Ask us something about Ibuki

Ibuki grows into a fine young woman after she nears the end of her high school days, it’s true that she is a slut until a bit before SF3. Then she becomes friends with Makoto and that does the friday night slutting in. She’s still a stickler for dick though, if that’s your concern.

You’d probably want to look through the subforum posts here in this section for actual advice, there’s a good bit of info around here as well as general information on the main 3S forum, like how parry works, etc. The thing is I have no idea how good you are or what you’re currently capable of to just give you general advice. Best thing you can do is read up, try stuff out, and then ask questions about specific things. Questions help us focus in on what kind of help to really give you. Another really useful thing you can do is try to find a way to upload replays of 2-3 matches of you playing whichever characters you’re interested in, as that’ll let us identify problems in your play more easily.

All the really simple strategical advice I can give you is that Ibuki is basically a mixup/pressure character who relies pretty heavily on conditioning her opponents into doing the wrong thing then abusing it to get heavy stun/damage. All 3S characters can benefit from that, but she needs it or you explode. She’s not the kind of character you should be playing overly defensively unless forced to, she’s built to be a risk taker.

Anyway, as for tactical advice I suppose I can just give the really basic advice. Use s.MK > EX Tsumuji (Slash Kicks) to deal heavy damage to people, it’s a pretty standard punish. Stick to SA1 for the most part, as it gives you heavy amounts of EX use through an enormous amount of meter. Her EX DP is alright to use and can be followed up with air normals and her super, while her normal DP is unsafe and can only be cancelled into her super. Raida (Bomb Grab) is a good parry breaking move to use, generally best used on their wakeup. Mix Raida into your general pressure if you see your opponent likes to parry a lot, just make sure you’re in range for it. Learn to SJC (Super Jump Cancel) her HK, all versions that can be SJC. It’s important to your ability to deal heavy damage and stun and maintain confusion/pressure on your opponent. Be sure to use her regular forward dash on people sometimes when you think they might be freezing up, it goes through characters letting you cross them up easily. Besides all that, experiment with her normals and watch TheShend videos of some JP Ibuki players to learn and get comfortable with some basic pokes of hers. Most of her normals are pretty useful.

oh they’re friends alright.

Have a question about her post st rh/low rh -> sjc TC mix up.

I seem to have no problem getting this on twins, and dud but its super iffy vs shotos. Can anyone with more ibuki experience shed light on this? seems like spacing is partially a factor as well as the timing you sjc her st rh? seems also like based on the character sometimes low rh -> st rh into it works and others just st rh. thanks.

Sweep, Stand roundhouse Sjump Forward Air to Air TC

Ibuki lands first & can dash change sides mixup right?

Not close roundhouse sJump Neutral, air TC Fierce-> Forward, don’t get too much from it. Or something I just don’t know here.

I asked aku about that dash mixup after Dander did it to me, I was using a shoto. Timing & spacing seems pretty strict, and I’ve forgotten already. No other character has the sweep Target combo sJump cancel out property, correct? Its only specific to Ibuki and how it launches so it could be wonky with needing specific spacing.

I should’ve also asked Ibuki players about DevilJin close Roundhouse mixups he did to my Yang. Jab Reset, back Strong Fierce. A side switch happened somewhere in there.

Spoiler

http://fc09.deviantart.net/fs71/f/2010/082/d/f/Ask_Ibuki__by_Omar_Dogan.jpg

Yeah, I can never get the followup diagonal SJC after cr.HK > cl.HK TC to hit some chars. Ibuki’s body has to rub up against them in mid-air and push them aside to get it to work, but as far as I can tell she’ll just pass right under them due to timing if you do the cr.HK>cl.HK TC launcher. The diagonal SJC after a standard cl.HK launcher will hit everyone, though. I just trained myself to always SJC straight up after a cr.HK > cl.HK TC, for better or worse. If you SJC straight up after your launchers you can always hit everyone, though following up with pressure afterward is a lot more tricky if they were not in a corner to begin with.

Yah, WAH, Ibuki can do ground mixups off her launchers instead and they can cross-up/fake cross-up pretty easily. They’re better used on bigger characters and on a LAN/Arcade because they’re all resets. It’s generally better to use the SJC afterwards and take the free damage and stun from the air TCs. Especially since it’s a lot of damage and stun. Mixing in some ground resets can keep your opponent confused and bedazzled though, which can help. I see a lot of newer-ish Ibuki players who seem determined to never SJC her launcher and just keep going for resets like they’re JR Gouki recording youtube videos though. Bugs me a bit.

Ibuki and Makoto are friendly, yes.

PS: I own that entire Ibuki comic. It’s pretty good! Hopefully they add Sarai in as a playable character in the next installment of SF. She texts like a pro.

Wat do against shotos?

Block.

But I wanna jump.

I’m a shoto and I’m going to punch him in the face, right now! That’ll teach him.

Level up your question asking abilities and grovel at the feet of Mr 12 to be his apprentice, because you are not training nearly as hard as him.

And Niji just explained one thing to do vs them. Adjust to Neutral SJC since they popup so fast and high.

Thanks ninji. seems like I can get st rh sjc diagonal jump TC against the whole cast.

I know for sure some character you can do the sweep into st rh and still have it work without difficulty so I’ll look into it on my own.

That’d be perfect. I could really use someone to train me like I had in Arcade Edition and Marvel.

Appreciate the responses. I’ll keep practicing and see if I can find a way to upload a couple matches.

Regarding diagonal TC after a close roundhouse, what’s the timing against shotos? Can’t get it against them.<div><br></div><div>Really need to iron this stuff out as not getting enough mileage out of a close roundhouse is one of my Ibuki’s biggest weaknesses at the moment.</div>

Are you just doing a dry roundhouse or are you TCing the roundhouse from sweep? The dry roundhouse you can hit everyone with.

There’s an easy way to practice it, don’t hit them while they’re in the air at all for a while. Just diagonally SJC the cl.HK and let Ibuki’s body push them around in the air. As long as you see your body pushing them around, you can definitely TC them. Then just start doing the air TC late during the fall and repeat it over and over again, slightly raising the point in the air at which you do the TC to find where the max height you can hit them from is. If you start the TC too soon, Ibuki’s body does a weird hurtbox contortion and she’ll pass right under them.

You might also be doing the SJC at the wrong time. If you do it during the last SJC cancellable frame/frames you’ll fly under your target’s body. Just check to make sure your SJC is actually making Ibuki rub up against the opponent’s body in the air and push them around.

Yeah, I managed to land it in some matches even though I couldn’t find the timing in training mode. But cheers, now I know what to look for next time I practice.

It also seems that it’s not that useful to go for the cross under after the TC against some characters, depending on how late in the jump you have to hit them.

x

Is this forum still alive? I just want to ask what the difference is betwen a diagonal air TC and vertical air TC? The damage is the same. If you did a cl.HK launcher what is the advantage for people doing diagonal TC? I mean why not vertical TC, its easier to land.

Sorry for the really late response.

Diagonal places you in a different setup after landing. The vertical one will cause them to be thrown very far back and land standing. Unless you’re in the corner when you do a vertical version, you’ll just end up losing the capacity to keep pressuring/threatening them. The diagonal one lets you land first and close enough to them to reach them in a single dash. It generally provides better follow-up pressure in pretty much all scenarios. The actual damage and stun should be the same. The advantage is that you get to push them back farther than usual and maintain strong post-landing pressure.