Yeah my hit confirming is a lot better now than it was then. I’ve started to realize that far s.LP combos are picky against hit boxes so lately I’ve been opting to do c.LP, s.LK, s.MK chain for better results. I still use s.LPx2 to whatever when I can cuz I like the free confirm. My Xbox broke like a week ago and I’m literally getting it back in the mail sometime this week so I"ll be able to further practice my links then.
You’re definitely a bit minus after LK command dash. I’ve had people reverse shoryu me if they see the first couple frames of the dash. Basically if they see me s.MK and then anticipate the dash and see it it’s a free reverse Ryu shoryu or throw. Though if u set up your block strings right and use it sparingly enough it’s almost impossible for them to react on the first couple frames therefore giving u free pressure and technically being able to move first.
Yeah I’m gonna start learning to put option selects into my game soon and start relying on kunai vortex a little bit less against characters that get out of it free like Akuma. Gonna start learning to use j.LK more as a cross up since apparently that seems to be her best cross up. j.MK was her best regular cross up in 3S but the hit box seems even smaller than it was in 3S. For me it’s only reliable against big characters like Rufus and T.Hawk.
Im still needing help, your post explained how to do the U2 from the SJC, im getting the hang of that… its the timing on the target combo into the dash from the SJC that im having problems with… Thats why I asked if someone could explain when and how i’d do it? (talking about ST. LP, ST.MP, C.HK, ST.HK, SJC, command dash)
The link I learned first was cr.lp x2 s.mk and that is my instinctual response when I hit a cr.lp, but my friends are really hounding me to use a s.lp to link into the s.mk easier. Makes sense due to it being an easier link, but I think that the universality of cr.lp x2 is making me lean towards just sticking with it and perfecting it. There are enough 1 frame links in Ibuki combos that I really dont care about them any more, lol.
Also, linking cr.lp is possible off of qcb+lk on crouchers. Does this allow for more reps, potentially? Seems like cr.lp has a better hitbox.
Thanks for being so quick in your responses Djin, no matter how inane the questions. Threads like this are why I would never want to moderate any forum like this
Edit: Pertaining to doing the command dash after the TC: Just input it like TC then wait for a bit(like maybe 5-8 frames, the timing for canceling tc4 into neckbreaker where it would be blocked) and do qcf to up+back and hit RH. Gets it for me every time. Interestingly enough if you do mk CD off the TC you aren’t in range for tc4 if you do it immediately, but it will work if you wait a little(this might be character specific)
I explained how to do it in that same post in the last sentence. Read it again and if u still have problems then I’ll help you. Also make sure u read the SJC thread since I’m sure people have explained it multiple times there as well. I’ll post the info up on the main page soon.
@ Hintalove…if u can do c.LPx2 to s.MK reliably than more power to u. That is theoretically also her best bnb since s.MK has a really good hit box in of itself. It’s just the c.LP to LK, MK target chain feels like 1 frame looser to me and easier to pull out in battle. I hate 1 frame links and I try hard enough to land c.LP off of f+MK against smaller characters to actually land damage off of my landed overheads. Can’t plink c.LP though so I might opt to just try plnking into c.LK instead after the f+MK and see if I get better results.
I know u can link pretty much any jab off of LK or MK tsumuji’s. Gonna do more testing on different characters and hit boxes when my Xbox comes back.
Wow, sorry to hear about your xbox man. What bad timing
I’ve completely given up on j.MK. I find with j.LK it’s so much harder to block for my opponents. My friends keep telling me it hits really ambiguous at times. For jump ins, I like the angle on j.MP if I am jumping in from far, but it seems like j.HP does the same. j.HP would definitely be the choice for safe jump/OS though.
I’m not finding much use for the air-chains… has anyone had any luck with making people eat the 2nd hit of an air chain if they crouch block too early? At the cost of setting up a nice normal jump in or Kunai, the air-chains don’t seem worth it to me. I really loved them in 3S, but in Super they only seem useful vs the huge characters.
As for the combo, I went through hell trying to decide which openers to use for confirms and not only does that seem to hit all the cast properly, it’s relatively easy to do. As to the j.LK…it feels GDLK. I spent hours in training trying all sorts of knockdowns (air and ground) and found I could adjust a normal/SJ version of it to hit from all over. Definitely the king.
I always had the idea that dealing the most damage possible on a combo was just awesome.
Second, link combos, I find that Cr.LP (x2), S.LP, S.MK, Neck Breaker / Kazegiri / Tsumuji can be more of like a staple jab link that also deals decent damage. Is there a better link combo that can do more damage / easier to pull off?
EDIT: Just finished watching some vids from SRK Ibukis, and I see the TC: S.LP S.MP Cr.HK S.HK being used a lot more than TC: S.HP S.HP Cr.HK S.HK. Why is that? It deals less damage and the range isn’t so good either plus it whiffs a lot. The start up frames are nice but I don’t know. I feel that the harder version is a lot better and both can be made safe anyway with SJC Tsumuji. Am I missing something here too?
As far as I know people prefer Neckbreaker because it puts opponents in an untechable knockdown and you are left in an ideal position for a crossup kunai.
It is a cost opportunity for further additional damage AFTER the neckbreacker rather then dealing with the most damage there and then for only the opponent to get up quickly and ease any pressure you set on them. i.e Kazegiri.
I’m looking for a “training drill” something I could practice in training her bnb her ultra setup a bunch of good string a bunch of good link (for instance c.lp c.lp something) thanks in advance
Yeah these forums are notorious for completely discouraging making new threads, which could really help organize information rather than having a super 100 page mega thread of random information.
But anyways, yeah I say you should make a thread. Alot of people could benefit from having a standard drill/practice setup before playing serious. What I usually do is is practice:
target combo: LP , MP , HP xx any special (usually neckbreaker)
target combo: LP , MP , c.HK , HK xx SJC , another target combo
kunai throwing (emphasis on not accidentally burning your super)
kunai/vortex timing (your opponent should still be in block/hit stun when you land to do a target combo, otherwise you should be doing a throw or raida or something)
memorizing ranges of pokes (s.lp, c.mk, df.mk, etc.)
any target combo SJC into U2
That’s about it. It’s really just to get you warmed up as imo most of your playing time should be spent training vs other players than in training mode (unless your links/timings are really bad, or you don’t know your character yet).
Also, just gotta vent, online really pisses me off right now- when someone is playing fairly sensibly, usually I can give them a good game if not win, but these retards jumping in constantly, jabjabjabjabjabjabjabjabjabing etc, I just sit there dumbstruck, and then lose cuz those fucking jabs add up. Hard rage.
I keep telling myself, it’s my own fault for losing to it, but it gets old fast.
There’s nothing wrong with making threads as long as it’s not a thread asking about one specific thing that’s been answered over and over again. ** ** SRK doesn’t discourage making new threads…that’s overgeneralizing things. We discourage new threads that have no substance to them. Like we’re just not going to tolerate someone making a thread to ask something super picky like “how do u do trial number 22 with Ibuki?” or “does Ibuki have any good moves on wake up?” or “what good is Ibuki’s HK command dash?”. That stuff u can all figure out just in this thread. If you want to make a thread where people can actually discuss something that hasn’t been talked about much (or at least not to death) then that’s fine. I’m just trying to clean up this thread from all of the random 1 question topics. No need for disposable threads that clutter up the forum.
Having people just make threads left and right about whatever they want doesn’t organize anything that’s just the truth. All it does is have people make the same threads asking the same questions OVER AND OVER again. I don’t care if u ask the same question over and over just keep it in one thread so it doesn’t clutter shit up. Sometimes I won’t even answer your question because it’s already been answered 50 times but I’ll at least tell u where u can find the answer and usually someone else ends up answering any ways. I’ll answer as much questions as I can but once people start repeating the same questions I’m just gonna tell them where to go and let someone else answer and then eventually will just put the questions that get asked repeatedly on the front.
Not only that but people are just dumb and will make topics to ask the same question that someone asked 10 topics below just cuz they didn’t see it. Not gonna tolerate that. What I am going to do as time passes is take the most frequent or best asked questions and put answers to them on the front page to make things organized. I know this thread has been helping out a lot of people since a lot of the most basic asked questions about Ibuki have direct answers on the first page.
If the opponent blocks the kunai then yes your uppercut basically becomes completely safe. Though there are ways around it including using a focus dash through the kunai and punishing her or EX dping her after she EX DP’s.