Ibuki and Basics

Hey guys,

just like the titel reveals, my thread is about her BnB combo (cr.jab>cr.jab>s.jap>s.mk>tsumuji).
I have a pretty hard time pulling it off in an online match. Since no one can actually help me learning it, I want to ask you a few questions about it.
1st How is it even possible to pull it off everytime you want. Well, I have watched tons of videos until now and those Ibuki players kind of spam it while I am not even able to use it in one single match.
2nd How did you practise it? Do I need the knowledge about all these frame data to execute it properly? I guess that I am prone to mash the buttons in a hasty fight, but I do not really know it, because I cannot see it during a match.
3rd Is Tsumuji even worth using when the opponent blocks the s.mk? One reason I could think of is that I can still try to knock him down with the third hit(switching to a low hit).
Preventive to all people who want to tell me that there are similiar posts-> I really tried to find any posts. I searched for BnB, Ibuki BnB, Combos, Ibuki Combos, Hard time executing and a few other things. Maybe I do not know the right term for it and on account to that I haven´t found anything yet.
I really hope you guys can help me out of this. I just started to get serious about this game, but being unable to perform her BnB knocks me down so badly:(

Greetings
Shykeful

[LIST=1]
[]Go into Challenge Mode, and complete her trials. It sounds like your level of execution is very basic and you need practice.
[
]You don’t need to know about frame-data at all, Mike Ross got to where he is through natural ability, without knowing hit-box/frame-data ect. It’s just a very good idea to learn what you can so you skip a few years of natural training, and learn systematically with technical knowledge.
[*]Tsumuji deals chip damage, and pushes the opponent away from you. This allows you to know exactly what your opponents options are whilst having time to think about your next move. st.MK xx MK Tsumuji isn’t a true block-string, so they can Dragon Punch you out of it. Although, you could bait a Dragon Punch by not doing the Tsumuji after the st.MK, as they don’t have the ability to react to whether or not you perform it. There’s no reason why your opponent shouldn’t be crouching to block the low hit, or taking advantage of the fact that the low hit isn’t part of the block-string. (Better players will focus the low-hit.)
[/LIST]
The videos you might be watching really have a lot more going on inside them meets the eye. For now, practice on performing these combos. It’s all down to timing, almost like playing music alongside a beat. We can’t help you with execution, as you’ve stated.

There is a thread for 1 question topics and a combo thread in the stickys. just practice the timing for the combo 10 times each side over and over… Izuna had great advice tho.

Okay, thanks for your reply Izuna. I will finish her trials then. Could you please explain what the “xx” mean? I am talking about the two x between st.MK and MK Tsumuji.
I do not really understand the differences between “>” and “xx”. If there is already a topic for that, would please be so kind and name it so I can look it up by myself. Since I am no native english-speaker, I have tremendous problems finding the right terms to write into the search bar.

Which thread is it. General Diskussion (Ibuki section)?
Edit:
Forget it, I have found it. Gosh, I am too premature…sorry

xx means cancel. you link the light punches into the st. mk can cancel into the special like you would the cr.mk xxhadoken combo for ryu

That’s OK. As Rahontsiiostha stated, xx means cancel. In Street Fighter as long as you input a special move during like, the st.MK’s active-frames (when it’s hitting someone), the Tsumuji will combo out as soon as the st.MK ends. You essentially buffer the move in before you need it.

You probably already know this, but some friends from College tried to do combos and such, and were actually waiting for a hit to end before doing a special move. Just making sure you don’t have that habit.

Yeah I know how it works, because it is one of her trials and I was trying to link the neck breaker in order to clear this trial. After several tries I was thinking of inputting the half circle while the punch/kick (do not really remember if it was a kick or a punch for her trial) was still in his active frame, and finally, I was rewarded with a well sounding “success”.
Well, I really appreciate all of your replies, thanks! I guess I know most of the theoretical things now, so I can start mastering them in a executive way.
Hope you all enjoy your day or night(depending on your country:D)

Greetings
Shykeful

haha anytime. If you have any more questions just reply in this thread.

Hmm… Since you asked, do you have any advices for me how I should practise? I realized how amazing this game actually is. I am so obsessed at the moment, but I am kind of lost in the SF-Practise Universe.This is how I started my journey to a decent player:

  • invested some time in the arcade mode, so I have time to get comfortable with my arcade stick.
  • played nearly all characters and picked Ibuki, because I believe she is fun to me.
  • played Ken/Ryu to learn the basics.
  • read tons of threads and watched even more videos concerning game mechanics, character specific(Ibuki) and many terminology explainations.
  • working on execution (focusing this right now) e.g. FADC into Ultra, FADC for a long Akuma damaging combo, SJC into U2 with Ibuki and general move execution.
    I guess I am totally addicted to SF :slight_smile:
    What shall I do now? Did I miss something?

Play matches (Arcade, Local, Online) in order to familiarise yourself with spacing, and doing those combos under pressure.

The next step will be match-up knowledge, and the more advantage things like frame-traps, tick-throws, and hit-box manipulation. I could give you Ibuki knowledge step-by-step when your execution is OK (providing you have Xbox LIVE).

Make sure you understand these following terminology/techniques:

  • Meter Building
  • Invincibility Frames (e.g. EX Shoryuken)
  • Option Selects (link)
  • Throw Invincibility (Jumping)
  • Hit-Confirming (link)
  • Running The Timer
  • Damage Scaling

I do know every terminology you have listed there. “frame-traps, tick-throws, and hit-box manipulation” are things I have not read in detal. In other words I do not know them. Is it possible to write personal messages? I think we are flooding this topic:( Btw I am a PS3 owner, too bad that we cannot play together:(

No it is okay. You’ve created this topic, you just might want to change the title. Then anyone else can join in and help.

Frame-traps are an answer to crouch-techs. We’ll look at those first.
REF: Ibuki’s Frame Data

[LIST]
[]Across [Close Medium Punch], it says that the Frame Advantage after [block] is “+2”. In other words, you recover two frames before your opponent, if they block that attack.
[
]Across [Spin Kick (F+Light Kick)], it says that the Start-up is “4”.
[/LIST]
Let’s take a look at what happens when Ibuki does [Close Medium Punch], then [Spin Kick (F+Light Kick)] immediately after an opponent blocks it.

The opponent blocks the first hit, and is at “-2”; let’s say they mash crouch-tech, to protect themselves from a throw. [Crouch Light Kick] has a Start-up of “3”. Ibuki starts her next attack 2-frames before her opponent, so by the time **the opponent **begins a [Crouch Light Kick], Ibuki is on her 2nd Start-up frame of [Spin Kick].

At this moment in time, when the opponent hits [Crouch Light Kick], Ibuki needs 2-frames to hit, and the opponent needs 3-frames. Therefore Ibuki *baits *the crouch-tech.

Granted: the opponent ‘could’ do a Shoryuken and hit Ibuki, but that’s a huge risk. If the opponent does not try to a Shoryuken, he has to make a 50/50 guess. Ibuki is able to kara-throw after [Close Medium Punch], or do the [Spin Kick] to bait crouch-tech.

This is just one example, and it’s why you don’t see people mashing cr.LK all the time in tournaments.

– personally, I would OS the f+LK with LK/EX Tsumuji so it would catch a backdash, or do a safe combo.

Now you should also know what a tick-throw is. I’ve just essentially told you one. It’s when you time a throw for when an opponent ends his block-stun. It has to be timed correctly because you cannot throw something in Hit-stun, or Block-stun.

Although, st.MP is “+2” on block, and throws have a Start-up of “3”. You can’t possibly time it wrong.

– I mentioned a term “kara-throw”, don’t worry about this just yet, but it’s when you cancel the Start-up of st.MK with throw, moving Ibuki forward before grabbing the opponent.

Sorry that I just respond that late, but I was busy the last hours.
Okay, I guess I got it now. Ehm, but there is still a thing I do not unterstand completely. “-- personally, I would OS the f+LK with LK/EX Tsumuji so it would catch a backdash, or do a safe combo.” Is this an option select?
Could you please suggest a new title for this topic:)?

Title: Ibuki & Basics

After the st.MP, if the opponent isn’t in the corner, they can jump or backdash. By doing f+LK xx LK Tsumuji, you’ll catch the backdash or jumpback. This is actually why you see a lot of above average players backdashing out of blockstring all the time. At pro level, people use option selects to stop this from happen.

Yeah, I noticed the usage of option select in high level matches. Dude, this game becomes more interesting every second. I can execute her BnB now and in 4-5 of 10 cases the SJC into Ultra2;) I like Ibuki´s offensive style, especially the visual style of this kinda rush down game:D. Her command dash is pretty nice. Do you switch between her different command dashes or do you only use the fierce command dash? Well, if I don´t want to go for a mixup, I wouldn´t use the fierce command dash. In other words, I often switch between strong and fierce. Is there any sense in using the light dash?

Actually it’s different from player to player. If every Ibuki did the same thing none of our techniques would work. I tend to use LK CD if I know someone’s being overly defensive into tick-throws ect. I rarely use HK CD for when my opponent is blocking everything, but few players I know actually do that.

Personally I don’t see the purpose of the MK CD apart from spacing. It has longer recovery than LK CD, and it puts you in the same place after a block-string. I usually do cr.MP as a footsie with HK or LK CD to close the gap.

It’s great to hear that your execution is coming along nicely =)

Hmm I just now noticed this thread. Too bad SRK forums doesn’t have an option to subscribe to a whole character forum instead of just threads.

This may help: http://www.option-select.com/strategy/article/?a=12
And this too: http://wiki.shoryuken.com/Super_Street_Fighter_IV

I switch between dash and command dashes depending on the situation and mixup. For example, if I want to get around the screen quickly, I use normal dashes. If I want to cross through my opponent, I use hk.command dash (heavy kick, or roundhouse, not fierce; there’s no such thing as fierce command dash). If I want to do an unblockable on my opponent after an EX neckbreaker setup, I use mk.cd. etc. etc.

Going back to your first post, #3. Tsumuji pressure is an important part of Ibuki’s pressure game. She is 0 on block and at the perfect spacing to continue pressure.
Do you think your opponent is going to sit there and block? Get back in with tk kunai, TC7, or simply dash up throw.
Do you think your opponent is going to try to react to one of the above options? Purposely whiff a fast normal such as far.st.LP or st.LK to bait it.
Do you think your opponent is going to be pushing buttons? Whiff punish with cr.MP, f+LK, cr.HK, or etc.
Do you think your opponent is going to be mashing? Do the 3rd hit low ender of tsumuji, but delay it a little bit.
Do you think your opponent is going to backdash? Neckbreaker, SJ crossup.
Do you think your opponent is going to be jumping back? Chase him down.
The above situations are a little bit simplified, but you get the idea. If your initial frame trap (most likely st.MP or st.MK) doesn’t work, you can still continue pressure with tsumuji strings. Not only this but you can use different tsumuji to change the spacing and especially change the frame advantage on block. This is particularly useful if you want to punish your opponent for pushing buttons.

I used fierce because of a video where he/she used it instead of heavy punch. I forgot that this is only for punches , while roundhous is only for kicks,however I am sorry.
Thanks for the links. I know the wiki page, but I´ve never heard of this OS website before.
My next and I guess last question regards to her vortex. If I remember right, there is no mentioning of this fact in her vortex thread here in this forum. Do I really have to SJ in order to be able to hit him with a kunai?And which kunai do you use, light or middle? And isn´t it hard online? It should be the same as my question concerning the possibility of her bnb while I play online, but to play it safe, I better ask you(since you must know it, because you have the experience).

Edit: Short question to frame-traps-> I want to look if I have understood this correctly. A frame-trap works with every move, as soon as it has the right frame data. Own example: I use any hit, no matter which one. He blocks it and I have +3(do not know if this is even possible, but since it is only an example, it does not matter at all). His next move,which he is spamming, has 2 start of frames. Does this mean that I have a 5-frame-window to land a hit? So I would hit him first, if I stay under 5 frames?

Question 1: Ibuki’s vortex is always done with LP kunai. You don’t have to high jump, but against some characters you need to time the jump exactly so that they can’t Shoryuken you, missing the kunai. As you play more and more, you’ll find different timings for different characters. One way to practice this is to:

  • go into Training Mode, pick Ibuki vs. Ryu
  • record Ryu spamming LP Shoryuken (mash on your joystick, release that inner crazy)
  • set Ryu to playback, and punish a Shoryuken with a combo into Neckbreaker
  • jump and throw a kunai, a correct vortex will make Ryu ‘juggle’

This will allow you to practice hitting the kunai, try and see if you can make Ibuki safe whether or not you high jump.

Question 2: Yes, perfect! =)