Infinite Thanks.
That useful info you just wrote should be updated in one of the first posts of the forums… or in the Ibuki wiki.
Until now i only used Target Combos because i couldn’t reliablily do the first (1 frame link) one. My overall game will take a huge leap forward thanks to you
(i will invite you a couple of drinks if you ever come to Spain->Galicia as a tourist :D)
so some more blockstrings ive been coming up with, not all of these will be usable in this/that persons game. way too much going on with these strings to be able for any one person to use them all,imho.
frametrapping is one of ibukis strong points with one big down fall… she pushes herself out after having tried a frame trap. i consider ibuki to be “out” when shes to far away to connect with st.mk or F+lk. she does have other options such as dash in, walk in, jumpin, lk tsumuji… etc etc. but for all intents and purposes she has to physically move forward in again, which isnt great cause her forward moving moves have low priority or are slow as hell ie F+mk.
anywho i had a great thought that i started to implement with decent success at the arcade: instead of trying to hitconfirm into kd or just go for a one off frame trap that would push me out if i was unsuccessful, i would try “lighter” frametraps that have less pushback thus allowing me more “inside time” so to speak. and well thats when i came up with the OLD knowledge of using 2 hit tsumuji as a frame trap, and also using differing amounts of hits into tsumuji… in other words i wasnt always looking out for hitconfirm. sometimes i was just trying to put up as much SUSTAINED Pressure as possible… it seems to make the harder hitting frametraps work better.
anywho all i was really doing was cr.lp,F+lk xx lk or mk tsumuji and going for weaker frame traps from there.
but i just went into training mode and found a bunch of double and triple frametraps that leave ibuki close:
cr.lkx2 then:
kara throw
F+lk xx lk tsumuji (followed by a number of things depending on block or hit)
far lp,F+lk xx lk tsumuji
F+lk xx lk dash
cr.lkx1 then:
immediate throw
F+MK
F+lk xx lk tsumuji
close st.lp, far st.lp,f+lk xx tsumuji.
st.mp then:
st.lp,st.mk xx mk tsumuji
cr.lp,F+lk xx lk or mk stumuji
F+lk xx mk tsumuji
st.lk xx st.mk xx lk cd
F+lk, cr.mk kara lvl2 focus
and many MANY others. i’ll write down some more later, basically when it comes to pokestrings the skies the limit with ibuki… we probably owe it to ourselves to play her somewhat like dudley… which is what alot of these pokestrngs are about. if anyones ever played against a good dudley they know that his pokestrings are like infinites where you have no idea where the holes are cause the blockstun is constantly changing and he has little pushback. well ibuki can be played to a certain extent the same way… not as effectively of course… but even a little extra inside time can be of great benefit to ibuki.
well, the standard options are to use a F+lk or st.mk afterwards. (if in range) i dont really advocate at this time to do other moves in those situations… cause the 2 moves that we have are so good. if out of range though, there is no best answer. jumping in seems to have the highest success rate on average against most skill ranges. but of course you are always gambling with your life there. a good option is to just walk into range and do an F+lk xx mk or lk tsumuji. another option that i havent experimented with when out of range of F+lk or st.mk, is to do a kara focus lvl2. kara focus is so good. i got that tip from motempest but havent really been throwing it into my game much, to my own detriment i think. another motempest special that he taught me is F+lk xx dash. it takes some serious balls to do it in a match cause of its hardness to without canceling into kazegiri, but ive finally found the timing and hand positioning to do it, just have to incorporate it now.
anywho whether or not any of these pokestrings work depends entirely on the ibuki player and her opponent. ive been going to v 94 for about a week and the niggas up there are the reason why im having to come up with new shit… there is a VERY good ibuki player there that knows all the tricks and sjc’s like its his job… so motherfuckers know the matchup well. that plus the fact that v94 has probably the top competitionin so cal. for instance i went there yesterday and online tony, mike ross, gootecks, combofiend,tatsu, andy ocr, and others were all in the rotation. i only won like 2 games out of maybe 20 played, and got destroyed a few times. this is where i learn that i need to switch up my style to TRY and hang with these guys. thats where the pokestrings come in. that one ibuki player was doing REALLY well against them though, at first i couldnt really see why, then i realized that he was damn near like 65-70% successful on his kunai mixups. if i were that successful on them i’d be winning as muchg as he was. but also he varied his pokestrings as well and varied how many attacks he would use before he canceled into special. he didnt do it everytime but he did it enough for it to be a real threat which made people press buttons more predictably. andy ocr plays the same way, MAD frame traps and not many throws. i guess in there minds its better to go for a lighter frametrap cause of the meter benefits, rather than risk it all on a broken throw basically making a 50/50 situation on tech… heavy frame traps seemed to be saved for dire comeback situations such as 20 secs left down by 40% or more.
anywho im learning alot there and i hope to level up so i can start bringing some better strats to this forum… hopefully.
You gotta remember to watch out for people who will reversal the sweep part of the Tsumuji. If you catch them doing this, drop the third hit for a punish, or stop sweeping.
For a blocked lk tsumiji- You have the most limited options since you have -4 frames unless the opponent can’t reach you. If out of range a jump in or jump in kunai could work. You could do another lk tsumiji afterwards or back mk since you get pushed that far away anyways.
For a block mk tsumiji you have the most options- You could frame trap them with the sweep if you expect a jump out. That’s the main reason you should use the sweep on block and it should be used rarely. Other than that you could do jump in insta kunai or mk or lk x insta kunai or tsumiji or forward dash or x lk hien (probably best when you have super). You could also do a normal forward dash and continue pressure or grab which would probably get teched.
After a HK tsumiji you are pretty screwed since you are up close and at -4. You can attempt to frame trap them with the sweep just like in mk tsumiji or you can just push them far back with the hitting high with the 3rd hit which is not a frame trap if done immediately, and will push you far away, which is pretty much resetting it. If they are clueless or is expecting the sweep, then you can also grab after the second hit since you are so close.
After EX tsumiji you are reset so thats w/e.
Just a reminder after: lk tsumiji you are closer than after a blocked mk tsumiji and much closer than a blocked lk tsumiji. When you get a block mk tsumiji you are closer than a blocked lk tsumiji and about the same distance as a mk tsumiji that hits.
i didnt make myself clear enough. all of the tsumujis in those pokestrings are the 2 hit versions.
when ibuki first started being played when console got dropped, 2 hit tsumuji was all the rage, but people got used to it and started reversaling or other stuff which made the 3 hit version better. now we come all this way and it seems that 2 hit version is back on the rise in the metagame. of course it will always be a mixup… but most players ive seen will try to mentally focus on shutting down one oof the options… not 2. before it seemed like everyone was focusing on shutting mk tsumuji 2 hit> normal, down which s why i switched to using alot more 3 hit sweep. it seems to have come full circle. now. another interesting thing in the v94 metagame is that VERY fast crouchtech seems to have become more popular, late techs get BLOWN UP, but fast techs work better. it doesnt mean that fast techs are better its just that people have gotten accustomed to the timing for frame trapping late tech, so more folks have gone back to a faster tech. its part of the metagame, once fast tech really catches on again, it will automatically be better to late tech again, so that you arent doing the smae thing as everyone else… lol
another high probability mixup thats becoming all the rage these days that some might not know about… call it “the round ender”
corner only:
ex tsumuji ender> (juggle)hk kazegiri fadc >cr.fp xx forward jump cancel> crossup lk
OR
ex tsumuji ender> (juggle)hk kazegiri fadc>cr.fp xx neutral jump cancel> lp kunai
its a round ender cause its high probablility and if the mixup hits either way you can tc4 xx ultra.
right now the metagame is to do the neutral jump kunai, as most people that have experience against ibuki will automatically block crossup as a reflex.
other enders after the cr.fp that are palusible that may have to be broken out whether or not people become able to see this are:
cr.fp xx lk cd (ends up behind opponent if timed right… hard to do cr.fp, needs to hit at the earliest opportunity and the cancel has to be quick)
cr.fp xx lk cd (stays on the same side, easy to do)
^those last 2 may be character specific on whether or not the opponent is crossupable from lk cd.
^ how exactly is this new? I’ve been using it since I first picked up Ibuki…
Well I guess the kazegiri FADC to ensure cr.HP hits, is new. I usually just try cr.HP immediately after EX tsumuji, despite it being character and corner specific.
you answered your own question there. the other reason is that even characters that the cr.fp hits without the fadc, are VERY spacing specific, they generally have to be in the corner, not somewhat far like the fadc. the fadc works no matter what as long as the kazegiri hits… its got WAY more range. i can do it to characters that start out like 3-4 character lengths outside of the corner. the naked cr.fp though needs the opponent to have there back to the corner, so, the fadc is much more utilitarian.
and also yeah that type of mixup isnt new per se, just thouhgt that some people may not know about the fadc applications… ie more range, non character specific. i should have made it more clear, but… meh. motempest has been using it for awhile now, and i just started using it, gotten me alot of wins that i may not have had so, just basically saying that its good and imho the meter used is more than worth it… imho.
I did some more testing on the setup I posted in the general discussion thread. The psuedo-unblockable.
Neckbreaker knockdown, forward~lp, j. lk
Works on Ryu, Ken, Akuma, Cammy so far. It can be ducked though, but I don’t think people would think to do that unless they know about it. This probably works on Chun, Viper, and Rufus too but haven’t tested it vs other players yet.
Ever since learning cl.st.HK xx SJC cd , cr.HP I see now Ibuki’s stun game is ridiculously strong. Why bother playing for damage when you can stun any opponent in 2 mixups?
A corner mixup string I conjured up:
kunai , TC4 xx EX tsumuji , kazegiri xx FADC , cr.HP
nj.HP , cl.st.HK xx SJC cd , cr.HP
You can swap out kazegiri xx FADC if you’re sure you can link the cr.HP without it. This does 1042 stun, so for those characters with higher stun like Gief (1100), just hit them with whatever or frame trap into throw or something. Though you’ll probably knock them down first and then start this string so you usually won’t have to worry about that.