The problem is if she doesn’t throw the Kunai you can’t punish it for much. If you teleport > U2 it doesn’t matter if she throws it or not you get massive damage. It actually gives Ibuki players a consequence for throwing out stupid reversals.
No she can’t jump in Kunai in the neutral game.
Penguin kicks is the move she hops on your head. Not the command overhead, but the special move Ibuki players love to use when fishing for Super. LK version (Commonly used) is a free U2 if blocked.
Also it punishes random supers. Not as useful, but still an option.
i used ultra2 against ibuki for a while then i switched back to ultra 1 mainlly so i can OS after a knockdown, ibuki players love to backdash… also when i would teleport neckbreaker is so fast that the player could wait til my teleport animation was over to punish making U2 useless in that situation
I played a couple of Ibukis yesterday and used the matches to experiment with my OS options specifically against her heavily abused backdash. C.lp~c.hk does not work (I believe we all discussed this a while back - she literally hops right over our foot) so I was tinkering with other stuff (c.mp, delay c.hk for example or j.hk~hk tatsu. Hell, I even gave Super a shot and reacting to her dash with a walk up grab) but I had no idea U2 works here - the hitbox from a non-tele U2 actually connects? Geezus. GEEZUS.
Actually, now that I think about it, does c.lk~s.lk+hk work? I’ve been going through an OS obsession right now as I don’t have them committed to muscle memory as seamlessly as I’d like. I can play a bunch of matches in a row where blatant match-up specific OSes don’t apply and not use them. I then realise “Oh shit, I’m not os’ing” and then proceed to use (and reap the benefits) of them in matches thereafter (j.hk~c.hk, c.lp~c.lp+hk, etc).
Random info: j.mp is very effective VS Ibuki. The hitbox on that thing is just perfect for beating her in the air with the added benefit of it actually coming out very quickly.
On Ibuki’s wake up OS U2 will blow up Back dash and forward command dash if the jump was timed perfectly. Also if by some chance you time your jump early and she does the up kicks you will actually beat it out if the U2 comes out.
When you don’t have U2 the way I punish back dash is to not option select it, but delay it. While her back dash makes her airborne, it actually is one of the slowest in the game so there is a lot of time to punish it. You can visually react to it.
just saw that vid , i probably go back to using U2 in this match then… it was my ultra of choice for a while against ibuki but i switched , i think ima switch back now
Can someone give me the final solution to do that cr:mp: / cr:mk: xx Tele xx U2 without the flames aka. Insta U2, aka “the one that connect”…
This give me headache for weeks.
To be honest I’ll tell you not to worry about it. It isn’t the most useful link.
I still can’t even do s.HP consistently but I don’t need to. I just need to be able to use U2 as a punish or OS and in both cases I rarely need instant U2 to get the job done.
I wouldn’t bother with those links if you can’t move your hands fast enough. It’s not like cs.fierce where you can start the teleport motion as you hit fierce.
Alright guys, it’s truly a harder motion I guess. I struggle enough with my grip to be consistent in the bnb stuff to go this way. I’ll train other chars though to learn other motions and overall better left hand.