I’m speaking on block =) I’ve actually never used that but I recall reading you saying something regarding Ken’s Tatsu. Is it the HK? Punishable on hit?
This might be dumb, or extremely situational, or completely worthless but i figured id throw it up here for your input regardless. I was putzing around in the hyperbolic time chamber trying to get st.MK>sjc>U2 over and over when I ended up doing the command dash. this happened quite a bit, was practicing my execution. But then, one time i did the command dash and it looked like it got cancelled into U2 or maybe it was buffered and just came out on the first available frame after. I never seen that before so i sat for a while trying to get it again and eventually i did, although this time im sure it was a buffered ultra off of the command dash.
I might not be explaining that properly but i happened to be streaming it on twitch at the time so i pulled that video down and chopped it up to show you. again, this could be worthless but i think a delayed ultra off of a command dash could possibly be a good trollolol tool?
first time was accident, second time looks to be buffered.
[media=youtube]rkYC_JT4jbw[/media]
Nothing surprising in here. You just do a Kasumi Gake and and ultra right after the command dash =)
You can also kara some moves with the kasumi gake, such as Raida, not sure for ultra 2 though
Yeah, I’m using the charts to make sure I get it right.
I found another method that’s working for me. It would be easier to explain it in numeric directions. It goes like:
2+HP 5 12369 2+P
It’s working out for me, but I’m not sure which method is more consistent for me right now. I’ll practice more tomorrow and see which I feel better with.
Just for future references if you want to show inputs, there’s a little box next to the “Font Size” box that let you up emoticons in your replies.They include arrows. So your method goes like this: :d:+:hp: , Neutral , :db::d::df::f::uf: , :d:+:lp: (or :mp:)
Which low combos do you guys use? And how do you use them?
Right now (combo wise) I’m comfortable with:
[LIST=1]
[]↓LK x LPxxMPxxHP (TC4)
[]↓LK, ↓LK x LP, MK
[]↓LK, ↓LP, MK
[]↓LK xx ↓↙←LK
[/LIST]
My notes on the combos:
[details=Spoiler]TC4 chain doesn’t always work on certain characters (guile comes to mind) and doesn’t always go into loops (distance, character dependent) so I try not to use it.
↓LK↓LK combo works well but you must be right next to them for it to work consistently on a few of the cast (sakura, crouching vega come to mind). Doesn’t necessarily loop but you don’t necessarily need it to; ending in MK allows for neckbreaker. Picked this up from Izuna.
↓LK↓LP combo is what I see a lot of people use for low mixups and I’m pretty comfortable.using it now but seeing as it isn’t a blockstring I don’t see much point in using it when the main purpose of the ↓LK is to hit low.
↓LKxxTsumuji is what I’ve been trying to use when I go for either a fake safe jump or fake cross up for minimal pushback and low mixup so I can attempt loops. Its a cancel so theres no real risk of fuckup the damage is the same as ↓LK↓LP after loops and scaling.[/details]
I guess my big problem is justifying their use. I’ll bring them in if I notice my opponent not crouch blocking too much but that aside I’d rather be able to punish backdash (via OS), be safe from DP during the confirm and not have to risk dropping the link than force my opponent to block low (which most of them do anyway). I think making my approach more random is always a good thing but in this case the cons tend to outweigh the pros.
Thoughts?
I only ever go for cr.LK , cr.LP, or sometimes cr.LK xx LK Tsumuji.
- Anything you do after cr.LK will be a 1f link, except for far.st.LP, which doesn’t work on all characters, and is spacing dependent (you might get cl.st.LP by accident).
- cr.LK doesn’t chain into anything, so going into a low will never get you a blockstring. Not even cr.LK xx LK Tsumuji is a blockstring.
- Since cr.LK doesn’t chain, option selecting anything off it will be very very hard if not impossible.
The best thing you can do to accomplish 2 and 3 is cr.LP xx cr.LK + cr.HK , cr.LP. cr.LP chains into cr.LK, so that’s a blockstring, and you can easily option select sweep. But it’s still a 1f link back into cr.LP and might not work on all characters (Sakura comes to mind I think; spacing dependent).
The best solution is to only go for a low when you really need to, or when you think your opponent is not blocking low. An easy way to see this is by paying attention to how they’re blocking when you do your normal strings (ie: are they standing or crouching?).
Isn’t c.LK, c.LP a one frame link? Why don’t you just c.LK, c.LK instead? Its also a frame trap with a 3 frame gap during block. You can also plink c.LK with LP to make them 2 frame links, and then go for a s.LP which will make it a 2 frame link, 3 frame if blinked.
You can also get a tsumuji loop from two c.LKs. So the damage output is still there. (But not as refined)
c.LK also allows for a frame perfect tick throw. You can hit confirm two c.LK into a s.LP or a throw. (kara it if needed)
The timing isn’t really hard to do. When you guys think of 1-frame links you think of tsumuji loops, which are MUCH harder to time correctly and consistently. But, when 1-frame links are spaced this closely, you wont really have an issue landing them. I learned you could link them together and would always do it online thinking it was a 2-3 frame link, until I read somewhere that it was a 1-frame link. >mfw. I don’t see why Ibukis don’t learn it.
When my opponent isn’t blocking low I’ll just go for a c.HK instead. Or frame trap into it (at a distance). c.LP into c.HK is a 3 frame gap on block.
I also use c.HK alot, its so good. It’s a damn good poke, good start up, starts your vortex and only punishable buy something like a reversal ultra, which requires some damn good reactions. Using it in block strings at max distance is good too, but you wont be able to pressure them afterwords if they block low.
As far as using c.LK, it would be the same as using TC4, you need to be in their face to use them. Sako uses it alot, kunai into c.LKs, walk-up c.LKs, empty jump c.LKs, dash up c.LKs, and he always uses LK command dash after a missed tsumuji loop to continue the pressure with c.LKs. It’s a frame trap, a damn good one too. Mixing that up between throws and more frame traps or counter-hit setups, is how you are supposed to play SF4.
if your purpose with the cr.lk cr.lk frametrap is to beat crouch tech. im sad to say it doesnt work on those who do it right.
atleast 4 or 5 frames gap to beat crouch tech. cr.lp cr.mp etc.
i would call this an online gimmick. when people miss jumpins or get reseted a2a they allways seems to go for standing throw tech. this place is the best use of cr.lk to pin down your opponent
Because cr.LK can’t go into Neckbreaker, and cr.LP simply allows you more time to hitconfirm (ie: can link into st.MK).
cr.LK , cr.LK , st.LP doesn’t work on all characters at all spacings (eg: crouching Blanka?).
You can also loop off cr.LK , cr.LP. cr.LK , cr.LP , kara throw also works on almost the entire cast (can’t think of anybody who it doesn’t work on actually).
When I think of 1f links, cr.LK cr.LP link is one of them, as I believe it’s a necessity for every Ibuki player to learn to have some sort of low game besides TC10.
cr.HK should really only ever be used at max range, and if you’re at that range and you happen to hit your opponent, chances are you probably could have done the same thing with another whiff punisher like st.MK (which would be alot safer). If you’re using it closer, you should be going for TC10. Lots of characters can punish it without a reversal ultra… it also doesn’t require gdlk reactions: if that were the case then Ryus would be getting away with their punishable cr.HK usage all the time.
tl,dr I use cr.LK , cr.LP a lot, but I think cr.LK cr.LK is worthless unless you know what you’re doing.
Unblockables, Option Selects, & Safe Jumps for every character. The person that made this video does not have the exact inputs but its pretty easy to tell what he’s doing.
YAY useless info!
I tired it on some of the cast, so far only Rufus. I think its because Ibuki’s hit box doesn’t reach back enough to hit his front leg. She’s in too deep.
Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:
- Best BnB combo
- Best punish combo
You can use max 3 bars, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super. Thank you
Depends how you define “best”. Most damage? Most stun? Mixup potential (oki, reset, etc.)? Imo, every bnb combo should work on close to 99% of the cast, if not the entire cast, otherwise I’m not sure why it’s called a bnb.
Without a definition, I cannot list Ibuki’s “best” bnb or punish combos without making too many assumptions.
Best combo = best damage. I want to make a dmg comparisson, so Iet’s asume you want to go for the biggest dmg.
You’re right, a bnb should work on most ofthe cast, I just added that just in case.
So what would be Ibuki’s best bnb and best punish combos - dmg wise ?
They should also be practical (at least Sako should be able to do them consistently)
Have to work midscreen, no counterhit, no jump in, no Super/Ultra.
Then what differentiates a “bnb” from a “punish” combo? Are they one in the same?
For punish combo, my vote goes to
cr.HP xx jump kunai , st.MP , st.MK xx LK Tsumuji , st.LP , st.MK xx Neckbreaker
Note: LP or MP kunai depending on character, spacing, and screen position (although the only-midscreen assumption covers this one).
You might be able to get more damage by swapping the Neckbreaker for Kazegiri xx FADC , Kazegiri, but the added damage is hardly worth 2 or 3 bars imo.
Damage comparisons with that much meter are difficult to recommend in practice, because in Ibuki’s case, she is almost always better off simply doing a safe jump or reset into super for very high chip. Rather than try to do some math fighter to finish off your opponent.
I made 2 categories for combos:
- BnB: your standard hit confirms, usually started from a light normal. Ex - Balrog’s cr lp-cr lp - cr lk xx H Hb (he has better bnbs, but just an example)
- Punish combo: combo you do when your opponent screw it up: ex Balrog does cr Mp xx H Hb (again, he has much better, but…)
It’s a rough definition, and characters don’t play the same (for some, bnb and punish combos are the same), but…
Regarding Ibuki:
-
No, if you think it’s not worth spending the bars for fadc Kazegiri, then I keep your combo with Neckbreaker. I want to have practical combos, that people actually uses it.
-
for Ibuki’s BnB: I found: cr Lp- cr Lp - cr Mk xx M Tsumuji = 152 dmg.
Does she has any better Bnb (dmg wise) ?
In that case,
cr.HP xx jump kunai , whatever
would be Ibuki’s best bnb, because you can technically use the kunai as a hitconfirm. If I am stretching the definition too thin, then my next vote goes to
st.MP , st.MP , st.MK xx Neckbreaker
Ibuki’s cr.MK is not special cancellable. Were you referring to st.MK?
My bad, it is st Mk.
Hm, I don’t know much about Ibuki, but her cr Hp is 9 fr start up, quite slow, so i’m not sure if this might be a legit bnb…
What is the best BnB (hit confirm) combo Ibuki can do starting from a light poke ? (also practical)
What does the startup on cr.HP matter?
From a light poke,
cr.LP , cr.LP , st.MK xx Neckbreaker
or if you want a low, at the exchange of a 1f cr.LP,
cr.LK , cr.LP , st.MK xx Neckbreaker
This is why comparisons are difficult, because everything is situational.