(hopefully, but unlikely) Quick note about Ibuki’s in case I haven’t mentioned it before (not what I said in the Chun thread btw). I found out how to land Ibuki’s from any position quite a while back, it’s not as reliable as Chun’s as the required timing for inputs change MUCH more often depending upon where you grabbed her… It’s also more difficult, but mostly because of what I just mentioned.
It also changes based on which version you play!! ( >= ( ) Ibuki wfuki on OE is harder IMO than on FBA, because Mak’s SA2 pushes Ibuki slightly differently depending on which version/system you use, so OE and PS2 probably have effectively the same not CPS3 SA2 = / ). I recorded and noted more versions than I care to admit… Last time I got around testing, I had just finished ONE SIDE… I honestly don’t know if I’ll finish testing the other as it’s getting remarkably tedious because I’ve been frame stepping through to check positioning every “pixel/step”, execution requirements(1 3 framer, 2 2framers +double kara plus additional stupidness I won’t mention yet… and that’s just for the basic one btw). Then I double check it by hand in real time to make sure it’s possible to do (I’m probably making the testing more complicated than it needs to be though)… I asked Shie if he could ask Mak players in Japan if they know of this way and he said they didn’t. I felt compelled to finish it but have since lost that drive as it’s a bit random and semi-convoluted.
Any attempt of mine to make a detailed tutorial of it would most likely result in unwatchable, overly (seemingly) repeated clips. Or if I wrote it, it would be very long… So I’ll just give a “short” “explanation” of how it works, then anyone (seriously, anyone?) who cares can experiment with it themselves.
Corners
To get these out of the way… Walk forward before the n.Fierce, yes forward, so just hold towards during Karakusa then n.Fierce, timing may seem awkward at first and it makes the execution window either 2-3 frames. This pushes Ibuki away slightly, which results in a different pushback on the SA2 (if you are barely outside of corner, you just need to instant Fierce), making the WFuki possible, as show in this:
https://www.youtube.com/watch?v=CDkJO5xjXBo
Jab->Jab fuki has the same strictness as Strong->Jab. (If you want a little challenge try Strong->Strong fuki, it’s 3 1 framers and still a double Kara of course) (Another small The More You Know note, Strong->Jab fuki does LESS damage than Jab->Strong… lol weird)
Midscreen
It vastly changes depending on console/system/version, whatever. But the simplest one is on CPS3, at “closest to the edge of the screen but still considered midscreen due to SA2’s flyback animation…” (there’s probably an easier way to describe that lol) Full neutral delayed Fierce, you need to see the screen “shift” due to Mak’s reel back ->Fwd.SA2. Works up to a point, after which you need to add some extra movement… This easy one isn’t viable on OE at least, instead, OE requires you to step backwards OR forwards slightly (sometimes VERY precisely) in order for the pushback on SA2 to be correct = ( (this is most likely what you have to do to get a “far right, but still midscreen” WFuki to work on PS2, just hold back during the Karakusa and very slightly delay the Fierce)
If a particular Midscreen one seems impossible from a certain range, then you probably need to walk forward or backwards before the Fierce. Seriously, there are a few pixels on screen where you need to walk forward EXACTLY 3 frames, or even backwards 2 frames to get it to work, anything else and it isn’t going to be possible = ( Most midscreen starters have a few possible timings with walking though, so it isn’t that horrible. On OE, I mostly just hold backwards before Fierce and hope for the best midscreen…
This “random” pushback on Ibuki also occurs on RH SA2’s as well so there isn’t a consistent method, which is a shame. Some WFuki’s need RH, others Fwd’s, some walk towards, other backwards. The amount of individual setups I did was ridiculous, and I only did half @_@
At least corner Wfuki’s are now “consistent” on Ibuki, they are still harder to start, than against any other character, but it’s something I hope…
k, my brain finished melting
PS. (Technically it’s not a changed pushback, it’s more like changed “lift off” frame, as in Ibuki will be in the air either one frame sooner or later depending upon where she’s hit. If she doesn’t “lift off” correctly, WFuki isn’t possible…)
PPS. (I think it’s a bit of a miracle that Chun’s works the exact same on OE and CPS3 with the “different” SA2 on a particular version, then again… maybe it’s actually a slightly tweaked hitbox for Ibuki that causes this difference and that’s why it doesn’t affect Chun’s the same way…)
So… OT, I would like a new patch to have either a CPS3 Ibuki hitbox, or the CPS3 SA2 for Mak… Which ever makes WFuki match CPS3’s. Should have split this post into 3… then deleted all of them…
/Gomitelesniper