Maybe so, but I believe in the saying: “learn to walk before you run.” Having him learn proper vortex timing or super jump cancels isn’t really a top priority when he first needs to learn basics, such as footsies, spacing, and applying basic pressure.
Agreed.
To each their own. Then again I’m talking about casuals or practice. If you mean win tournaments, then that’s another story.
Ryu and Ken don’t have 2f links that they can hitconfirm off of? He’ll probably just hitconfirm off TC4 anyways like the rest of us.
That’s what I’m most concerned about.
I remember when I was a scrub Ibuki (and I’m still terribad) I would straight up autopilot and/or abuse lag whenever I got frustrated and then feel happy again that I was able to random my opponent out.
Yeah, this is the biggest problem with having Ibuki as your first character, but I guess in Evil_Scrag’s case he’s using Dhalsim every now and then which would definitely keep him from being on auto-pilot too much.
Yes but you can backdash and punish this… It’s definitely a bigger risk if you don’t space the Kunai properly, it’s probably a good idea to practice this against Rose actually.
Anyway the set-up you’re talking about isn’t like the safe-jump set-ups where you use a normal for timing, there’s a bit of time where he’s keeping this stick in neutral. Sometimes people whiff normals for the sake of it haha.
since i picked Ibuki ( the past month ) for me the cr.lp cr.lp st.lp xx st.mk xx special and then i do the vortex usning the same combo.
so do you think it’s a bad habit or it’s better to vortex with TC4 ?
There are plus and minuses to this approach (I personally use it almost every time I attack)
TC4 starts with cl.LP. So:
[LIST]
[]On the plus side, cl.LP has 3 frames of startup and is Ibuki’s fastest normal with st.LP. It should help you to hit more often if you have trouble
[]On the minus side, cl.LP is space dependent (you may get st.LP and then fail to do a TC4)
[*]Another minus is that TC4 does not connect on certain crouching characters
[/LIST]
cr.LP st.LP st.MK xx special:
[LIST]
[]First drawback: cr.LP is 4 frames startup, so you may fail combos that are easier with TC4
[]BUT, this connects on more opponents crouching, and if it doesn’t, you can cr.LP st.MK directly (which is a bit harder), or cr.LP st.LK st.MK, which is easier and will always connect unless your opponent is far away
[]Another drawback is that TC4 is more damaging
[]Oh, and, imho, an “advantage” for me is that I am used to crouch a lot, I feel… “safer” when I’m crouching so cr.LP is the normal I can do naturally
[/LIST]
Anyway vortexing does not depend on which combo you did before, but rather on which special you used to get your opponent down. TC4 xx neckbreaker and [any combo] xx neckbreaker offer exactly the same mixups possibilities
Ummm … so if i knock some one down and than throw a kunai ( normal jump ) when it hits i have the time to land either TC4 or cr.lp… right ?
and another thing sometimes doing the vortex i get grabbed after the kunai hits !?!?!?!?!
If you want to vortex, you absolutely need to be sure about how to land it correctly.
If you throw your kunai at an appropriate time, you’ll have enough time to land and to start a combo (TC4, cr.LP to something…). If you can’t do that at 100% precision (okay… let’s say 99%) you should really train first.
The training method is easy:
Take Ibuki against whoever you want
Turn autoblocking off
Do a neckbreaker - jump LP kunai - cr.LP or st.LP
If the game says it’s a two-hit combo, you did it correctly.
Otherwise, you just missed it.
Take enough time to get this timing (usually, throwing the kunai a bit before you’re at the top of your jump will do it fine. Throwing it a bit later may even crossup your opponent) and then you’ll be able to use it. Otherwise you’re exposed to big punishes since it takes some time to recover from a kunai, and given the fact that it’s very easy to land it correctly, it’d be stupid not to do so
It depends on the character you’re facing. TC4 is a great combo because it does great damage, its a safe blockstring, and easy to hit-confirm with. The problem is that it will whiff no certain characters if they’re crouching, and also requires that you do a cl.lp. If your spacing is off, it might not come out. Doing cr.lp hit confirms are a lot safer, as well as leaves you in a crouching/block state. Overall doing cr.lps are safer, although less damaging. Keep in mind that sometimes the st.lp part of that combo will whiff on small characters that are crouching, such as Chun-Li and Blanka, it’s probably a good idea to get into the habit of doing cr.lp, cr.lp, st.mk link.
It depends on your timing and spacing of your vortex. If you’re getting thrown after the kunai, it means you’re doing the kunai too early, or too high during your jump. But yes, if you do it properly, you should have time to do a TC4 or cr.lp, or go for mixups. I would recommend learning safe jumps, as they are far more reliable and effective against decent opponents who know how to counter the vortex.
I need help with Bipson. Whenever I fight against him, I get raped in the corner. All the players do is scissor kick pressure then random grabs in between! I can tech the grabs sometimes, but I can’t get out of the corner because they’ll just do a jumping back attack and EX psycho crusher to keep me down. :\
It’s a difficult matchup. It’s important to keep yourself out of the corner in the first place, because Ibuki doesn’t have any great options to get out. Depending on the spacing, it’s possible to jump in and land a crossup and back off to get some space. If they’re looking to do a random scissor kick at mid-range, it’s possible to just do a neutral-jump and put some offensive pressure when bison lands. In this fight, you’re going to have to find ways to get your offense started and to never let off the pressure, otherwise bison’s deadly mid-range tools are going to beat you fast.
st.LP is a good counterpoke, but I don’t think mindlessly spamming it is worth trading with Bipson’s st.MK or getting hit by his st.HK all day.
Make them ragequit by counterpicking with Guile, lolz.
In all seriousness, spacing is incredibly important, probably moreso than the rest of the charge character matchups because Bipson’s corner pressure game is ridiculous, or least it was in Super. In AE, thanks to the spacing, at least he can’t just do it all day or he’ll just push himself out of range.
You should be able to tech grabs no problem, as he has to walk up a considerable distance to throw you, and this is pretty telegraphed.
Jump back instant air to air usually requires a good read, and EX psycho is a bad antiair. Not sure how you’re getting hit with these unless your jumps are incredibly obvious.
In super, I usually tried counterpoking my way out or using the SJC-ability of Ibuki’s normals. Specifically, after a blocked scissors I would do st.LK option select st.MK and then on reaction cancel into tsumuji or whatever if it hit, otherwise just SJC into plain super jump and gtfo while Bipson is in blockstun. Same thing with f+LK.
Though, instead of focusing on how to get out of the corner, I would focus more on not getting put in the corner in the first place. As hard as the Bipson matchup is, he’s not Fei Long who can put you in the corner in 2 combos, and he’s not Makoto who can put you in the corner after any and every juggle.
Trolol Niko
Man, I just suck right now. I know it’s difficult to become really good especially if this is the first fighting game I’ve played in years, but I wanna get good D:
hey guys what is the best block string for ibuki i use cr.lp cr.lp st.mk tsumuji but they are able to punish it sometimes when the mk connects they the mash the ulta and it comes out and i lose