Ibuki Combos and Glitches

Why do people use the start of TC9 [st.LK xx st.MK] instead of TC4 [st.LP xx st.MP xx st.HP]?

There are only two purposes of doing this:

  1. On Blanka and Vega (Claw) TC4 whiffs.
  2. When doing a Tsumuji Loop on some characters (such as Ibuki) you can’t after TC4 because of the distance it creates, whereas [st.LK xx st.MK] beings you closer to your opponent.

I would completely disregard [st.LK xx st.MK] entirely for [st.MP, st.MK] since that allows you to do Tsumuji Loops on characters like Ibuki and combo on crouching characters (whilst doing more damage). You can also allow frame-trap/tick-throw after st.MP.

However with [st.MP, st.MK] there are some other pros and cons vs. [st.MP, st.LK]:

  1. st.MP has a start-up of 5-frames whereas st.LK has a start-up of 4-frames. This means that if you hit your Kunai and it is blocked and it is NOT Meaty, you can’t continue a block-string with st.MP, but you can with st.LK. (This is a buff from SUPER to AE).
Spoiler

Why would your Kunai not be Meaty? When you do a set-up such as Neckbreaker -> Ageman -> sj.Kunai to make Blanka’s EX Up-ball and Ultra Combo 1 whiff.

  1. [st.LK xx st.MK] is a chain whereas [st.MP, st.MK] is a link, so it is harder to do.
  2. Finally, it is easier to High Jump cancel after [st.LK xx st.MK].

With [st.LK xx st.MK] you can actually make High Jump cancel into Hashinsho really easy by doing:
:lk::qcf::uf::mk::qcf::3k: <- basically you buffer in half of the motion before the st.MK so you have more time to input the motions.

You cannot do this with [st.MP, st.MK] because otherwise you’ll get a Kasumi Gake when you try :qcf::uf::mk:

st.MP can be plinked while st.LK cannot.

Why don’t we just become Mingozuna or IzunaDynasty. That way we’ll make perfect posts.

TC4 whiffs on a lot more than just Blanka and Vega, but lkxxmk always works-- and it also isn’t range dependent. lk xx mk isn’t good for combos though, but it could be useful for focus breaking.

I agree with st.mp being better though.

I vote for MinzunGODynasty. I imagine you guys can fuse together, ala Dragon Ball Z style.

I actually like TC9, its pretty useful to do after a blocked TC4, or as a sort of ‘bait’ after doing a cr.jab string. Pause for a brief moment after a cr.jab, do TC9 to catch their crouch techs, for me its worked more than the st.mp frame trap.

I hate to say it but littlesushi was right yet again. Loaded up Training Mode, decided to spend more than 2 minutes practicing [cr.Fierce MP Kunai st.MP, st.MP Tsumuji Loop x2 HJC U2] on Dee Jay… What do you know, cr.Fierce Kunai isn’t hard at all.

Here are some tips if you can’t do it:

  • you’re probably doing it too fast
  • it’s a jump cancel, not a high-jump cancel
  • just memorise who it works on and what kunai you should use

Now even though it’s quite easy now that I’ve practiced it. I still don’t think it’s worth going for. I mean, you can do it after a Stun for more meter building or if you like a bit more damage, but prior to Stun it’s impractical to get working.

Why is that?

I tried practicing it the other day for like half an hour but I just simply raged and then went to play endless.

Well cr.Fierce is like 9-frame start-up? Unless you want to hit-confirm with just the Kunai itself, it leaves too big of a window after a Meaty Kunai is blocked so you’d just get hit out of it. The best use of it actually is after you FADC through something like a cr.Roundhouse, and use it to force Standing. After Stun is completely okay, no real reason not to do it unless you want to do a Launcher in which case j.Fierce, st.Strong, st.Roundhouse is the best here…

Actually one thing I should try is if you can do the cr.Fierce -> Kunai and do the whole launcher combo on Dee Jay.

EDIT: It only works in the corner for Pete’s sake. I’ll do an Execution Training video.

[media=youtube]xS3zJCmS1PM[/media]

what costume / skin was that & where did you get it? Looks cool!

[LEFT][SIZE=17px]credit: alekqz and siegfried129[/LEFT][/SIZE]

[LEFT]Preview: [FONT=inherit]http://i40.tinypic.com/35bv1qb.jpg[/FONT][/LEFT]
[LEFT]Download: [FONT=inherit]http://www.megaupload.com/?d=9R9FBE39[/FONT][/LEFT]

Megaupload lol. Didn’t they get taken down by MPAA/RIAA and other billionaire companies corrupting the U.S. government?

Totally digging that Taki costume. Capcom really ought to think about releasing DLC costumes made by the community. They (along with the creator) would make more money by putting out costumes that people actually want to buy, without having to buy a DLC pack for 3 other characters they probably don’t even use.

In this case, I would assume Capcom would have to “license” the Soul Calibur franchise from Namco and even then it would have to come from their designers and not from the community. User mods are fine but when you try to make something official you have to respect the original creator a little more.

Sorry to say this but the video doesn’t really help much. I’m assuming it’s just a matter of timing the kunai input properly. Not too fast else you get an empty jump or jump instant MP, and not too slow else the kunai doesn’t combo or you can’t combo off it.

Also kind of annoying having to listen to some rock music while trying to listen to what you’re saying in the video, imo. Not that I hate rock music but it’s too unnecessarily loud when trying to listen to your explanation.

As I’ve said before in the now gone cr.hp xx kunai thread: What gives me the most success is doing cr.hp with df+hp+mp then rolling the joystick via f,uf,u,ub,b,db,d,df,f then releasing MP negative edging the mp.Kunai. The rolling helps me with the timing. Worst case scenario you get empty jump which is a lot better than instant jump mp.

If you’re Desk i suppose you could even try another mp input after releasing it to further minimize the risk of empty jumping, but my fingers aren’t fast enough to do that (the kunai gets thrown too high).

Also it option selects neckbreaker on whiff which is good if you do it post FA crumple.

Also I’m planning to update the list in the near future. Has there been any further discussion on the topic with valuable data in this thread further back?

That’s partly my fault. I tried to get your thread merged with the Advanced Play Thread, “Stop Being a Freebuki!” (Advanced Play Thread)

But the mod did a poor job and basically hasn’t responded to my pm’s from weeks ago.

And there aren’t ever any SF4 mods on. Everyone seems to be a mod for an incredibly very specific part of the SRK forums.

Oh yes there it is. I saw the thread linked to the advanced play thread but I didn’t realize the posts would be somewhere in the middle of the thread =).

Anyway the previous discussion is still there then, so I’ll dig into it when I’ve got time.

They’re probably all modding the Tech Talk, or General Discussion part of the forum. You know. All of the parts of the forum that don’t pertain to actually playing fighting games. :rolleyes:

I tidied up the Tsumuji loop charts a bit. Specifically, I deleted several redundant loops such as cl.st.MK and cr.LK starters, which are basically the same as cl.st.MP , cl.st.MK. I also deleted the useless loop that works on T.Hawk. If you wanted to use a combo to end the round against him, just finish with HK Kazegiri or something or safe jump into chip damage.

As per Izuna’s request, I added the combo:
cl.st.MK xx mk.Tsumuji , f+LK xx Special (usually HK Kazegiri) vs standing and crouching

(full 7hits): 276dmg, 354stun
(6hits): 241dmg, 326stun

Adding a cl.st.MP at the beginning puts that number up to:
(full 7hits): 313dmg, 411stun
(6hits): 283dmg, 387stun

The difference in the 6hit vs 7hit is whether the last hit of the HK Kazegiri hits. You can always swap this out instead for a Raida or EX Tsumuji or SJC U2 or something. Additionally, this 1hit difference probably won’t matter if you were going to FADC into SJC mixups or something anyways.

Generally speaking, you should only expect the 6hit version, especially if your opponent is standing as the chances of getting the full 7hit version is lower. Getting 7hits on your opponent standing does not guarantee that you will get 7hits on your opponent crouching (eg: Sagat), if at all, and vice versa (eg: Juri).

While this combo does work on most of the cast, it is still hitbox dependent, meaning that should you choose to learn it, you’ll also have to memorize more character specific retarded shit.

Pros:
-works on most of the cast, including those who are not traditionally loopable, and including crouchers
-comparable damage/stun to standard Tsumuji loops
-excellent way to use MK Tsumuji as a hitconfirm to extend your combo, instead of simply going for a Low Ender

Cons:
-yet another unplinkable 1f link
-more fucking character specific shit to memorize