It should be allowed, but it won’t help you if you plan to go to Tougeki.
Stay safe man. Those riots are concerning.
It should be allowed, but it won’t help you if you plan to go to Tougeki.
Stay safe man. Those riots are concerning.
Thanks man im still debating if its worth going or not im gonna check the news and see what its like, allready paid for stuff over the weekend and that thou, but again moneys just paper at the end of the day and i’d rather not risk it if it looks bad is the one frame link possible w/o blinking the back button? cause if so i should prob try and learn it that way as well.
Go ahead and try it and see exactly how “possible” it is.
If you want some more examples of Ibuki’s 1framers, try:
cr.LK , cr.LP
cr.LP , st.MK (SSF4)
st.MP , st.MK (SSF4)
st.LP , cr.MP
cr.MK , st.LP (spacing dependent, and maybe character too)
f+MK , st.MK (AE)
If you want to overload yourself with 1framers, try doing double tsumuji loop on Abel in SSF4, with cr.MP modification:
st.MP , st.MK xx lk.Tsumuji , st.LP , cr.MP xx lk.Tsumuji , st.LP , cr.MP xx Special
Cool thanks i realise they are hard but i really wanna learn to do this im changing the artwork on my stick tomorrow anyway before deciding weather its safe or not to go to super vs battle. so i’ll prob change the back button with tripple punch presuming thats the best option :)?
I can’t possibly see a better option without doing something drastic like replacing the top of your fightstick with a new cover with a new button hole for select. Preferably to the left of your jab button, but then this could make it difficult to blink shorts as well, which may come in handy for mk.tsumuji loops and other characters.
Double-tapping is good enough for me. I’ve been practicing and my highest consistency is 24 times in a row after different starters (lk xx mk, st.mp, st.mk). Unless you really care about PP, you may as well go for them online.
I cant see a reason i would ‘need’ the tripple punch button so i could use that, i play marvel and MK as well but both of which i dont need that button anyway and cammy uses the kick ultra or if i needed the punch i’d just hit 3 buttons manually. I’ll prob change it and see how i get on shouldnt be hard to change it back if i decide i dont like it :).
Found a use for kara-Raida.
(vs. Abel, corner) -> st.MP, st.LP, st.MK xx LK Tsumuji, st.LP, st.MK xx LK Tsumuji, st.LP, st.MK xx EX Tsumuji, LK Kasumi Gake xx Raida.
This is pretty much a 25-meter combo (you only need a small amount of meter because the Tsumuji Loops gives you 75% of a single bar). HP Raida doesn’t normally reach so EX Raida would have to be used instead for an untechable knockdown.
The input for a kara-Raida is 2624 K~P
Did you mean 2363214? Shortcuts are bad habits. Look at how we can’t do ultra 1 anymore lol.
True lol.
DP: HCB input glitch doesn’t exist on PC. lol!
Finally finished the page5 of my character specific chart ( https://docs.google.com/spreadsheet/ccc?key=0AqClL3kJPchYdFlDd0VhMmt4R0w3TVdJQ2hHX29GLUE#gid=4 )
I noticed that TC4 , st.LP doesn’t actually work on Ryu (I usually tsumuji loop him anyways).
I also noticed the the corner crossup trick (j.LK lands in back, j.MK lands in front) with Dhalsim also works with some other characters, such as Yang. But I’m too lazy to test. Most of Ibuki’s corner mixups are ambiguous as hell anyways.
Here’s hoping that AE 2012 will fix some of this character specific nonsense. Even Xian says memorizing this kind of stuff is bullshit.
I don’t know how many times this is going to be brought up. TC4 into far standing jab DOES work on Ryu and Ken.
Record it in training mode and playback and then tell me what happens.
Why would I need to do that when I can hit it whenever I want at will?
If you’re trying to say that Ryu’s hitbox is weird and he goes out of range faster after the target combo than a lot of people then yes, but that’s also common knowledge. This doesn’t just mess with Ibuki’s combos.
The combo does work on Ryu. The requirements might be different, but blatantly saying that it doesn’t work is wrong.
I’m rpetty sure that I’ve used this on Ken in one of the videos posted too…
Didn’t see this in the first post, so I’m posting it here:
:mk: SJC Kunai (Any punch or EX)
Which of course means stuff like:
Hammer Kick xx :lk: xx :mk: SJC Kunai xx Kasumi Suzaku.
I find :mk: SJC Kunai more useful as it mixes up the rush down. Pretty easy to hit confirm into Kasumi Suzaku in case you really need the scaled down damage though.
It works (TC4 , st.LP on Ryu/Ken), but it’s not 100% consistent. Remember hypersonic?
This really isn’t anything new, but the problem is do you really have enough frame advantage after the kunai to even just not get punished for doing it?
Don’t really know actually. I’m an extreme casual player (only fight family), so it hasn’t been tested. Just wanted to contribute something cool I found, but if it’s not useful then meh.
Carry on… :smokin:
Added more to the Ibuki charts: https://docs.google.com/spreadsheet/ccc?key=0AqClL3kJPchYdFlDd0VhMmt4R0w3TVdJQ2hHX29GLUE#gid=4
st.MP , st.MP , st.MK vs standing and crouching
Pros:
-works on almost the entire cast standing
-works on several characters where TC4 is a serious issue (eg: Dhalsim, Bipson, Blanka)
-is a bunch of easy 2 frame links
-shitload of time to hitconfirm
-does great damage/stun/gainmeter without needing to tsumuji loop
-automatic frame trap
-if hitconfirm reactions are good enough, after the first st.MP gets blocked, instead of autopiloting the second st.MP, you can go for a kara throw
Cons:
-pushback is quite far
-not a true blockstring
-not too useful if your opponent is crouching, as the combo does not force stand and whiffs on many crouchers
-more character specific shit to memorize