Ibuki Q&A Thread: Ask simple questions here!

I wouldn’t say she’s free, but I wouldn’t say she’s the most technical character ever (I guess you could say this about most of the roster though). Just a few of her links seem to take a bit of practise (cr.lk > cr.lp) and some of her super cancel stuff can take a while (TC6 > SJC > CD).

Gah, I don’t have much to say… I hate kens aswell, apart from I hate the kind you can deal with. I won’t go ahead and say command dash under his j.rh cos that might not help.

The TC is +4, and s.lp is 3 frame startup. 2 frame link.

[media=youtube]gEM8BumehCU[/media]

Sorry if it’s been asked already but can someone please explain to me how to do this?

nah thats pretty simple actually,he’s playing to beat you not anyone else.
Since he only plays you,he’s reading you and doing what he needs to do to beat you.
Radia more and punish his jumpin’s with early kazekiri’s.

If you know he’s going to keep the same shit up,just keep punishing it as safely as you can.
Pre empitive air throws work really well on people trying to cross all round long,and it leaves you at the advantage.

If your not mixing your game up then as the old saying goes"your going to the well one to many times"

Was this directed to me? Haha

This is a wacky way some char’s hitbox’s interact with a delayed target combo ending in d.rh,s.rh

It’s known and documented,but so far nothing pratical has come from the few people it is confirmed to work on,aside from mindgames.

Ok, so whats the mathematical equation in figuring out links?

I didnt go fact checking but i would assume this or something like this.

http://www.sfframedata.com/walkthrough/pages/ibuki.php

Anybody have a better pic of ibukis alt?

I’m having some trouble with the whole meaty cross up kunai vortex deal, just doesn’t seem to want to work for me. On the rare occasion it does hit my opponent I can’t seem to be able to recover in time and combo off of it. Is it just a strict timing or what?

If you’re aa-ing 5 times a round, your opponent should be dead or very close to it. Yes you can combo (cancel into) a command dash to HK.kazegiri for a whopping 190dmg. Plus a knockdown. There is no way you should be losing any round where you get 950dmg and 5 knockdowns because of a jump happy opponent.

Yea, that post snuck in before I posted.

Dunno if anyones written it out as an equation. Just look at Frame Advantage on Hit of the attack you want to link from and the startup of the attack you want to link. If they’re equal, it’s a one frame link. If the startup is 1 frame faster, it’s a two frame link, and so on.

You’d think so, right? Problem is I use b.MP for AA and it does like 70 dmg. Even if you get both hits 5 times is like around 450. And out of those five I’m bound to fuck up once and eat a counter hit Jumping RH > st.F > flamer which has to do as much as my 5 AA’s. Not to mention now I’m down and it’s cross up time. Def need to work on that command dash to kazegiri! Gonna try just command dash to escape pressure too. @toddler316, you definitely nailed why he’s so good at fighting me! He knows all my tricks and never plays anyone else. Thanks guys.

Have you used all of the anti airs I listed on the first page? Remember if you’re afraid an AA isn’t going to work (which is impossible if u use them all IMO against Ken) u can always HK commands dash under them to reset positioning or if u wanna get tricky u can df+MK slide under the jump then throw if you’re at the right range. df+MK slide makes your hittable box super small.

@Starkiller

No pro here but yeah, most single hit air attacks can be countered by a well timed FA, if you know they crouch jab fish for a counter hit or just do an FA back dash then sweep to a vortex. Also as an AA I think Cr.HP is a lot safer than b+MP although the start up is slower, so don’t use it in tight situations. And what DJ said in the post above mine, that slide of Ibuki is OP, lol. If you end up beside him after the slide follow up with a throw or jab combo.

EDIT: Didn’t wanna double post.

Anyone know the frame advantage/recovery on block for the third hit of Tsumuji (HK/MK)? Seems to me you get more advantage on block from the standing 3rd hit than sweep.

wat r the inputs to sjc dash?

Off of target combo 6 it’s:

:lp:,:mp:,:d::hk:,:hk:, :qcf::uf::hk:

Just make sure you add the :qcf::uf::hk: at the end.

thanks

i used to have trouble with this a week ago but now i can do it consistently

i had a bad habit of holding down after the 1st HK because you can still get the 2nd HK even if you’re crouching. basically i used kept inputting this and never got the SJC dash because holding down prevented me from doing the super jump. i stopped holding down when it came to the 2nd kick and its been easy to SJC dash ever since

:lp:, :mp: (get both hits), :d::hk:, :d::hk: then immediately :qcf::uf::hk: = wrong
:lp:, :mp: (get both hits), :d::hk:, :hk: then immediately :qcf::uf::hk: = correct

emphasize on the up-forward, you need to make sure you’re finishing the joystick input at up-forward or you don’t get super jump.

got a question of my own

when you do a command dash… whats the frame advantage on it? say you command dash to the other side of your opponent. are you at +0?

and which would be faster to go under the opponent’s jump-in ? DF MK (slide) ?? or LK command dash? or regular forward dash?

also, whats the input for instant air kunai… super jump and regular jump… and how do you do it without the super coming out?