Yeap. If they’re mashing and you miss the link, you’re eating that DP or SPD or whatever.
Lately I’ve been going for loops all the time when I play and it’s applicable. No Blinking, double tapping or anything, I just hit the damn button lol.
Yeap. If they’re mashing and you miss the link, you’re eating that DP or SPD or whatever.
Lately I’ve been going for loops all the time when I play and it’s applicable. No Blinking, double tapping or anything, I just hit the damn button lol.
Yeah, it’s not that hard. Thanks for the clarification, gotta study my opponents in these situations then, I guess. Well, the better ones.
It’s kinda silly on PC right now. Most people don’t know what to do when they face Ibuki, those that do usually main her anyway or came from consoles. Not exactly an optimal enviroment for learning the character from scratch, which is why I have to resort to these questions here.
I tend to go for Tsumuji Loops only when I need a long hit-confirm after Okizeme. I just do TC4, st.LP, st.MK or st.MP, st.MP, st.MK as an after stun combo or punish. If damage scaling is minimal, there’s like zero point trying to do a 1-framer.
Well I’ve been messing with Ibuki since yesterday, she’s more anti-scrub/anti-reversal mashing then I thought which is badasssss. (& NB Punish from anywhere if baited + it starts Vortex? sweet) Stupid things like no one being able to punish a EX DP from me cause of the Kunai afterwards makes it feel so powerful lol (Probably since they aren’t many Ibukis). And her overhead special which the guide said not to use without bar for some reason never gets punished if I use it even on block (She gets pushed almost full screen away, is it really that punishable unless someone is storing a full ranged attack?** Like the max a shoto could do is a hadouken from what I can tell at the moment)
I have another question though, might be a stupid one…But Ive been doing pretty good with Ibuki’s Vortex…Only thing is, im not really using her Kunai mixups yet lol, Im using her Ambigious Jump LK crossups which tbh even look harder to block since the opponent has less time to think and they are very ambigious. Are there any clear advantages to mostly using Kunais as most seem to do? Both beat Reversals, both should do around the same DMG/Stun, but the Kunai gives the opponent more space to think. (Stupid question; im pretty sure both have uses but you can’t always go for LK/Gotta keep confusing opponent lol), its just im having so much succes with the LK Crossups lmao (It seems unless you rly know the matchup it’s very hard to block) & having a bit of trouble connecting/controlling the arc and comboing after Kunai. But im probably fighting against bad players not knowing Ibuki so I should incorporate some more ninja, will do though >_>
(Note: Newb questions above- making- me -sound- like- I -haven’t -been- playing -SF4 -for years) Well I guess I know the answers already but w/e lol, well its only day 1, she’s super fun mon especially against people who never fought her before lol.
So you’ve been playing people that don’t know the Ibuki matchup. I don’t want to ruin your fun now, but try not to abuse it too much, and don’t act surprised when you come across someone that knows how to punish those things.
For reference, see this unfinished chart: https://docs.google.com/spreadsheet/ccc?key=0AqClL3kJPchYdFlDd0VhMmt4R0w3TVdJQ2hHX29GLUE#gid=2
Some day I’ll stop being lazy and fill it out.
Good luck doing straight up kunai vortex on characters such as Bipson and Rufus, and to some extent, Sagat and Chun, etc.
Both kunai vortex and j.LK/other meaty setup have their uses. For example, vortexing a good Bipson is nearly impossible, especially when he has meter, forcing you to stick with safe jump setups or other meaty setups (such as crossup j.LK, but the timing is strict else you risk eating an EX PC). On characters like Rufus and Blanka, their U2 can pretty much shut down any sort of kunai vortex, forcing you to mix it up with j.LK crossups and safe jumps instead.
For reference on what your opponent’s options are, see this: https://docs.google.com/spreadsheet/ccc?key=0AqClL3kJPchYdFlDd0VhMmt4R0w3TVdJQ2hHX29GLUE#gid=1
There is also the difference of recovery. Throwing a kunai has much more recovery than a meaty jumpin. This means certain characters can simply FA dash away, and it’s up to you to reaction punish it (kind of strict imo). Otherwise you’d have to vary your vortex landing so you stay on the same side, but then this loses some ambiguity, and it’s much more unsafe to reversals. On the j.LK side, it’s generally unsafe to autocorrect reversals, though you can turn that into your favor by mixing in kunai vortex.
Also because of the recovery and timing, you have more time to hitconfirm with kunai vortex, than a jumpin (unless you do j.HP or something). This paves the way for cl.st.MP combos and tsumuji loops that don’t involve TC4, compared to j.LK jumpins which almost never provides a true blockstring (important when facing dp FADC characters).
There’s more to say about kunai vortex vs ambiguous jumpin vs safe jump, but you’ll probably learn eventually.
This is probably a case of execution but should the c.lp,c lp, s.mk to tsunuji kick meant to be that hard?. I can sometimes nail the combo and on its separate elements the c.lp,clp to smk I can easily do however, when I add the tsunumi kick it sometimes doesn’t come out yet I can do s mk to tsunuji kick easily on its own.
No, it’s not meant to be hard. It’s a basic 2f link. Plink it if you have to.
Practice.
Thanks, its a case looking at the input that I don’t complete the tsun that I think I press the mk for the tsunmuiji kick too early so comes out mk, d,db,mk
I need some advice about the vortex vs sagat. Up until recently I’ve had no problem landing it, but recently my brother stepped up his game and I can’t get it on him anymore. He just dps out and takes the kunai damage.
Is there anything I should be doing to prevent this? Or does sagat just have a way out due to the way his dp arcs? Anything is helpful. thanks guys.
When he mashes dp, he goes into a juggle state, similar to Ryu’s jab dp in super, and Ryu’s fierce dp in AE. To counter this, you can simply follow up with another instant kunai. If he mashes dp again, simply repeat until he blocks it or gets hit standing (ie: until he stops mashing dp).
Another way to take advantage of this is to continue the juggle, with raida or kazegiri or cl.st.HK or cr.HP. Raida and kazegiri are the easiest, and I suggest you start with those. You get a safe jump setup off raida, and kazegiri is basically the same sort of knockdown as if he only ate just the kunai for an empty juggle. So you can usually do something like kunai (start juggle) and juggle with kazegiri, then instant kunai again for another vortex. This depends a lot on him quick rising though, so you’ll have to be really good at your vortex timing to do something like this.
Your last option is to simply empty jump over, or otherwise avoid kunai vortex. Let his dp whiff or get blocked or whatever, then tsumuji loop his ass. If you use tsumuji loops in your combos, you can basically kill/stun Sagat (and most other characters, for that matter) in less than 3 combos.
ok. I didn’t know that when he is falling he is in juggle state.(edit: falling from the hit of the kunai) He does fall when he is very close to the ground but I am going to look into this. I just wonder if I can recover from the kunai quick enough to still hit him.
I also looked at some posts about safe jumps so I’ll have to mix those in more. My brother is pretty good though he just doesn’t mash out Dp all the time for no reason. If he doesn’t see the kunai he most likely won’t do it. I’ll take all your advice into consideration. Thanks again.
Reacting to the kunai is very hard. I’ve been maining Ibuki since day 1 and even I can barely do it. Most likely, he’s recognizing your vortex patterns and reacting to your super jump, since almost every time an Ibuki superjumps, that player usually throws a kunai. If you mix up your vortex enough, I can almost guarantee you that he’s not going to be able to reaction dp, or at least won’t know when to dp.
Out of curiosity Mingo, under your handle it says “I make Videos”. Just wondering if that is referring to vids for sf4
After an antiair hk juggle is it possible to kara raida after the second hk? It should being that raida and dp could be used interchangeably for Ibuki in juggles but I cant get it to work.
No. The dp does less damage and less hits after 2 close st. hk because it’s the third juggle and raida only works after one previous juggle. I don’t really know how to explain it I just know it won’t work. It would be like trying to anti air back mp command dash st. hk then raida.
I make vids for everything, from WC3 to CSS to SC2 and SF4/SSF4/AE.
Or you could just hit the link and check it out.
Why would you need to kara raida in the first place?
If he’s doing antiair cl.st.HK, isn’t it only one hit?
What Im trying to do is [antiair] hk, hk, raida. Well I should say i want to see if its possible because it seems like it should work if you add a kara.
It doesn’t cause the juggle mechanics in this game won’t allow it. Already tried it a million times, save yourself to time and trouble lol.
Yea but he said after the second hk.
You can do one anti air close st.hk then raida but you probably already know that.
Ah thanks MingoDynasty for the indepth answers
On a side note; Who are the best Ibuki players in the world? especially some Japanese Ibukis. I know of Sako, Clakey, F-word, Lincoln(?) in general. I wanna check some replays out for entertainment and teachyness. Also who are the top 5 US Ibuki players?