Ibuki Blockstrings and Mix-ups

Ohh. I have the Prima strat guide too and I didn’t even know it has frame data lol. Seems correct to me.

I was looking over the first post and it says you can do st.MP xx hien. I thought st.MP doesn’t have special cancellability?

After a bunch of testing, blocked cr.MP xx lk.cdash puts you at -7 frame (dis)advantage. At first this looks really bad, but then you have to consider that lk.cdash starts in 20f. They’ll have to be looking for the cr.MP xx lk.cdash, as well as being able to react to it. And specifically lk.cdash. If they try to get smart and mash their reversal after seeing a blocked cr.MP, SJC into forward jump instead and then punish.

Doesnt happen.

Good then cr.MP xx lk.cdash should basically be unpunishable.

No no…

If someone actually knows whats going on they will NOT mash a reversal after a blocked low strong. Pretty sure anybody who’s anybody can react to the dash with a grab.

How fast do you think your reactions are?

Well, the average human reaction time is roughly a third of a second. I’m sure a large portion of high level players are faster than that. Guess how long 20 frames is?

Plus input lag, display lag, and the fact that you have to push more than one button.

Fuck, I only play online and its so hard to push two buttons, you’re right.

I would say avg human reaction is 12 frames. 200 miliseconds.

You have to push two buttons as well as move your stick out of down back.

That is some pretty good reaction speed. Do you think you can get 200ms? Human Benchmark - Reaction Time Test

Holy crap, I got 280.6ms. I suck?

^thats actually what I got it from. But that one is simple. Its easy compared to say a move in SF.

You don’t suck, and you can definitely react to ibukis command dash, haha.

If you have to think that much to throw somebody…

some one should compile all of this into a video

Two things I noticed when doing lengthy tsumuji loops:

On Abel, if you’re gdlk with your 1f links and you double loop Abel, instead of finishing with a special, you can SJC your st.MK into j.LK for a crossup. It only works on certain characters due to height hitbox and how far away you’ll be when you loop or double loop them.

Also on Abel, if you’re not so gdlk with your 1f link but you single loop Abel, instead of doing just one st.LP, do 2x st.LP and then the same SJC into j.LK crossup.
Example: TC4 xx lk.tsumuji , st.LP , st.LP , st.MK xx SJC j.LK.

If your opponent starts to wisen up, instead of doing j.LK, throw a lp.kunai instead. These two mixups/resets probably work on more characters but I’m too lazy to test.

so i will try to explain some of mo-tempests mixups here. it wont be an all aaround explanation but will serve as a beginning… feeling to lazy to go through them all right now, but he had some tricks that really made me scratch my head as to the fact that they actually worked… note that these arent GO TO tricks necessarily, just stuff that seems to work for whatever reason:

tc4> sjc (wiffed midair attack so that the super jump will have less recovery when it lands) st.mk xx tsumuji.

i have no idea why this worked on me as well as other people… it may have even been a mistake when it was done ( it looks like a mistake when playing against it) but it was making me press buttons or miss my blocking and get hit by the st.mk xx tsumuji. a real mindfuck for me.

  1. bnb> hk kazegiri (opponent quicktechs) hk cd> cr.lk,st.lp,st.mk xx tsumuji

this only works if the opponent techs. i think it works so well in that situation cause if the opponent techs it probably means that they THINK they know which way to block. so the crossup comes as a surprise… for instance i ate this everytime i quickteched against him… i like it as a mixup. also note that if the opponent doesnt quickrise that link usualy did an instant crossup kunai once he got to the other side… so not quickrising doesnt necessarily keep the opponent out of harms way… there is a mixup no matter what.

  1. backthrow>lk cd>superjump lk (this is jump outable by the opponent (they’ll get air reset), its also srkable. doing a regualr jump here will result in a non crossup lk… this is a VERY EASY mixup to time. however its also very easy to defend against if the opponent suspects that t is coming.

the key is to mixup your mixups… now of course this would be obvious that you should sometimes do non crosup lk or a crossup lk as a mixup… but that isnt what i’m talking about, im talking about mixing up your setups after the backthrow.

the primary mixup after backthrow other than the lk jumpins is to instead do cd mixups:

backthrow>mk cd>hk cd will crossup the opponent.

backthrow>lk cd>hk cd will stay in front.

backthrow> mk cd> lk cd will stay in front.

so after the mk cd ibuki can either crossup on the ground or not. after the lk cd ibuki can stay in front with a command dash or instead do a superjump lk for a crossup or a regualr jump lk for a non crossup… which means that the opponent wont be able to tell what to do just by looking at the first cd, be it an mk cd or an lk cd.

more backthrow mixups:

backthrow> mk or hk cd> super jump> wiff lp or hk in air> land on other side> st.mk xx tsumuji or close hk launcher.

so basically that is a TON of completely different looking mixups for the opponent to deal with as well as similar looking ones… ibuki should be able to always make her opponent guess after a backthrow done at midscreen. of course amixing these up well is the hard part… there is ALOT of muscle memory here to be learned… and its all off of one setup… suffice it to say that most people will only use at most 2 sets of mixups, whichever they find works for there playstyle best.

mixups off of midscreen raida:

pretty much the same as after a bckthrow except with different timing. save for one example that mo-tempest showed me:

raida>mk neckbreaker (these all wiff)> hk cd crossup or mk cd non crossup.

raida> mk cd> superjump mk (this can be done with safe jump timing)

raida> ex neckbreaker > instant crossup kunai or instant non crossup kunai. probably wont see this used much cause it uses an ex meter for no damage plus nothing guaranteed… but it does setup a powerful mixup off of a raida.

so thats pretty much it… i wont go into the juggle reset mixups at this time as they are VAST.

but i want to say that the reason why you dont want to always end your combos in neckbreaker or mk tsumuji is because the mixups from those are known… you want your opponent either thinking about way too much to be able to read your mixup, or to just flatout give up on trying to read them and just guess/ mash there way out, which was where i was at against links ibuki. the more varied you can be with ibukis pokestrings and enders as well as combos, imho will determine how well your vortex does.

well at least thats my opinion at this time.

-dime

This. Except I’d rather just st.mk and buffer a safe special; cr.lk, cr.lp, st.mk isn’t worth the two 1 frame links IMO.

And…

st.mp, st.mp, st.mk xx whatever is the new black as far as blockstrings go.

that cr.lk,cr.lp,st.mk combo was a typo. i meant cr.lk,st.lp,st.mk. will fix.

also, i agree with the st.mpx2,st.mk string… its very good when ended with mk tsumuji… lots of counterhit opportunities in that string and hits most crouchers.

-dime

Can u do s.MP x 2 to s.MK on most characters? I know on Blanka and Vega u can only do one s.MP or it’ll whiff.

I knew I had bad reaction times. I averaged 357 miliseconds.