WTF is Bonsho Kick?
Just when I actually took the time to learn it correctly lol.
Bonsho Kick is her F.HK. At the moment, it’s not used a lot. Depending on what the new “trajectory” is, it might or might not be useful in certain situations.
WHOOOHOO!
i finally found a use for ibukis command dash kara:
ex neckbreaker doesnt hit from full screen… with command dash into kara ex neckbreaker it does though.
small though this may be i can see it being helpful from fullscreen. also… though its pretty shitty, kara u2 goes further through fireballs… it would probably only be good in those extremely rare instances where ryu is JUST in range for the first hit of u2 to hit through fireball but the rest of the hits will wiff… not a very good application but atlleast the inputs are easy.
unfortunately i havent been able to kara into tsumuji… man that would be freaking awesome if it were possible… man
oh yeah… idk if its been mentioned, probably has, but ibuki now gains a FUCKLOAD more knockdown advantage from a sweep than she did in super… i mean a ton… it basically seems to have the same if not more kd advantage as mk tsumuji ender. meaning its a legit vortex starter now even when done from max range.
unfortunately i cant see where it would more apt to being chosen over tsumuji in combos. its definitely a better poke now cause of that but still ridiculously unsafe on block. basically maybe its just a good yomi counterpoke now. it was always ibukis highest priority normal… but since it had no vortex on hit from max range and was so unsafe on block it never got used much… well now it has a slightly better use… maybe good against those fucking imbalanced 4 frame cr.mp’s from rose vega and fei.
btw… do you guys have any answers for those moves besides like focus fishing?
-dime
Where were you when Izuna pointed out that we can use kara raida into the corner to guarantee a hit after a lengthy tsumuji loop combo?
Why would you need to do EX neckbreaker from full screen? I would think most projectile characters would recover by the time you get to them. Except maybe Rose, but her projectile is shit anyways.
What’s the point of this? So you can tsumuji loop infinite or something?
I don’t think I’ve ever noticed this, if it’s true. I could have sworn I’ve been vortexing off sweep since day 1 SSF4, but this is like over a year ago…
I thought it wasn’t used much primarily because it was so unsafe on block and had a crapload of recovery? If you whiff it, you get punished. If it gets blocked, you still get punished, by several characters.
Just stay the hell out of its range. They’re good pokes for a reason, and it’s not just because of the gdlk hitbox. Most people have trouble (reaction) whiff punishing things like Ryu’s cr.MK, which is 5+3+14=22frames. For comparison, Fei’s cr.MP is 4+3+9=16frames. That’s already 0.267 of a second you have to react, and this isn’t even including Ibuki’s cr.HK startup yet.
That being said, Ibuki’s cr.HK is certainly a good normal, but you’d best make sure it hits.
Can Ibuki do something like this with maybe cr.HP xx SJ FADC? http://shoryuken.com/2011/09/26/ssf4ae-input-bug-after-air-resets/
Someone with good execution test that shit.
doing other shit.
most projectile characters i play against think they are safe to throw fireballs from fullscreen and therefor throw them from that range somewhat predictably since they know that they have ways of dealing with all of ibukis obvious ways of dealing with fullscreen fireballs like jump/ superjump forward over them/slide etc. having a fullscreen fireball counter means that no place on screen is safe for them to ever throw a fireball once she has meter… can you not see the strength in that? how often do you see fireballs thrown at a charged chun that has u1 stocked that has shown that they know how to dash ultra? not many. it wont be useful as a way to actually hit the opponent that threw a fireball, it will just be a deterrent to fullscreen fireballs allowing ibuki to more easily move in from fullscreen.
tsumuji is an alright poke especially against some characters/players, imagine if it had 15% more range on it… c’mon use your brain.
you should probably test this out before responding to it… as i did. test:
sweep on ssf4 from max range. followed by immediate super jump lp kunai at peak of jump. this will not hit meaty against most characters. now same situation on AE… this will WIFF on most characters by a significant margin as they are still on the ground.
this means that ibuki has alot more knockdown frame advantage off of sweep on AE. test it. its as simple as going to options and changing your version to super then testing the same thing on AE.
correct… but thats part of what i said.
obviously i wasnt talking about wiff punishing them… they are damn near jabs ffs. i was talking about ANY way of dealing with them besides focus fishing. this would include many things chiefly amongst them a move/normal that ibuki has that will straight stuff them or atleast has a good chance of stuffing them. that not being reasonably expected though i was just kind of looking for counter strategies like maybe F+mk would go over one or … something… shit i dont know thats why i asked the question. generally i just gimmick my way around them but that only works for so long (gimmick would be something like jump over them/stay out of range… good players wont let you stay out of range and they wont let ibuki jump over them since those moves recover with WAAY more than enough time to dp/AA
of course.
-dime
… You guys never listen to me.
When AE got released I mentioned this, but it really doesn’t matter. It also makes a very loud noise too.
I wonder when you’ll find out that you can meterless FADC into a knockdown with U1 yourselves (even though this is also completely pointless).
in my defense, ive been in the mvc3 forums… generally if im not posting here then im not reading here either.
but good stuff on finding and mentioning it.
now about this meterless fadc KD…?
-dime
This is far from the same thing. With Chun’s U1, you can punish fireballs on reaction from full screen. With Ibuki’s EX neckbreaker, you’re pretty much doing it on prediction from full screen. Should you happen to predict wrong, you’re going to get punished, really hard. The risk/reward just isn’t worth it, especially when you can just dash up and be within reaction range…
Depends on the character/player I suppose, but I still disagree. If I ever use it as a poke, the most I’d expect to get out of it is just some chip/pushback, especially with the terrible hitbox and the retarded hitbox not fully comboing even on hit.
I still couldn’t care less. Nobody plays super anymore and I dunno why we’re still looking at changes that happened over a year ago.
Some random knowledge discovered (or rediscovered?) in a long and boring session with Izuna…
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In Super, Ibuki could do neckbreaker , cr.MK , j.HP safe jump. I’m sure everyone knows that, but also she could sometimes do crossup j.HP (and still safe jump) against Chun. In AE, the spacing is different, so you have to do neckbreaker , b+MP , walk forward a frame or two , j.HP for the same setup.
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TC6, TC8, TC10 xx lk.cd puts Ibuki at about -8 on block. I couldn’t get it any better than that.
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cl.st.HK xx lk.cd puts Ibuki at -2 on block. cr.HP xx lk.cd puts Ibuki at -7. These are hard to react to, but can still lose to brainless mashing.
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Just remembered you can do MK tsumuji loops on certain characters, for an easier 2f link but even more character specific nonsense. Will test some time in the future.
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cr.HP whiffs on less crouchers than I thought. Will also test this some time in the future, for the Ibuki charts. Makes for a decent frametrap move since it’s jump/superjump cancellable (which also makes it special cancellable). -3 on block, so you’re actually better off not SJCing into lk.cd.
During that long boring session, we played a game of Rose Ball, had a Gen’s Trials race and…
Wait a second, we didn’t do either of those. We should next time! =)
Damage scaling on MK Tsumuji blows, just learn LK. Not saying this directly to you Mingo, just in general.
Air guide: Ryu vs Ibuki http://airryu.blogspot.com/2011/09/ryu-vs-ibuki.html
Okay analysis imo, but the unblockable info is wrong. Also missing a few key things (such as Ryu’s super punishing a bunch of things). I don’t think he has played this matchup since Super.
I farmed him in Super/AE for a bit
What the hell does that mean?
Free points
All about dem pointz I see.
E-dick status was quite high.
I guess to put something kinda on topic. I didn’t know startup/recovery for EX Boom was so much slower than the normal ones. It’s not super slow, but slow enough to Ultra 2 it on reaction if expecting it.
I’m starting to think that the best thing to do to Gief is nothing and just punish correctly. Damn, I’m still having trouble with DeeJay, I usually win by catching DeeJay players pressing buttons and using command dash mixups and safe jumps. Not enough people play this character for me to really learn the spacing and the mu correctly. Oh btw whats the best follow up after making his knee whiff with cr. forward, maybe another cr. forward? (no console makes me :()
I personally think Ibuki beats Deejay. He can’t do anything about her pressure. You don’t even need to vortex him really just stay on him with safe jumps and be patient getting in. I usually punish his knee with back strong so I don’t know what to do after cr. foward.