Ibuki Q&A Thread: Ask simple questions here!

@Mingo:

Building meter/specific spacing/throw setup are okay for me, but I have trouble finding an appropriate blockstring & frametrap. I just started trying st.MP in training, but I still don’t really know when should I go for it, I was hoping Izuna would show me when we played together, but he didn’t use it a single time, even against a friend of mine who was playing Ryu.

Eh?! I’ve done cr.LK, st.MK a bunch of times. I even did st.LK into Yoroitoshi. If that ain’t s frame-trap, I don’t know what is. I don’t know if I did it to you though, but I mostly do cr.LP (delay) cr.LP.

st.MP as you say specifically, is a frame-trap when you do st.MK after.
EDIT: I’ve just checked, in our earlier matches I did st.MP, st.MK along with st.MP, kara-throw.

Hey all. Quick question. Sorry if Its been answered.

I can’t super jump kunai. I get super. This makes it tough to do a lot of her kunai mix up. Any suggestions?

This is just a case of you rushing the inputs, but you don’t have to Super Jump to land a meaty Kunai.

Off of a neckbreaker I can’t seem to hit it ambiguously without super jump. I find it tough to land this. Do I just slow down? What if I’m close by? Kunai not worth it?

I have problems with these setups. Dive kicks, akuma air fireballs, kunai… All these ideas fall flat for me for some reason.

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You don’t even have to throw a Kunai. =)

Hit ambiguously? Do you mean crossup or something?

What?

Are those meaty setups or is your opponent doing them at midrange, or what? What’s the scenario?

I have the same problem, 'cause I mostly super jump by inputting 2369 rather than just 19. What I do in this case is… Loose meter on purpose. Either a mashed EX Kazegiri, or EX air kunai for example. Stupid but heh… it works :stuck_out_tongue:

Sorry. My understanding of ibuki vortex is that it should be confusing where you are and where the kunai hits. So off of a neck breaker the only way to cross up is a super jump. But I super jump, kunai… Get super. Not too bad if I only have 3 bars but if I have super this could be bad.

If I end a combo on something like throw…should I not go for kunai mix up as I find it hard to do kunai vortex this close.

I’m confused. I played flash metroids ibuki and he threw 2 kunai to mix up. Was confusing. Ha. Didn’t expect it. Am I looking in the wrong direction? Is kunai overrated?

Walk forward , jump kunai. Or just go for meaty jumpin like j.LK or crossup j.LK.

Throw , walk back , jump kunai.

Yep kunai vortex is overrated, imo.

kunai vortex is definitely overrated. it pwns noobs, but every good player ive played can block it consistently, since its relatively ez to tell which side shes gonna hit. I played with Xian over the weekend and he even said that it’s not ambiguous enough. to make it ambiguous u have to start doing shit like super-jumping to make it look like a crossup and hitting the kunai early so it hits infront etc, like double-layered gimmicks. plus there are ways to escape it without even having to block. imo it was godlike day 1, but once ppl broke it down they realized its really more of a gimmick. seems that with every new ibuki player its always the first thing they try to learn tho. safejumps are really the same if not better, plus u can OS them.

thats my 2 cents. im a scrub tho lol.

is there any taunts that have invincibility kind of like sakura or fei long?

I still don’t believe Ibuki’s vortex is a gimmick. Unless your opponent is Bipson or Gouken or some character that can blindly shut down vortex, then you should be using it to its full potential. Now, this doesn’t mean you rely on it or use it as a crutch like 99% of Ibukis you see today, but maybe treat it as a safe jump that has the possibility of crossing up, mindfucking your opponent, and/or netting you a free combo.

If your opponent was good, they wouldn’t have to mash FA dash everytime they see you jump, would they? Simply mixing up kunai and non-kunai vortex will already make your okizeme much stronger.

I don’t know where you got that from, but no taunt in this game provide any sort of invincibility. Perhaps you’re thinking of lowering or moving your hitbox around to maneuver around projectiles.

@KawoXD:

The question I have here is: how many setups do you have for vortex? Seriously, unless your opponent found your pattern (ie. your name is Damascus and you keep Tsumuji’ing - super jump kunai), or has an easy way to escape it (Gouken’s parry), it is DEFINITELY not a gimmick. Try variations, try adding a 3MK before jumping to get it even more ambiguous… If you cna hide what you’re gonna do, your vortex will kick ass…

@Mingo:

I think he’s speaking of a taunt like Dhalsim’s one (I’m no even sure it’s a taunt lol, I can’t force myself to play a character I hate ^^ ), which is use to avoid fireballs…

i need moar variation for sure. my mixup is getting better but ur right i do the same setups too often. =(

Guys, how do you usually vortex/safe jump a 3-frame DP shoto? Let’s take Ryu as an example: what do you use for timing your Kunai? I can’t do it consistently and I find it extremely frustrating to have my kunai stuffed with a mashed DP while I’m supposed to know my safe jumps…

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Izuna is the MAN!

I’m gonna train right now

I’m watching high level play for ibuki…why did I learn the kunai mixups? Looks like no one really uses that after knockdown.

just because it doesnt work against pros doesnt mean it’s not working against semi-pros.
the more you know, the deadlier you are