i need a place to have this knowledge at my fingertips… i actually forget alot of my blockstrings that i find, also others might find a string or 2 that they didnt know about and may want to add to there game.
PLEASE FEEL FREE TO ADD IN YOUR OWN STRINGS.
i dont want this to be a discussion thread, all blockstrings in streetfighter 4 that arent chained, are inherently risky and are NEVER guaranteed. if you dont like a string then dont use it. if you feel there are some powerful strings that deserve to be broken down a bit further then bring it to one of the stickies where discussion of these things should take place… this is simply a log.
however feel free to post annotations on why your strings are useful and what characters/types of opponents they work on.
i myself will be adding new strings to this post regularly if i find any new ones that i feel are interesting. i will also try to keep the strings as simple as possible. and try to only post ones that i feel arent being seen regularly, if at all.
AFTER LK CD :
- cr.lkx2, karathrow
- cr.lp,close st.hk xx sjc cr.fp (hitconfirmable, if blocked do something random, ibuki is only at minus 2 after the blocked dash here… a good mixup would probably be ex kaza or cr.lk starter)
- close st.lp xx st.mp xx lk hien.
- (2 hit tc9) xx lk or hk dash (i RARELY use hk dash here, i rarely use hk dash in ground string strings at all, but i’m going to start throwing it into my game about once a round i think and see where that gets me… its pretty risky)
- tc6 xx neutral jump instant mp kunai.
- the feeling myself or “man your a fucking turtle” blockstring: tc4 xx lk dash, (2hit) tc9 xx lk dash, cr.lp xx lk dash> throw. stupidstring that is just too fun not to do, i rarely get hit out of it cause i look for my opponent to be susceptible to it)
AFTER A JUMPIN:
- hammer kick (f+mk)
- tc6
- neutral jump mk
- tc4 xx whatever.
- hk command dash (ONLY after training the op with late jumping hk… definitely not a standard
in general i try to mixup about once every 3 jumpins or so and do one of the above… it keeps the opponent on there toes and i’ve found it working out to my benefit in certain matchups like against characters that have hard to use AA’s… i certainly wouldnt neutral jump a shoto as a standard option… but it seems decent versus dudley as an example, if its not predictable.
**
MIXUPS AFTER NEUTRAL THROW:**
neutral throw is my best vortex starter against gouken… actually at this point in time its my only vortex starter versus gouken… heres the mixups:
1.hk command dash instant crossup kunai (this is the reason why all of the other mixups work, gouken cant react to it, however as standalone mixup its weak for reasons that i wont go into… too many to list)
also note that a non crossup kunai can be done here.
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hk command dash>hk command dash (this the mixup that keeps mixup one working, still even when mixup 1 and 2 are going they will start to fail if thats all ibuki is doing)
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hk command dash>mk command dash ( a fakeout for mixup 2, gives mixup 2 more mileage)
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lk command dash> instant crossup kunai ( a seldom used mixup cause a slight pause is needed before or after the dash to hit the kunai meaty but not miss, which can telegraph it, and thusly get ibuki eating a wakeup counter. can also be done as a non crossup.
other mixups that i want to throw in that have proven effective messing with the opponents blocking after neutral throw:
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walk backwards > hk dash ( could be a really good alternative to mixup 2 as far as giving mixup 1 more mileage and gives more damage since ibuki will always be in range for tc4)
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stand still> normal jump crossup kunai.
mixups that i havent tried yet but may work well:
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stand jab> normal jump crossup kunai
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stand jab> lk dash > target combo
the reason for all of the mixups and different jabs and stand stills,slight pauses and walk backwards is to give the opponent to much information to process in the 1 sec that they have to see the setup in. otherwiswe the mixups start to telegraph themselves.
this is to basically make a TRUE 50/50 as to which side the opponent has to block without letting them sniff out a telegraph… cause ibuki telegraphs ALL of her mixups.
running all 4 of the first mixups has allowed me to be able to vortex gouken without eating many counters or getting overly blocked.
unfortunately i still havent found a good mixup strategy after tsumuji or neckbreaker versus gouken, so thats my next task. sj kunai is useless versus gouken as is lk crossup mixups… even when combined and alternated. nekbreaker leaves gouken in a weird waking position where he will push ibuki backwards as he gets up which wont allow her to tc gouken on wakeup and it also stops ibuki from having a throw threat versus gouken on wakeup since he pushes her outside of her throw range… its complete bs.
so thats a start, theres alot of other non standard stuff that can be thrown in but i want to check them in offline play a bit more…
this is not to be a list of all of ibukis theoretical strings and mixups, just good ones that arent necessarily easy to figure out.
PLEASE FEEL FREE TO CONTRIBUTE… the only thing i ask is not to post any standard combos like cr.lpx2,st.lp… we all know about that and the other standard stuff that ibuki can do.
-dime