The spacing and timing on this is very specific, but df.mk combos into st.lp if you hit with the end of the slide, which can probably go into the target combo, but I’ve only been able to do df.mk to st.lp once.
Hi, sorry. I found a new way so that you don’t cross yourself up. You don’t have to do that anymore. Check the updated list
For those wondering: There was a combo where you would cross yourself up and it would mess up your input. You would have to input the Raida in the opposite direction. A quick fix was to just buffer the Raida both ways (so with your stick you go to left, downleft, downright, right, downright, downleft, left, etc, etc.
The way I fixed this issue is to use LK DP instead of HK DP. It’s still the same damage, but the spacing is better when using LK DP in those specific combo’s.
it also combo’s to st.lk (into Raida) if st.lp is out of range. Meaning you can make the slide +4 on hit. But like you said the spacing and timing is very specific. I would never use it in a real match, it’s impossible to space correctly when people are moving. It may have some use in some specific setups where you use a meaty slide or something. But overall the slide is just awful, and if you misspace it you are very punishable. With 900 health, any punish hurts like hell on her.
To the pad players about her Lp+Mp kurnai. I had to change my controller up from Left bumper (all punches) to Lp+Mp. Now when I need to use my V-reversal I just use the Left bumper and right bumper forward. It’s a littler harder but comes in handy more
Main use is it sets up a mid screen meaty with MK command dash. Do a meaty s.MP, throw them or shimmy out. Basically like getting a knockdown mix up but you get to push them a third of the screen across first.
I like to use it in the corner. If you get the move off while their in the corner and cancel into her forward jump special. Cross up with Mk but Ibuki still lands in front of you. So if they block it, it will kinda throw them off and you can keep your pressure going
Does anyone claim to being able to confirm the stmk TC? I’m either using the counterhit st.mp to confirm or just buffering when using in footsies. No way I’m confirming that raw.
You post is good info. I’ll start using that more for sure.
However I’m fairly certain if you land Raida the opponent can’t roll back recovery. Its a property of that move. I just tested it training mode. Only normal and quick get up are allowed which makes this finisher better than I thought.
Yes its useful but its an all in. One thing is that if you do a st.MP into F.MK it will actually change the hit stun of the overhead if you combo it from st.MP. Off the chain, the overhead is +5 on hit. That part isnt a “combo” but what it does allow you to do is combo things like st.mk off the overhead and go into that big target combo after. I used this over and over to clear the 100 stage survival last night as the AI just cant handle it. If you cancel after the combo into HK dash/command jump you get a follow up full combo. This does over half HP to every character.
Hey folks, Im working on combos for Ibuki right now and so far I got 621 for max damage and 726 for max stun. Are there any combos with better numbers than those? Thank you
You can confirm it if you use it as a whiff punish. In that case you are confirming the opponent’s whiff, and not the actual st.mk hit. A good example is when you shimmy and you bait their throw, you can react to the throw whiff and confirm st.mp, cr.hk st.hk.
Really digging the J.HK >>ST.Hp>>Release All Kunai (Lp seems easiest but MP works too) >>EX Raida. Does mini super damage (Over 350 damage) with only 1 bar!
You can also Punish DPs with ST.HK (CC)>>ST.HP>>Release All Kunai>>EX Raida. (381 Damage!) You have enough time to get back at least 3 kunai Safely afterward too.
You right on that one that’s why it’s better to always go for the LP Raida and not Kazekiri unless you wanna cancel into super or just want raw damage but still want the meaty set up. When I wrote that post I was testing the set up using Kazekiri cause I didn’t know about Raidas properties correctly.
But the set up has been working really good for me. at first I had a hard time landing it but what I started doing was when I got close to my opponent and it wasn’t cause of that set up I would set up a tick throw scenerio with st.LP that way I could start catching them more with st.MP and thus leading me to the set up so hope that helps out in case you’ve been having trouble opening them up as well.
i just tried this but i only am getting it when i start really close for the overhead otherwise the quick walk distance its just not continuing from it. but when done close it combos.
Make sure that you are canceling the first hit of the move, and not allowing agemen hit twice. Check the timing, did it hit once? Im pretty sure the opponent has to be close enough to you to cancel the first hit; not the last hit/ender if the move.