Iyo uses it, so I’m sure it’s safe. Safe is his middle name.
Option-select it.
Iyo uses it, so I’m sure it’s safe. Safe is his middle name.
Option-select it.
I don’t think you even need to option select. Ibuki should land and recover before Ryu’s backdash finishes. This means free combo.
Yeah you literally only have to take one step forward and do your target combo to punish
Does Ibuki’s QCB throw count as an air throw or an unblockable to anyone after doing EX kicks in the corner? I’m trying to figure whether or not this is a glitch.
It’s not a throw.
What?
He thinks Raida is unblockable, lol
It’s unblockable after doing EX Kicks in the corner.
It’s a combo, is it not?
Yes it is.
It’s a command throw. After successfully landing an ex tsumuji in the corner, you can combo into it with a raida. No, it’s not a glitch.
haha, no one knows what a hit-grab is.
Holy shit, it’s an unthrowable special for god’s sake!! /discussion
What are you on about, it’s unblockable. In fact, so many of Ibuki’s moves are unblockable. After EX Kicks, you can’t block her Up-kicks!
Question for a particular mixup:
In the corner: [any combo] - EX Tsumuji - Kazegiri FADC cr.HP – ???
I’m currently trying it, after the cr.HP you can either:
Do you know if there us another choice in this case?
You can do a lot better than j.LK crossup in the corner after a reset on certain characters. I tested them all here: https://docs.google.com/spreadsheet/ccc?key=0AqClL3kJPchYdFlDd0VhMmt4R0w3TVdJQ2hHX29GLUE#gid=4 (column i)
The kunai is basically a mini vortex. You can do it early and stay in front, or you can do it late and possibly have it crossup. Or you can just go for crossup j.HP on certain characters. Or you can neutral jump HP.
Wait wait wait. I am feeling stupid right now. You can land a cr.HP after an EX tsumuji in corner? I was usually going for kazegiri FADC cr.HP… now I feel like I’ve lost kilometers or meter for this one.
So basically, what you put in the spreadsheet is the best/most ambiguous thing to do?
Thanks a lot. Any lead on who’ll get hit by the crossup kunai?
Oh, and yesterday I landed for the first time in my life cl.HK - sjc LK cd - cr.HP - SJ - LK crossup. I feel like I’ll reach 2 000 PP someday. The funny thing here is that when I play online, I am having really nice matches against good players (ie > 7000 BP), I beat them on a regular basis, and the following match, I loose against a flowchart ken who’ll mash DP whatever I do, and… it works on me. Love this game -__-
And last question: what blockstring do you usually go for when the opponent is guarding? I often find myself just doing something completely free such as cr.LP MK, and I get punished.
Juggling cr.HP in the corner is character and spacing specific (see the chart again, column H). If you go for a long combo like tsumuji loop and end with EX tsumuji, you will almost always have to Kazegiri xx FADC to get closer and connect the cr.HP. Kazegiri xx FADC also allows you to combo cr.HP on characters that you can’t do it on after a TC4.
“Best” is subjective. If you can land a j.HP or nj.HP, go for it. It’s the max damage. As for ambiguous, I think the mini kunai vortex is pretty damn ambiguous. You can also go for j.LK and sj.LK which may or may not crossup depending on the character and the corner. I haven’t tested that though.
Everyone; depends on how late you kunai.
"good players (ie > 7000 BP)"
lol
Depends what your goal is. True blockstring? Frame trap? Throw setup? Specific spacing? Build meter?
Story of my life…lol
If you try lk tsumuji after that I think you are safe.
Just a few basic questions on Ibuki as I’m slowly picking her up.
What is her TC4 on block?
Is there any practical use for her f.hk and far hk?
What is LK and MK tsumuji on block/hit?
What is st.mp and st.mk on block?
How fast is far lp, st.mp and st.mk?
I know I can look up the frame data but they’re not too reliable sometimes so I just want to know the exact frame data from the experienced players here
According to frame data: +1
f+HK is kind of useless right now. It’s only somewhat useful if you need a normal that gets you off the ground and has half the startup of f+MK overhead. In this sense, it’s ok in footsies to counterpoke stuff like slide or Honda’s st.HK. You don’t really get any followup off it though. If you use it as a frame trap, you can link st.LP after counterhit, but this is a 1f link. AE 2012 should make this command normal better.
far.st.HK perhaps as a far antiair, but Ibuki has better antiairs to cover this range. Otherwise kind of useless imo, and really really situational.
You should really learn to read frame data: http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Ibuki
LK tsumuji: -4 on block, +3 on hit
MK tsumuji: 0 on block, +4 on hit
st.MP: +2 on block
st.MK: -4 on block
far.st.LP = 3f startup
st.MP = 5f startup
st.MK = 5f startup
Hmm, I was able to answer most of that without even looking at her frame data. I guess I’m a frame data nerd.
The frame data is usually pretty reliable. I wouldn’t have any reason to believe otherwise.