Dude… He’s saying playing on Pad makes it easier to do motions.
Lesson learned. I’ll never post after midnight again.
But still, reading this sentence:
I understand
Am I that wrong?
Dime, please clear this up for me, to confirm that I should not post that late anymore
I think I “created” a mixup in the corner after a Raida.
(corner) Raida > MP Neckbreaker > Insta-kunai xx etc
Delaying the NB will land in the front, delaying the kunai by a bit will crossup but may lose some frame advantage, doing everything perfectly will always crossup or whiff the kunai if kunai is done too quickly.
It’s just a variation of instant-kunai mix-ups using MP neckbreaker for a little bit of confusion.
Yes, but it works well
simple little mixup thats pretty sick with some conditionin. every is SO used to seeing ibuki do:
c.LP, c.LP, LP, MK xx …
so when i smell a turtle, sometimes i swap the MK for b.MK and do TC7 so you get
c.LP, c.LP, LP, b.MK xx f.MK, LP, MK xx …
landing this once makes good people mad. it wont work again, but now what will work is
c.LP, c.LP, LP, SWEEP
they eat that sweep EVERY time its almost funny
Any experienced enough Ibuki player will rather do cr.LP cr.LP st.MK to prevent whiffing the st.LP against some characters. And even if it seems to be a good idea, the sweep is not. Most players block crouching against Ibuki since her overhead is slow as hell. If they block your sweep, you’re in trouble (unless you cancel it to st.HK SJC something)
Conclusion: this is fun, may work, but the risk/reward is definitely not good =)
i just do it off standing jab for the bit of extra frame advantage, but ppl are always looking for that MK to come out and when you sneak in a b.MK instead they usually wont notice the difference. not to mention no one ever uses that TC. even on block you can usually get your jab in there to get to tsumuji, and the worst youll usually get hit with during the overhead is a jab
i only go for sweep if the first one worked cause then they start blocking your jabs high.
i know they are def not the safest options but they can help to open up. just another tiny little trick to have in the back of your head while your scaring them to death with endless pressure
the only thing i will argue is that i think the risk/reward is worth it. overhead leads to neckbreaker combo and sweep leads to vortex. but i would never try either of these more than once per opponent for sure. what makes it quasi-safe is the read that your opponent is being too defensive in the first place… buut then again thats not much of a problem for ibuki anyways
The problem is that against certain crouching opponents, st.jab will whiff. Not necessarily the worst thing that can happen in a match, but you lose a tiny bit of momentum, and sometimes if they’re crouch-teching, they might just hit you. I use b.MK f.MK every so often, depending on who I’m playing, but realize that good players can block this fairly easily. It might work on someone who doesn’t know the matchup, but it’s not as powerful once you start playing really good opponents.
Getting hit out of the overhead can lead to a dangerous situation, since your opponent gets to go on the offensive at point-blank range, where they can land some damage. Ibuki can’t afford to be put in situations like this too often in a match, because you usually come out on the losing end.
Nobody blocks Ibuki’s jabs high, at least not decent players, so this shouldn’t be relied on. But yes, if you’re noticing that your opponent is being lazy by anticipating an overhead by doing a high-block, then feel free to punish with cr. roundhouse.
I think playing Ibuki effectivley requires that you observe your opponent’s reactions to your attack strings. If you pick up on the fact that they mash reversals, or block low all the time, or crouch-tech, or use a different type of crouching OS, or try to backdash, or if they’re able to focus the st.mk, you should change up your attacks to counter their natural instincts. I.e., you notice all they do is block without hitting buttons, throw them. They crouch tech every attack string? Throw in a frame trap. They get reversal happy? Put a break between your jab strings and let them whiff. They like to dash out of it? Use sweep option selects, dash options selects, or neckbreakers.
good advice thanks… im actually trying to get better atm, where ive just been playing casually for a long time
probly not the right thread to ask this, but anyone wanna play a set and tell me what i need to work on?
Go to the player directory and check who is available =)
I’m on XBL, on the east coast, if you wanna play just add me.
Anyway I’d like to add something: if you play a good enough opponent, he’ll know that st.LP to st.MK or anything slower is not a blockstring and will end up mashing between your links if they see you using it too much, make sure you are aware of this possible weakness
Soo… st.MK xx Tsumuji (all versions) seems to be interruptible. Maybe my blockstring wasn’t tight enough, so I need confirmation.
st.MK xx MK/HK Tsumuji is interruptible.
st.MK xx LK/EX Tsumuji is not.
For pressure, I prefer to use st.mk xx lk tsumuji. It’s a true blockstring and builds good meter. Against some opponents, I tend to apply more pressure after the tsumuji by doing b+ mk x f+mk, walk up st.jab, walk up st.mk xx lk tsumuji. It’s not exactly a frame trap per say, but they’re different options that you can use when your opponent just blocks or crouch-techs a lot. f+lk is a great move for stuffing low attacks, such as Ryu’s cr.forward, especially after a lk tsumuji.
Good opponents tend to want to counter-poke after a tsumuji, so I usually just walk back and whiff punish. Apparently I’m told not a lot of Ibukis do this, but I really enjoy playing footsies with Ibuki, and walking my opponents towards the corner with tsumuji pressure. It is delicious.
Of note. F+lk x tsumuji will only combo in certain instances. It will only combo if you use lk or EX tsumuji. If will combo into mk tsumuji ONLY if it’s a counterhit, so it makes for a decent OS at mid-range.
Oh, interesting information, but it makes me wonder:
I’ve combo’d spinkick (F+lk) into HK tsumuji when I was looking for counter-hit; am I better off using MK tsumuji when I fish for this because of the 0 frame advantage on block?
I’m sure it’s up to preference. I prefer using MK tsumuji, since for me, it’s easier to do her post tsumuji setups.
You can be even more clear: except in some VERY specific situations that you don’t especially need, there is no need using HK Tsumuji. You should always go for MK tsumuji anyway: it’s safe and opens you to a lot of setups.
Thanks, roger that!
On a slightly related note, what puts me in the best positioning in order to start a new hit-confirm string off of crouching short (cr lk, far st jab, st mk for example)? I imagine all options will have me walk forward slightly after recovery from the last string; with that in mind, and in order to avoid covering lots of ground, am I best positioned to do it after two crouching jabs or would you say it’s a better idea to mix it in after a string leading into standing mk in order to better camouflage my advance?
I imagine that the time after a cancel into MK Tsumuji is mostly out of the question since it would take an eternity to get into position post-cancel.
Thanks!
You can’t really apply infinite pressure like you want.
After a blocked string, the best way to do is to look at your opponent and react accordingly. you can directly st.MK or f.LK after a MK/LK tsumuji, but it’s a risk, depends on both the spacing and the opponent, and if your opponent mashes any button he’ll catch you. If you know your opponent won’t mash buttons, you can try it, but you’re better off by playing safe if you’re not sure.
Against DP mashers you can MK Tsumuji - step back - st.MK. The step back will make a possibly mashed DP whiff (if you don’t do the step back, the DP will beat your st.MK)
I didn’t realize that a properly spaced tsumuji would allow a standing mk to connect.
Regarding infinite pressure, I was assuming people further’d their pressure based upon reads, but is it always a better idea to end your blockstring and react to your opponent?