Ibuki Q&A Thread: Ask simple questions here!

Tsuijigoe uses?

What practical use is there for this move? I use it to jump fireballs and cancel her forward movement with a knife throw (more meter than a straight up jump + knife toss) sometimes, but don’t understand why she has it as it seems superfluous to me.

The only real use I have seen is that it goes high enough to completely clear Guile’s Flash Kick (a matchup I play quite a bit), and so it can work as bait for it now and then. Any real uses for it would be very welcome, as I want to make the most of the tools I have available.

I didn’t know where else to post this, but I was checkin’ out Ibuki’s frame data on the Shoryuken Wiki the other day and noticed that it said her Far Standing HK had a start-up frame of 100. I’m not good with frame data or anything but I was just standing there in Training mode with Ibuki, tapping Heavy Kick and I feel like it’s definitely not 100 frames on start-up, lol.

Here’s a screenshot I took of the frame data, along with a video clip of the Far HK so you guys can see it: http://img97.imageshack.us/img97/839/ibukiframedata.gif

It’s not a big deal or anything but if it’s incorrect then someone should probably fix it. Just lettin’ you guys know. We don’t want people goin’ around thinking, “Oh shit, that Far HK is a hundred frames on start-up. Can’t be doin’ that shit, it’s mad unsafe!”

And that’s a good question, BardicKnowledge. I’d also like to know what the point of Tsuijigoe is. I’ve never really played against any Ibuki players in 3rd Strike or watched many videos of them so I’m not even sure if it was used often in that game. It could just be one of those useless Special Moves that no one will ever use, kind of like Dudley’s Thunderbolt, lol.

I totally forgot that move was in this game…:confused:

Also, is there any frame traps I should know about?

The only use I have for it so far is like u said to bait out special moves or attacks from the back of the screen by making myself look vulnerable when I’m really spaced too far away. In 3rd Strike u could use some funny mind games like throw a kunai behind you and then bust out her air super which would auto correct the other way and hit the opponent. Though in SFIV of course they took out her ability for her super to auto correct in the right direction after a kunai throw. LOL.

@ Victormaru, I only read the prima guide frame data on sfframedata.com or the scans of the Japanese mook guide. The scans of the mook guide are said to be the most accurate since they are the only ones based on the final build of the game. Though the prima guide is still farily accurate IMO.

Besides if you thought about it it’s obvious that it’s just a lame typo and the person writing it in was trying to say 10 frame start up. It’s that typical accounting mistake of adding an extra zero to something. LOL.

Why is everyone superjumping in a vortex? I use the normal jump after neckbreaker and it can also crossup.

What am I missing here?

put a dummy into ex-srk spam and do one normal and one sj setup. you’ll see.

I don’t think you’re missing a whole lot now that I think about it. I was watching Saw play Ibuki and he would tend to go for the regular jump cross up as well without much issues of reversing from shotos. I’m starting to think regular jump kunais on wake up can be made just as safe though the timing is just different since a regular jump LP kunai forces u to throw the kunai almost immediately after u jump.

Yeah thats what I was thinking. The superjump version is a different timing and I have been normal jumping since day 1 and I don’t have any trouble with reversal shoryukens.

I was fighting a Dudley recently and once I got in and started to mixup and do work it felt really good. I think my only problem is knowing how to get inside effectively and do work

Are you sure the target combo into Ultra really links? On my combo counter it doesn’t count the hits from the LP, MP, HP; Just the Ultra itself. I’m sorry unless you’re referring to SJC after target

So super jumping causes recovery frames on landing… does this get cancelled out by doing an air attack? As in… the landing recovery frames are then the same as with normal jumps with an air attack?

Just curious, because if there were extra recovery, then it would be preferable to normal jump…

(sorry i would test, but I’m not at home right now)

Yeah like if u use C.Viper and super jump backwards Rufus can activate Ultra 2 and u get sucked in for full damage after u land. So I assume Ibuki would have the same issue for super jumping backwards when Rufus has U2.

FWIW, I too have had good luck with normal jump vortex kunais. I’ll do them one of two ways, using either the walk a step forward to normal jump LP kunai or the LK Command Dash into very quick LP kunai [media=youtube]Vef_qgfwQm8"[/media].

One benefit I’ve found doing it these two ways is that it’s a slight bit more ambiguous. When people hear/see the Super Jump, they pretty much know what’s coming whereas with the CD to normal jump, it fakes a throw attempt or wakeup setup just before an actual jump kunai at very low height. In fact, using all three setups in a single match keeps them guessing, wondering if I’m going for a vortex at all or some other shenanigans.

Sometimes that split second can cause your opponent to second guess, which may be the difference between a block or a big combo.

Just so everyone knows… Ibuki, Juri and some others frame data is updated on Eventhubs with japanese guide information…

don’t see any info on command dashes though. That would be nice.

It does show that no crouching normal is better than 4 frame startup.

Sweet, glad they finally got it translated. Thanks IW

The gief fight is lamer than ever, I actually feel sorry for the gief players in this match, but I guess this is just his character’s game design. I’m beginning to find some matches much easier on Ibuki than Viper and gief is definitely one of them.

(DP+P)
I had a gief player twitch reaction to her flip from about half screen distance with a PPP lariat. I cancelled to the early kunai, landed and baited the whiff for an easy punish. Since you want to clear his fists on the way up and down, spacing is important on this. It’s not something you want to abuse either. You want to keep mixing up how you keep him out and this is just another tool to use.

The hop over and Kunai does cause some confusion, perhaps when you don’t have optimum range for a normal jump kunai?

Hey guys I’m sure its been asked already but does Ibuki have any sort of FADC into ultra setups? Or just any sort of practical way to get her ultras off?

Nah, she’s not an FADC into ultra character.
Ultra 1 mostly used to punish blocked specials/normals or used during mix up as frame trap.
Ultra 2 mostly used to blow through projectiles, punish far blocked specials or in SJC combos.

Ok thanks :slight_smile: Am I missing something or is the SJC into ultra 2 as difficult as it seems?

Oh and sorry for being so out of the loop but I have one more question. Whats the general consensus on Ibuki so far? Really good, really bad, OP? It doesn’t matter to me, I think she looks like she’ll fit my play style. Just wondering what the community thinks though.