plays me after the third match. Haha.
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Example, if PKK is blocked, a character with a fast activating special or super can counter punish her ass with no hesitation. And, her frog super just fucking sucks. Period.

    :rofl:



    ............



    :shake:
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    For Ibuki,

    Whiffing the dash attack P is another tool that one can use. To whiff the dash attack knife stab, you must press P after half way into the dash. Normally, the knife will come out and the hit box for it will come out just right after it. But, pressing P after half way through the dash will show the animation for the knife but the hit box for the knife will not extend. Once the dash is complete, Ibuki will return to neutral state without actually stabbing and you'll be able to do whatever you please, preferably a throw afterward. This is good for ground rush down mix ups.

    Her 3S kick (QCB + K) is one of her secret moves that don't level up. Even though you're able to kick up to three times, these kicks do not link at all. But, this does not render them useless. You can alternate between high and low kicks and the second kick or third kick as a sweep will trip the opponent leading them to a sweep state. During this period, the opponent is considered as a sweeped character and cannot air recover. There is a one frame bomb combo with this maneuver. After the second QCB + K low sweep, there is a small window where Ibuki can throw a bomb. However, you cannot mash K+S for a bomb throw, or else you'll throw out the third QCB + K kick. You can throw a bomb right after the second kick finishes and Ibuki becomes neutral, just note that this frame requires tight timing. If the sweep was close enough, the bomb can link after the sweep causing the opponent to be in a bomb state and you can do whatever you want. Since Ibuki initially comes with a Fire Bomb, this gives you time and a new juggle to do something. With a Fire Bomb or Explosion Bomb, it will provide you a new free juggle state and you can even go ahead and do a super or another sweep. But I do wonder, what kind of crazy ass juggle can she do this opportunity...hmm... Too bad the window is tight as hell.
    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Here's some sample BnB combos for Zangief. Combo explanations are all on the info.

    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    I saw it earlier; we're going to try to record some matches tomorrow. If not, next week.
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • xX_Deus_XxxX_Deus_Xx ItsCool2BeDismissive Joined: Posts: 2,579
    subscribe to thread
    Have fun, and be safe with it.

    Just kidding. Fuck shit up.
  • okutabareookutabareo Morton Salt Joined: Posts: 63
    Pseudo infinite demonstration: Gimmcks that can be done to abuse people who don't air recover.

    Super Gem Fighter Mini Mix: Hsien Ko, Tessa, Zangief
    "Random bullshiet mon, I make the combos!" screams Sci, as he berates and destroys the arcade cabinet.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Recorded some match vids today; sit tight, I'm uploading em right now.

    Edit:



    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
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