You get full animation because Honda is not airborne in his recovery frames.

Not saying you should ALWAYS go for the punish, but be aware of it. It’s not hard to punish at all from past mid-to-fullscreen range if you’re looking for it. I dunno, I just like to be stylish and show Honda how stoppable his headbutt truly is. But you’re right on that EX headbutt stuff, that random damage does tend to hurt. Of course if you’re playing a Honda who’s willing to burn meter on a near fullscreen headbutt, you shouldn’t be too worried.

No, you would get the full animation. Back in AE and prior, if you did it to Honda’s Ultra1, he would bounce out of you did the Ultra2 punish too early, used to piss me the fuck off. Thank God the character gets locked when he gets air juggled with Ultra2 now. I wish it was full animation, but meh, can’t have everything, people already bitch about Ibuki being too broken. :rolleyes:

There’s no good block string that will push an opponent THAT far away, max slide range to combo is pretty damn far. You’re best off using that in your footsies game, but you risk a chance of whiffing it completely. I’m not a huge fan of her f+HP backhand. It’s pretty slow, her hurtbox is bigger than what I would like, doesn’t do much damage, and you can’t following it up with anything. I’d rather just walk slightly forward and do st.mk or TC10 xx lk tsumuji, or TC10 SJC dashes.

Why are I sjc the cr.H? You mean cr.HP? I dunno, i would just JC (jump cancel) it into the kunai, in fact it’s easier that way. Only reason I would SJC the cr.HP is if I want to create some space, and throw a kunai while flying backwards while doing it. I don’t really do it though, unless I’m bored, and want to show off how mobile and random Ibuki can be.

HJC = SJC…?

I thought HJC was just a jump cancel, whereas SJC is a super jump cancel. Have I been mislead? :eek: Curse these stupid acronyms.

What do you think HJC stands for?

High jump cancel. I just thought for some reason they were different from SJCs, based on the context on which it was used. My bad. I’ll correct now in post.

What is the input for Ibuki’s SJC U1?

I use :hcb: :hcb::ub::lp::mp::hp:

The problem is my block strings push them too far to set up for slide but I guess I have to practice doing it by eye. I hate hitting slides knowing I can combo from them if I was just a tad further away or a bit closer.
I do hit Backhand ‘sometimes’ max distance but it’s nothing I rely on, hit or block it’s got push back for breathing room too.

I just do it by eye. If you space your lk tsumujis properly, I suppose that can get you in range for a max range slide. I just use it to get close to people to keep them on edge, on hit or block.

If you’re at a distance where you can use f+hp, you already have enough breathing room imo. That’s the sweet spot to start hitting them with low pokes, sweeps, st.mk and cr.mp option selects, lk tsumuji, cross-up attacks, etc etc.

ok so i’m trying to learn ibuki and from what i’m doing the motions for it is cr.hp 159 236 kunai, on the cr.hp i’m holding down.back then into 159 then 236 kunai i’m not hitting it consistently but i have full super meter turned on and my super never comes out also i’m probably getting it like 6 times out of 10 as i just started

The inputs aren’t hard. The problem is how do you time it?

ok so i think i got the timing down i’ve gone from 6 times out of 10 to 8, 9 times out of 10 as soon as i’ve hit the cr.hp i’ve done 159236 kunai as one fluid motion no pauses no gaps and i hit the kunai fairly low (Ryu’s feet) into TC and it always connects now as before the dummy used to block OR i would just jump with no kunai

dunno if this helps…animations wise, on the cr.hp ibuki’s arm goes up.forward (159) you should be doing the 159236kunai as soon as ibuki’s arm is at its peak thats how i’m seeing it

Question of the day!

What safe jumps do we have, which are also crossups? (ambiguous crossups are welcome of course)
I’m often choosing a kunai instead of a safe jump because i feel like I don’t know enough safe stuff which crosses up.
I have yet to try, but is neckbreaker - step back - sj.LK safe against 5f reversals? All the hitbox safejumps (which are obviously crossups) I use against shotos/3f are stuffed by a 5f reversal

=)

The only one I can think of is the setup vs Chun: Neckbreaker , cr.MK , j.anything

Safe jump + crossup setups are usually very difficult to come by since it’s very hitbox dependent. Most often your attack will simply whiff. Not to mention there’s no real way of timing most of them; you’ll just have to make a guess as to when to jump. Hitbox safe jumps are another story, as they aren’t true safe jumps (they can still be autocorrected), not to mention you’re at a heightened risk of getting reversaled because it almost never amounts to a true blockstring.

for clarity, there are 2 types of hitbox safejumps… crossups (high) and regular (low) the reversals after blocking only work against the high versions.

personally i only go for the high versions when i think im sniffing out a reversal/ desperation in my opponent.

-dime

Nothing that’s universally applicable. I’ve noticed that EX nb, LK kasumi, wait a frame or two, sj.lk, works as a safe cross-up against a portion of the cast. It worked against Adon, but I haven’t really tested it against anybody else. It’s a safe-jump where reversal DPs will whiff in the wrong direction. For some reason, I notice that people have a LOT of problems guarding this cross-up, and they’re always surprised that it crosses up. Depending on the character, you can sometimes substitute it for sj.mk to make it a standard jump-in, but it’s not a safe jump. Helpful to know if they’ve come to expect a cross-up attack with this pattern.

Low hitbox safe jump? Do you have an example?

Yep, it’s safe to 3f reversals, but it’s a hitbox safe-jump. It’s usually not safe against 5f with a vertical trajectory. As an example, Fei Long’s flame kicks will beat this jump. Cammy’s Cannon Spike autocorrects as well to hit you.
I’m actually working on finding what kind of jumpins is safe AND crossups. I can’t stick with obvious safe jumps, as for now a big part of my choices when my opponent is down is throwing a kunai. It works fine as I mostly use safe stuff and ambiguous kunais (I don’t like non-ambiguous stuff :stuck_out_tongue: ), but still, I want to be able to change my game. My objective is to have a very large choice of mixups and be able to switch from one to another at any time =)