Ibuki Blockstrings and Mix-ups

I don’t know exactly.Probably has something to do with the hitbox of the character and/or the spacing.For example after a crossup on seth cr sjc >lp kunai always whiffs and mp sometimes but hp never whiffs.Same for the other characters(when ibuki doesn’t cross up on e. ryu and akuma the strength of the kunai doesn’t matter, but obviously the lp is meatier).The kunais that i mentioned never whiff.
You’re right on the tc4>stlp>stmk>nb.For a moment i forgot about that.lol.Yeah crhp>sjc nb does only 7 more stun than that and 70 less damage.Of course no jhp before cr hp as i suggest applying that during the kunai vortex.

Hey guys.

Was fooling around in training yesterday and tried cr.LP - TC st.LK st.MK - LK Tsumuji. As far as I’ve tested, this is a blockstring (Ryu couldn’t mash anything between the blocked hits). Can anybody confirm me this?

So you think cr.Jab is +4 on block? It is actually +3, so st.LK gives you a gap of 1-frame.

An easier way to test this is to either read frame-data (which is why I can answer without testing), or check to see if you game allows you get hit by the second attack.

Unlike 3rd Strike, if you return to neutral during a true block-string, you’ll actually continue blocking. You have no choice but to block, this is why it’s so seemingly safe to mash cr.Jab in between block-strings in this game.

Duh.

I’ll try j.MK - st.LK st.MK xx LK Tsumuji.

What would you advise me to do when my opponent is blocking? I often end up doing some shit such as st.LP - st.MK and get punished between the two, so I need more blockstrings/valuable frame traps to do when blocked

If he’s blocking, throw him. If he’s crouch-teching/mashing Jab, frame-trap him. It’s not as simple as just auto-piloting certain traps though it depends on the opponent. You have to figure out when they delay it, but some people like NVNiko will just react to a throw.

You could always do Ibuki’s overhead, or dash behind them. Though, I’m wondering why I never see you online these days.

My favourite frame-traps are [cr.Short, st.Forward] and [st.Strong, st.Forward]. The reason is because cr.Short hits low, and combos into st.Forward on counter-hit, whilst also keeping you in frame to do a kara-throw. You can hit-confirm cr.Short x 2 into st.Jab fine if you have your 1-frame links tight (cr.Short x 2 is a 1-frame link, but it doesn’t feel like one).

Similarly, st.Strong is very good because you can hit-confirm from that move alone, and you’re in rage of a standing throw (you don’t even have to kara-cancel).

Damn, I have to work on my frame traps, I really underestimate them and keep using only blockstrings. For now I just try to proceed in a good order: starting by stuffing DP mashers. This is why I am into blockstrings.

BTW, I don’t have enough time to play during weekdays (finish working at 6:30 - 7 PM, then go to the gym or to play football, then come back home at 9:30 PM, the only time left is used to… cook something, eat, and sleep. I just manage to play three or four matches sometimes when I really “need” to play Street fighter lol.

I hate these situations when I have to choose between going to sports and playing games. Because sports always win, but I still want to do both of them.

If they’re mashing DP, then doing blockstrings is a missed opportunity to punish their DP.

If they’re mashing dp, then that means you need to punish harder.

if they are mashing dp’s consistently then punish with cr.mp xx u2

and if you dont have u2 punish with close hk jump cancel mixups.

but those are against obvious punishes.

against less obvious opponents/further away punish with st.mk xx breaker or exbreaker (or tsumuji loop if you have the execution)

or st.lp,st.mk xx breaker.

-dime

cr.MP HJC U2 does less damage than a Raw U2.

Just want to give a lot of thanks to littlesushi for helping me improve so much. To be honest, your down-to-earth comments gave me motivation to practice, and now I’m “that” guy at the local Arcades. Dream come true!

I can’t think of any situation where cr.MP xx whatever is a better punish than st.MK xx whatever.

Blocked EX Pinwheel/Condor Dive, st.MK doesn’t reach far enough. Well actually st.MK usually does punish EX Pinwheel but not if the last hit whiffs, which happens so often I never use st.MK here.

EDIT: Just before anyone asks, no you can’t dash up and punish Condor Dive, you’ll be at like -2/3 if you do that.

Since when does cr.MP have more range than st.MK? cr.MP can punish Condor Dives?

Oh no I’m thinking of st.LP, st.MK. Silly me. Dime-x’s post ended in that and I’ve somehow abbreviated everything.

Yeah man, cr.MP punishes the Condor Dive. Not the EX one though, though I’ve never actually blocked that one (AE only), so I can’t be sure.

Ah I know what Dime-x is talking about now. cr.MP has more active-frames so you have more time to do the U2 afterwards. Although it still does less damage than a Raw U2 anyway.

Number of active frames is useless, as you’ll only be using the first one anyways. Based on my previous testing, both cr.MP and st.MK have the same number of hitstop frames and you SJC on the same frame, there’s no difference here. The only difference is in startup.

I was about to say that, it’s a bit easier (maybe just psychological? Anyway, I find it easier) to SJC U2 from cr.MP than from st.MK

I can’t SJC U2 from st.MK to save my life, but I’ve managed to do SJC U1 from cr.MP. Hmm… Maybe if I attack from the right…

Although, you’ll NEVER want to SJC from cr.MP anyway. st.LP, cr.MP is a 1-frame link.

cause cr.mp is a way easier sjc u2 than st.mk for anyone not named mingo and who doesnt play on pad.
ie normal people.

-dime

I can play both pad and stick at this point, and I still find st.MK xx SJC U2 easier than cr.MP. To each their own I guess.

C’mon Dime, don’t do like every player who says “playing Street Fighter with a pad is impossible”. I only started playing with a stick three months ago. Before that I used to play with my Xbox 360 pad and could SJC almost anything with a 100% success rate (and I still haven’t achieved it on stick :confused: ), I could tsumuji loop as well. The only problem with a pad is that you can’t really plink or kara throw. I personnally moved to the stick for one basic reason: my uncle offered me a TE for my birthday, so well, let’s use it.

As a matter of fact Wolfkrone plays with a pad and roxx every tricky execution with Viper. Two of the best French players play with a pad as well (ie. WDM Louffy, who won last EGL, beating Ryan Hart in final. But he plays Rose, so it doesn’t count; and WDM Evans, who plays Fei Long)

Sorry for the off-topic, but i just think that saying “you can’t play with a pad”, or more generally saying that you have a disadvantage if you play with a pad is a bit stupid :slight_smile: