what combos after overhead
s.jab (character dependant), c.jab, c.short, and s.short I think…
Also I think all but s.jab are 1 frame links. I normally tend to go for f.mk > s.short xx s.forward (TC) xx Tsujigoe
Which Tsumujis are safe on block against reversals and stuff:
MK Tsumuji high ender (QCB+MK, MK)
MK Tsumuji low ender (QCB+MK, d+MK)
HK Tsumuji high ender (QCB+HK, HK)
HK Tsumuji low ender (QCB+HK, d+HK)
I’ve done a few tests but it’s not thorough so I may be missing some specials. HK Tsumuji high ender seems safe against most reversals plus you get more chip damage. If this is true then this is a better option than the MK version (not to mention the vortex setup from an HK Tsumuji is perfect). Can anyone verify this?
hi im tryin to learn to play ibuki comin from the land of abel coz i like characters wiv mixups n cross ups wot r sum combos n mixups i should be learnin as an ibuki newb ive watched the video thread but am confused where to start thanx??
hey guys,
Anybody found a way to counter Dudley’s machinegun punch/brawl ? I can block it but whats the best reversal after that ?
Anybody can provide me some help ?
On the other hand, how is everyone doing their Super JUMP ? I can seem to perform mine consistently.
I normally press d.b and immediately UF , but doesnt seem to be consistent though.
THanks
I think Ibukis ultra 1 can punish MGB on block.
Ultra 1 and Raida punishes Machine Gun Blow. Or St.lp…
And you need to flick your stick/analog quicker in order to super jump.
Okay,
so I did something screwy yesterday just to fuck around, and I have a feeling it worked because the guy wasn’t ready for it but I’ll ask anyway.
I did an offensive kunai -> land -> U1 (was losing, figured I’d hail mary it), and the kunai was still on screen during the flash. I know there are ways to set up unblockables utilizing projectiles, and I know that U1 whiffs during blockstun (like a grab should). My question is if anyone has attempted unblockable ultra set ups with Ibuki yet. This instance my U1 landed, but I’m not sure if the kunai being there stopped him from jumping (like it hit him during the freeze, but since there was no blockstun during the flash it landed).
could be a weird glitch, I’ll test it out when I get home today, but it also could have been the guy being totally not ready for it. I just thought it was nifty that the kunai was on screen still, like you see in the unblockable set ups they’ve been showing on the front page every now and then.
If I remember from the frame data…just like 3S MK should be the one that leaves you the safest on block. I believe it even leaves you even safer at like literally 0.
If you can link a s.LP after a lk.tsumuji, wouldn’t you be able to do an endless loop of something like:
s.LP , s.MK , lk.tsumuji , s.LP , s.MK , lk.tsumuji , s.LP , s.MK , lk.tsumuji , etc. forever? Assuming the player has perfect 1 frame links of course. Or does 2x lk.tsumuji’s push your opponent too far back to loop the combo multiple times?
Push back is too far. On larger characters like Abel you can do 2x LK tsumuji loops, but on most you can only do 1.
Hey all. This is my first time posting on this site, but far from my first visit. My question is really based around on how to deal with Makoto. As a Cammy player at heart, watching this wack pressure that Makoto players use against me is highly annoying. I feel as if I’m forced to block with Ibuki. Is there anything I can raida once I notice a pattern forming? I notice a few jabs, some kicks hayate then a mix up with her command grab. Is there anything I can do? Also, does Makoto generally beat Ibuki out in the air? Thanks for any advice you can share with me.
i was fighting against a cody earlier… i got him in the corner and got a combo to EX tsumuji… however i made a mistake of accidentally crouching while the EX tsumuji kicks were coming out… the 1st 2 kicks were standing and it crouched on the 3rd kick… this would usually still be a combo right? the cody mashed ultra and it hit me while i was transitioning from the standing EX tsumuji to crouching EX tsumuji… anyone know why this is?
having trouble linking Tsumuji to st.jab i whiff it everytime, any advice?
Hayate and the Chop are punishable on block. Do a S.MK into neck breaker or raida. I don’t know if Raida will beat Karakusa.
Makoto is not very scary in ssf4. She’s not the same beast she was in sf3.
How often do you you guys use neckbreaker in a match? I’m in the process of using more pokes and strings into her combos if I can get a hit off of my Cr. Lp Etc or pressure game moves into Tsumuji; but I still throw in some neckbreakers to start a vortex and get some damage in. Any thoughts?
When playing Makoto I just rush that shit down, she seems pretty free on wakeup.
I don’t really neckbreaker that much, I only do it if I wanna set up vortex which I don’t do that much. I’m trying to experiment with alot of her mix-up stuff atm. Like instead of using cr.mp as a poke and buffering neckbreaker, I’ll buffer command dash.
Alright, so say when poking and the opponent blocks you can always command dash behind and continue pressure safely right or get out of there and pressure w/ kunai or go back in for a rush down?
hi there,
Thanks for your reply. Is ULTRA 1 and RAIDA punishment after block or do I have to anticipate it coming out ?
Thank you
I usually continue pressure, I’m not sure if it’s safe or not though. :lol: