Am I the only one that cant perform the crossup fierce and roundhouse???
question about instant air kunais during blockstrings.
i noticed that I can only combo after instant kunais if they hit them in the feet, but never when i land on the other side, though i’m pretty sure i’ve seen videos of ppl comboing after landing on the other side after throwing the instant air kunai. im not talking about on wake-up, just after regular blockstrings. i tried comboing on counter hit too.
also, do the instant air kunais stuff reversals? for instance if i do the blockstring: cr.lp, st.lp, st.mk -> SJC IA kunai, can i stuff an uppercut that comes out after the st.mk and continue comboing? how strong of a frame trap is this? in training mode if i did it at normal timing i would get hit by the srk, the best i could manage was to do it really fast and trade with the srk, still not a good trade tho.
ive been trying to close space after blockstrings using lk command dash, but its too slow and leaves u at frame disadvantage, so ive been esperimenting with throwing the low kunais after instead of command dash, to catch a counter hit and keep up pressure.
oh and one more thing, can the instant air kunai hit crossup? i can do it so that i land on the other side but no matter how high i hit them i cant seem to get it to crossup. again, im not talking about on wakeup.
i ddint find much info regarding this tactic, if someone can direct me to some info or help me out id appreciate it.
far.st.LP is amazing range and comes out in 3-frames. Use that for your pressure, since you can walk in between them and easily confirm into a st.MK because of how stupidly high the frame-advantage is, especially on counter-hit.
AFAIK Instant Kunai is unsafe if your opponent simply backdashes. I’ll add you so you see what I mean.
yeah, its +4 on block right? ive been practicing that too, as well as using f-lk -> lk tsumuji for additional pressure as well.
pretty much just want to know if the IA kunai is a legit tactic to use in blockstrings/pressure, or if its more of a gimmick.
in this video the guy uses it quite a bit, i wonder if its only good in certain matchups.
and yeah add me up, i would love to get some feedback and suggestions from a good ibuki player.
Canada Cup is this weekend! ill be reppin ibuki so wish me luck (im reaaaallly gonna need it.)
edit one more question.
in air ryu’s blog he says that ibuki’s st.mk->mk tsumuji is a true blockstring, but i was always under the impression that u can uppercut between the st.mk and tsumuji, regardless of whether or not it is lk or mk version. can anyone clarify this for me?
I think that video is a bad example. More than half of his opponents were more interested in mashing ultra or reversal, and failing at it, than teching incredibly late throw setups. Like in the rushdown vs Guile, he was mashing cr.LP lol.
It might be good against characters with poor reversal options, or players with bad blocking skills, but I guess it can be useful as long as you only use it occasionally to catch your opponent off guard.
You’re correct that it doesn’t produce much frame advantage on block, if any. And sometimes it doesn’t even produce enough frame advantage on hit to combo. The problem is that the kunai has to hit as late as possible, and aiming it at your opponent’s feet is usually the way to do it. Kind of like aiming a dive kick. You want it hitting late as possible so Ibuki has as much time as possible to land, recover, then start a combo or blockstring.
One easy way to stop this pressure is to simply stand block. This makes it very difficult to aim the kunai, and like Yun’s dive kick, if the kunai is blocked too high, you are at a serious frame disadvantage, at least enough to get dp punished before you can even recover.
Air is incorrect. st.MK xx MK/HK tsumuji is never a true blockstring. st.MK xx LK tsumuji is a true blockstring though.
I don’t believe Ibuki is meant to continue infinite pressure, like characters with frame advantaged on block, move forward normals, like Dudley, Makoto, or Cody. IA kunai and lk command dash tricks rely completely on your opponent staying in the same spot and not pushing any buttons. If they don’t do either of those, then you might get punished.
cool, thx mingo.
yeah the reason ive been exploring options for continueing pressure is that lately my opponents have just been blocking the kunai on wakeup, and then i just do a blockstring into tsumuji, resulting in me being pushed too far away and ending up with no results. i havent been htting the kunai crossup on wakeup so they just block normally and then tahts it, no further pressure or mixup. i feel like i need some sort of way to keep mixup going on the ground if they block the kunai. usually i did lk command dash but since i started playing ppl who dont suck ass at SF, its very easy to react to and tech/srk or whatever after they see the command dash.
i guess i gotta back to the first step and work on hitting the crossup kunai more so that peeps cant block the vortex for free.
I do not believe that is a good way to train. Imo, it’s more important that you know how to do basic pressure than rely on having a vortex to get free damage. Focus instead on things like throw setups, frame traps, counterhit setups, etc.
If you successfully vortex your opponent 3 times in a row, what have you learned? Nothing. Just that your opponent guessed wrong 3 times in a row. If you successfully frame trap your opponent 3 times in a row, what have you learned? You learned that your opponent likes to push buttons in this exact setup. You learned that your setup is a good way of punishing this habit. And you gain more experience with a setup that will work even on characters and players that know how to deal with vortex.
A good way to practice this would be to water down your vortex game, or just not use it at all. Simply go for safe jump setups (which are equally as important as being able to vortex) and practice throw/frametrap setups.
cool dude. thx for the advice. ill work on my st.lp / st.mp frame trap strings and safejump setups instead of relying too heavily on kunai vortex. i think ur right, ibuki players should be able to mixup without even using kunais cuz of her many safejump setups.
oh i have a question about the ex neckbreaker unblockable setup. whats the best way to time it? super tight? pause somewhere? im assuming ill know if i did it right if i hit them crossup, cuz every other time i hit in the front or theyre crouching or something else wonky. and also, on characters that it is not unblockable on, its stil a legit safejump setup right?
i should upload some of my matches against relatively good players so i can get some feedback…
I don’t know the best way to time it. I’d say just practice.
I didn’t thoroughly test it against the rest of the cast, but I doubt it’s a true safe jump. You’ll certainly beat most reversals due to hitboxes, but it’s certainly not impossible to autocorrect it.
As Izuna said, I meant after stun. If the stun comes out of a pretty long combo, doing a Tsumuji loop is just making things difficult: why should I go for a 1f link which will cause no damage because of damage reduce?
BTW @Izuna, how well does cr.HP SJC LK Hien work? I’ve never tried it, I think I should consider it.
Okay, time for The Damascus’ Stupid Question Of The Day!
What are the uses for st.MP ? I just realized that I’m almost never using it. I’ve heard about a frametrap on block st.LP st.MP, is that right? So basically, is this move only useful when the opponent is blocking?
Another question: what do you do after a LK Tsumuji on block? I often go for st.MK xx Tsumuji (not too much since it’s easily punishable), but I’d like to know what you guys do in this situation
cr.HP xx SJC LK Hien works as the notation says. You super jump cancel the cr.HP into LK Hien. What else is there to say?
st.MP is all around a good move. It has I think pretty much the same hitbox properties as far.st.LP, making it useful in footsies where you want a slower far.st.LP with 3 times the damage and 2 times the active frames. It’s good as a frametrap since 5 is a good number. cl.st.LP is 0 on block, cr.LP is +3 on block, and cr.LK is +1 on block. Also it’s fairly easy to hitconfirm it, with some practice, and it even combos into itself. After a blocked st.MP you’re still in range for a kara throw, or you can throw out another st.MP and it’ll be an auto frame trap (+2 on block). On hit, st.MP does good damage, and st.MP , st.MP , st.MK works on most of the cast.
After a blocked LK Tsumuji, you need to assess what your opponent might do and try to counter their actions. Whether it be backdash, sticking out a poke, mashing dp, walking forward, do nothing, etc.
You can practically hit-confirm off of a st.MP alone, which combos after a meaty Kunai, and combos into either another st.MP (if opponent is standing), or straight up st.MK if you want to go into a Tsumuji or (crouching) right into Tsumuji/Neckbreaker.
It also works as a meaty set-up and frame-trap (after jump-ins). It’s pretty much my overall combo starter.
st.MP, st.MP, st.MK is Ibuki’s best damaging combo against crouching characters, and for standing it’s only beat by Tsumuji Loop or cr.HP SJC Kunai combos.
any tips against gouken’s counter? i played a pretty good gouken the other day and that counter makes me scared to kunai/safejump him.
i did find that iyo’s setup: empty jump into overhead catches gouken players whiffing throw alot, but if they crouch tech it will hit the overhead and reversal counter still beats it.
i guess i just have to bait them out? empty jump and go low instead or just empty jump throw, get them to whiff the counter and make them afraid to do it again?
oh and how do i punish it when gouken EX demon flips to escape on wakeup? can i land and then NB?
Pressure Gouken without vortex and safe jumps. Problem solved.
Parry is a strong reversal, but it’s completely useless if can mix up your attacks. Empty jump low and empty jump throw are two good options you already listed. If you know he’s going to wakeup parry or wakeup stand tech, you can empty jump into overhead into tsumuji loop for good damage/stun. Also making it look like a safe jump helps a lot, like neckbreaker , whiff b+MP , empty jump; credits to Iyo.
Crouch tech should not beat overhead unless you did it late. Reversal counter does not beat it because Counter has like 15 active frames or so, while f+MK takes like 26f to startup.
Just stay out of EX demon flip’s hitbox and trip guard his recovery. I wouldn’t try to neckbreaker.
I want to practice cr HP SJC kunai TC4. I tend to get either nothing but a jump punch or her super (I’m mashing). Can anyone suggest an input other than d, df ,f, uf because I whiff when I use that method. The other method I use is pretty much d, u, d, df, f which gets me a super cause my input is ass. Thanks guys,
Change up the timing if your inputs. During the cr.HP animation, go straight to uf and hold that down. Then when you think Ibuki is about to jump cancel, go back to down and input qcf punch.
Assuming your inputs are correct you get jump punch because you inputted qcf punch too early. And you get super because you got super input in there inside the super window timing.
Thx again mingo.
I know overhead goes over crouch techs but are u sure about goukens? That thing has a really high hitbox, I think it’s an anti air.
As for the iyo setup fake safejump, I found that when I did it with the b.mp timing it was too slow and I got thrown before overhead came out, and ended up doing straight up NB, empty jump, overhead. I don’t know the actual setup for iyos empty jump overheads if it’s different or the same as regular safejump setups an I’m just doing it wrong.
I’m pretty sure it does; it’s just a matter of getting like 4 or 5 frames into your f+MK before Ibuki gets high enough off the ground.
Maybe b+MP doesn’t work. In that case, try using st.MP. But imo, you shouldn’t even bother jumping at him. It simply limits your options in an obvious way, as you can only either safe jump or empty jump, or kunai but that’s pretty risky and even more telegraphed. Going for techable knockdowns like Kazegiri instead of Neckbreakers/Tsumujis is better imo.
Anyways, if you’re doing empty jump into overhead, you generally should not be getting hit by crouch techs unless your opponent crouch techs really really early. In this case, simply going for empty jump into low will beat it.
I was in training mode and did this. Not sure if its legit so I wanted to find out from the Ibuki experts.
When you focus crumple stun someone and dash forward, if you follow up with df+MK Ibuki crosses under. I know a lot of people reset situations by using crumple stun then throwing out a random normal to either cross under or set up a crazy situation.
Anyway the question is, is that a legit reset where Ibuki has an advantage, is it already known, or am I just sucky as Ibuki and found something useless? Thanks!