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Don’t even think about missing Izuna’s awesome Ibuki Player Guide, link here:
Rev 3 is coming soon and most of this stuff will be covered. Your best way to quickly learn ALL of Ibuki’s secrets just waits for you in this guide.
This is a collaborative thread designed to progress every day, never forget that!
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I always thought we missed this exact thread. People need to know how many options they have to keep the pressure on.
So first of all, the aim of this thread is to be as exhaustive as possible. This especially means that I won’t be able to do this alon, so feel free to contribute to this thread, and to correct me if I said anything wrong.
You’ll find here a lot of ways to vortex your opponent and keep your pressure on. The main goal is to take a maximum profit from any untechable knockdown.
Before going to the concrete list, let me say that those are not my discoveries. I’m not god tier enough. Please make sure to give a round of applause to all the great Ibuki players listed below, in order of activity leve (first are imho the most active members here) who are continuously contributing to this awesome forum, and answering all of your questions:
Izuna aka "the teacher"
MingoDynasty aka "the safe guy"
NVNiko aka "I know all mixups, what-up"
eltrouble aka "the good advisor"
littlesushi, also known as Popopololz (did I mispelled it?)
And the others still discovering a lot of stuff: Devil Jin, Dime, Buktooth, Motempest, Dont_Jump, Saunic
Let’s go to what actually matters here
j. - jump
sj. - super jump
LK/MK/HK - Low-medium-high Kick
LP/MP/HP - Low-medium-high Punch
cd. - Command dash (quarter circle forward - K)
st. - Standing
cr. - Crouching
b. - Back
f. - Forward
What you should have already read
First of all, please make sure you know MingoDynasty’s spreadsheet listing a whole lot of character specific stuff. Link here:
Make sure you know as well the common unblockables (credits to MingoDynasty - again) especially against shotos:
This first post is dedicated to Ibuki’s safe jumps
Introduction: Option selects to use
Take some time to discover Ibuki’s option selects for these jumps. I won’t take time to explain you what is an OS here, so I’ll assume that you already know this term.
Useful OS for these safe-jumps:
A very common OS for safe-jumps is Neckbreaker (but it’s a bit harder to time if you go for a j.LK as the hitstun is very small). This will catch any backdash from your opponent.
You can as well option-select Raida. This is useful against teleport-mashing Akumas, or EX Chicken Wing-mashing Fei Long, as Ibuki will Raida if he goes away, and neckbreaker if he goes behind you.
Another one, still nice for teleporters, is to option select a high jump so as to land just in front of your opponent recovering.
And, a very particular OS is a throw. This is especially useful in case you’re fighting Viper, as she may do an EX Seismo cancel just to take advantage of the invincibility to make your normal whiff. Unfortunately, she’s not throw-invincible. Works nicely against Abel as it will catch a Marseille Roll
Also you can even be fancy and option-select Ultra 1 to catch Abel’s Marseille Roll, although this is just for style
Same thing, you can OS U2 to catch backdash, but again this is just for style
IMPORTANT NOTE! You should stop option-selecting a neckbreaker against Akuma if he has U2 charged. A good Akuma will cancel his teleport into U2 to catch your neckbreaker. just OS high jump in this case!
Time to train!
Safe jumps against 3frame DPs
**Safe jumps against 3 frame DPs (tested mainly on Ryu, confirmed them mostly on Yang for now)
Beware that a good Ryu will think about auto-correcting his DP to try to get you. Those are mainly safe-jumps against Reversals
- After a Neckbreaker:
Use TEH UNBLOCKABLE (please refer to the unblockable thread, there are three ways of doing it)
Slight step forward - cr.LP - j.LK (Sako uses it all the time)
- After an EX Neckbreaker
TEH UNBLOCKABLE all over again
LK cd - sj MK : crosses up in an ambiguous way, eats all shoryus, watch out that Ryu can punish you with an EX tatsu
- After MK Tsumuji
slight step forward - f.LK - j.LK - does not crossup and is pretty easy to achieve
slight step forward - f.LK - j.MK - crosses up, timing is a bit different
- After EX Tsumuji
st.LP - sj LK, VERY easy to do
st.LP - sj.MK, a bit harder but is a blockstring starter
- After Raida/EX Raida:
- After back throw:
[*]LK cd- sj.LK (or MK). This is a fake crossup when your opponent is cornered (ie. the MK will hit crossup, but Ibuki will land in front of your opponent)
- After forward throw:
Safe jumps on 5f DPs
Safe jumps on 5f DPs - credits to MingoDynasty again
(this is a pure copy/pasta from this post: http://forums.shoryuken.com/t/stop-being-a-freebuki-advanced-play-thread/116907page-9#post-5546779 )
1 - After a Neckbreaker
b+MP , j.HP
2 - After EX Neckbreaker
forward dash , wait 1-2 frames , j.HP (I could not find a way to help with the timing)
3 - After MK Tsumuji
st.MP , j.HP (note: a perfectly timed st.MP will make your safe jump too early, you will need to wait an extra frame or two before jumping; also note that MK Tsumuji knockdown is different from HK Tsumuji knockdown)
4 - After HK Tsumuji
wait couple frames , j.MK (I could not find a fast normal to help with the timing; also the spacing makes many jumpin options whiff if incorrectly timed)
5 - After EX Tsumuji
[*]cr.LP , j.HP (this is the easiest setup imo, next to neckbreaker)
6 - After Raida
7 - After U1 (Yoroitoshi)
forward dash , j.HP
8 - After a Forward throw
cr.LP , nj.MK (you can use nj.HP, but it may whiff on certain characters, I think)
9 - After a Back throw
wait couple frames (<10) , SJ.HP; I could not find a fast normal to whiff to help with the timing
walk forward couple frames (<10) , j.HP
10 - After a Sweep
[*]throw , j.HP (actually I think this is the easiest setup, after you get used to it; remember to watch your spacing!)
And also, make sure you check out these videos, showing some of the safe jumps listed above in action, courtesy of Niko9193
Safe jumps videos
Second post will deals with safe kunais!