Ibuki Q&A Thread: Ask simple questions here!

Go into training room and record Ibuki doing a common knockdown, such as neckbreaker, and then attempting a meaty attack. For starters, I suggest something easy like cr.MP or st.MP (ie: something with plenty of active frames so the timing isn’t too hard). Then as Zangief, try to wakeup regular spd. EX spd and super/ultra have invincibility, but regular spd does not. Considering spd has 2 frames of startup, that means your meaty must be perfect, or maybe up to 1f off?, else you’ll get thrown.

There’s no real criteria on what attack you should use as a meaty. Preferably you want something with lots of active frames so that you can get lots of frame advantage when you do it late as possible. You’ll preferably also want something that can combo if it happens to hit your opponent (ie: they try to jump out or otherwise don’t block).

The idea of a meaty attack is so that you get extra hit-stun. It basically means that if you hit an opponent with a meaty attack, it has similar properties as a counter-hit. This is done by making the last active frame of an attack hit, so you have the normal amount of hit-stun with less recovery.

Let’s imagine a move has [3 Start-up frames]; [3 Active frames]; [5 Recovery frames]; and deals [9 frames of Hit-stun]

Start-up frames (3) -> Active frame 1 -> Active frame 2 -> Active frame 3 -> Recovery frames (5)
– The idea is that if the first Active frame hits, it deals X amount of hit-stun.

Active frame 1 / Hit-stun frame 1 -> Active frame 2 / Hit-stun frame 2 -> Active frame 3 / Hit-stun frame 3 -> Recovery frames (5) -> Hit-stun frame 9
– In this timeline, you’ll see that the Hit-stun frames started on [Active frame 1], and the frame-advantage is +1

If we imagine that the opponent was hit on [Active frame 3] we see something interesting.
Active frame 1-> Active frame 2 -> Active frame 3 / Hit-stun frame 1 -> Recovery frames (5) -> Hit-stun frame 7 -> Hit-stun frame 8 -> Hit-stun frame 9
– In this timeline, we have a frame-advantage of +3, allowing us to have new combo ability.

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What MingoDynasty is talking about is using an attack to that it’s active frames overlap with an opponents first wake-up frame, which means that should a non-invincible Reversal move some out, it will be hit.

In Third Strike we used to use meaty attacks to punish Reversal attempts, but almost everything in this game has invincibility frames on it. Interestingly enough though, if you did a meaty attack on Dudley with no meter, and he tries to DP, he will get stuffed.

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The main application of using meaty attacks in SF4 is to punish wake-up crouch-techs, or to increase block-stun on certain moves. Unfortunately enough, normals in SF4 have too many recovery frames so you can’t do a meaty and recover in time to block a DP.

Practice cr.mk to st.mk if you want to practice a useful, easy meaty. Just sweep the dummy to set it up.

Why would you use cr.Forward? It has more recovery frames than cr.Short/crouch-tech has, and also more start-up.

I think it is a good example because it has a lot of active frames (5) and he can tell if he did it correctly by whether or not the standing mk comboed afterwards.

Why would anyone use cr.lk as a meaty? You can combo from it without meaty on hit, it doesn’t have much knock-back, it leaves her positive on block, and is only active for two frames.

You can combo into st.Forward if cr.Short is done meaty. Crouch-teching as a meaty is very common with many different characters. With Makoto it allowed her to hit-confirm into Ultra 1 too.

Anyway my point being is that there is no benefit to using cr.Forward as a meaty attack over a crouch-tech, especially since a cr.Forward is 0 on block where as a crouch-tech is +1.

Are you talking about reversals or meaty attacks? I was telling him to practice doing cr.mk to standing mk on a dummy after knocking it down.

Why would you do a crouch-tech as a meaty? They can’t throw you until at least three frames after they wake up, so it is the same as just doing a crouching light.

In case you mess up the timing.

You can do a meaty cr.Short into st.Forward. Again, there’s not benefit in doing cr.Forward instead.

I think I understand your perspective and I’ll concede rather than start delving into theory.

Sorry for being a bit like a prick. It’s just that I’m trying not to put any false info on these boards because a while ago on the Makoto forums everyone was convinced that MP Fukiage allowed her to escape the Vortex.

No worries, I totally understand.

1f link timing meaty lol.

I need help on Sj dash follow up after the b mp anti air ive been at it at least 30 min and still cant get it down on pad its really easy on stick but im trying to learn it on pad 4 when i play at night. Any tips i keep super jumping forward and kicking lol ?

after the b+MP you’re supposed to special cancel into Kasumi Gake (Command Dash). You only superjump cancel into a command dash when you st.HK. Make sure the first hit of the b+mp hits

oh no i no how to do the follow up were u dash then standing hk then her blue dp kick thing , just how do u get the dash after the st hk after b mp dash

Oh there’s a list in the guide for this.

Um, try seeing if you can get the timing down by listening to my buttons here:
[media=youtube]6OLsXpfVHPo[/media]#

skip to 2:25

You super-jump cancel it. Do the st.hk, then do a tiger knee motion (start from the down position on the stick, move the joystick around into up-forward), and press a kick. Basically you’re cancelling st.hk into a super jump, but then cancelling that super jump into a dash. It’s quite difficult to do without a heavy dose of practice.

The timing is pretty strict and difficult to assimilate.

Try one thing: go training. Put your opponent in total guard mode. do st.HK, try to SJC it to a LK command dash.
Basically you have to press “LK” a bit later than HK’s first hit. It’s difficult to explain it, I personnally kick and start the SJC motion a little bit after I pressed HK. Train and you’ll find what I mean, you just have to know the timing

Actually it’s not hard at all. It’s just that people don’t realise you do the Kasumi Gake AFTER the 2nd hit, not during. There’s a sizable delay. Just attempt to listen to the audio of it happening and copy that. The delay for the HJC is exactly the same as the audio delay when you do Ageman xx Kasumi Gake.

Just make your like easier by starting the :qcf::uf: motion just after you hit the Roundhouse button, and accurately come up to :uf:.

Don’t input the SJC cd too early or else you’ll be making it harder on yourself. Wait until both hits of cl.st.HK are blocked, then input it.