Man, I thought this shit was common knowledge, and I don’t even use Ibuki. Use it for mixups and tick throws. The main advantage to Ibuki’s command dash is that you can cancel a move with it, unlike normal dash. If the shit posted in this thread is news to you, someone really needs to do his homework.
It can also be used for tricky mixups after a landed launch against most characters.
close s.HK (or c.HK > s.HK chain) > s.MK
this will air reset them, and this where the mixup begins. You’ll end up in three different places around them after they land depending on which version of Gake you cancel the s.MK with. MK Gake will leave right in front of them in grab range. HK Gake will land you right behind them, you’ll dash under them while they air reset, but it looks like you’re going to stop in front of them. It’s good crossing them up if you condition them not to try to grab tech. If you conditioned them to keep grab teching or option selecting, then just cancel into LK Gake, which will put you in front of them but just out of grab range (except against Chunners and Q). So if they try to grab tech on reflex or option select and end up jabbing, you get a free c.LK xx QCB 2K
So the mixups are
close s. HK > s.MP:
- xx MK Gake > grab
- xx HK Gake > grab
- xx LK Gake > c.LK xx QCB 2K
- xx HK Gake > close s.HK > whatever (cross-up relaunches)
this shit rocks them if you parry an air move, just parry and hit HK and get the ball rolling
Edit: I just realized that TK SA1 means using it close to the ground. That’s actually a very good idea, as it punishes grab tech attempts, and I never thought of that. Add Tiger Kneed SA1 to what I said you can do after the launcher. There’s probably a way to option select this mixup. Does anyone know of it?