when i use her flip (DP + Punch) and is there a way to make the kunai thrown forwards, or only backwards? I see people saying to build meter by doing it then throwing a kunai, but I just end up getting jump punched in the air every time. How should I be using that flip move?
How often should I be attempting a target combo, vs something like a cLP, sLP, sMK combo???
Any idea how to deal with the annoying chun li fireball that she walks behind? I end up eating a lot of shit when I fight her
cl,slp,sMk into a special move to me is preffered alittle more in a match because if you think about it it helps you start your vortex that leads to a target combo and her cr lp is very good i find it somewhat hard to just bust out into a target combo without jumping in or punishing a shoryuken or any type of move that puts your opponent at a disadvantage. if you have meter do a ex neckbreaker and maybe she will get that its not to safe to be walking out in the open with her legs unguarderd and it slides past the fireball or you can jump back and hope that you can land a down foward mk slide kick it goes under fireballs and you can either grab,do her command grab or attempt to start a combo.
This question has been asked and answered already, and I apologize for bringing it back up – but I’m having a ton of trouble plinking cr. jab x2, s. mk.
My input list shows: frame 1 MK, frame 2 LK+MK as this guide tells me to…and I still get s. lk!
Can someone tell my why that is? Also, sometimes I can combo after said s. lk and sometimes I can’t. I’m assuming this has to do with me cancelling jabs instead of linking them, yes? Answers about this would also be useful.
Edit: To clarify, it is registering as a 3-hit combo, but it ends in lk instead of mk. Since I can’t cancel lk into tsumuji, this is useless (unless I can guarantee the target combo link from lk to mk, which also doesn’t seem to be the case).
If I get a s.LK during a plinked s.MK is usually because I messed up the timing. If you get the timing right u shouldn’t get that. Also…I do my plinks by pianoing from one kick to the next. Like I will hit MK then super quickly run my hand over LK like I’m Little Richard or something. Offline that gets it to come out often enough as l get the timing right. I think it also has to do with the fact that like u mentioned earlier…if u mess up your timing the game will think you’re trying to cancel into s.LK (which isn’t really good cuz u won’t be able to chain after as a cancel).
Oh and for the LK MK chain not being consistent after links you’re on the right track. Basically if u cancel from c.LP to the chain the target combo won’t come out. For whatever reason u have to link the target chain on the very last frame or 2 of the c.LP. Otherwise the s.LK will come out but nothing else because you cancelled instead of linked.
honestly i wish bp went down ive played TONS of games online with ibuki (ive won a fair amount) so i have 4000 bp but that isnt my skill level with her considering at this very moment i have like 500pp cuz i kept loosing last night lmao
And i fucking suck balls as her. I can do some things, but overall, not that impressive lol. I fuck up target combos alot (except lp mp hk hk lol), but i’m pad warrioring (is that a word? or should it be warriorering?) it up. And my kunai game is noobish at best. Maybe scrublike. Dunno whether to play her like akuma (who I suck as too), or some other weirdness, with regards to her fireball.
my question, is why is it so fun to play Ibuki, even when you lose???
oh and for a realish question, what are the properties on her ex Hien??? How about tracking? What else can u tell me about it? I don’t see it incorporated in enough people’s games (I love it on wakeup, unless i will 99% get punished), and I have seen the ex track better than a Bison head stomp. Are the normals even worth doing outside of wakeup or weird shenanigans?
Ibuki is fun to play even if you lose because she is one of those characters that has so many options and so many possibilities to mixup/play styles during a match; even if you lose you still feel that you “could have done something that time” which makes you think more and enables you to develop more tactics with her. Rather than just HADOOOKENNN over 9000 and SHORYUKKENN all day, Ibuki makes the game fun due to her mixup game and her versatility whether you lose or not.
Ex Hien is good to get you out of a corner if someone is harassing you in a corner the Ex Mode will knock your opponent down if it hits though; its also useful for getting your ninja butt out of that corner
IMO EX Hien isn’t as useful for getting you out of the corner as I thought. The start up is real slow now unlike 3S so it is easily meatied on wake up by a grounded attack or a jump in. Even if u do “get out” the move is EX head stomp status except even slower. Which means all the opponent has to do is walk forward or backward away from the EX hien and u lose. So far I don’t see EX hien having much use in high level play.
How often do you use it? Rarely? I tend to only use it for a surprise but no other use when im mixing up; sometimes it works in the corner for me but yeah they can knock you back down cause of the slow start up you mentioned
I don’t use EX hien ever. Well unless I hit the opponent with a focus attack after a dizzy to add extra damage. I just use regular hien once in a while against shotos on wake up to stuff their DP’s or use HK hien to stop Gief from lariating and keep him towards the back of the screen.
Depends. If you want to cover Gief from jumping forward at you and lariating HK hien isn’t a bad option. It’s almost like a Dictator head stomp in that respect. Neck breaker isn’t bad for stopping lariat but I would only use it against punch lariat. If the Gief player mixes it up with kick lariat then u have to be careful or risk getting grabbed or blocked then grabbed. If you absolutely need to do damage from a far range EX neck breaker is best for that purpose. I don’t really use neck breakers too much on Gief outside of combos because u don’t really get much for it since he can just lariat his way out of vortex. I just concentrate on sweeping or jabbing him out of any bad lariats and then readjust my zoning against him.
ive reached a crossroad in my game where i lose alot. what i do is i wait on my opponent to make a move and as i try to start out on the defensive end i always over read my opponents move and then my health gets really low. should i try to apply pressure in the beggining of the round and chill out if things get alittle hectic and if so what normals can i use my anti air game is fine now and i can control space sometimes with cr mk and what do i do against jump away ryu/ken i try not to chase them but i end up losing one way or another.
I have a question regarding Target Combos versus ‘normal’ combos made up of single moves (eg cr.lp, cr.lp, st.lp, st.mk xx special).
When should one use a target combo instead of a ‘normal’ one? And vice versa? I wondered if it had something to do with hit-confirming, or was perhaps just to do with keeping things different and not falling into patterns.
That’s kind of a hard question to answer without seeing video of your play. You’re better off just trying to find some of your replays and just uploading them to the internet. It just sounds like u get nervous and get hit by stuff. Like almost as if it’s inevitable you’re going to let someone hit you for free. You’re probably just missing a few things in your gameplay that would be easier to see if I saw you playing in specific matchups.
The best way to beat run away Ryu and Ken (if u can’t just flat out rush them down) is just hit them first then run away on them. BTW what exactly are they using to run away with? The quickest way to end a run away shoto is to catch them making a mistake and then knock them down with a sweep or combo into neck breaker and then just pressure them on wake up until they are dead.
I mainly use her close LP target chains after connecting a kunai on wake up. Mainly since target combos starting with close LP force the opponent to stand if they get hit crouching. I also use her LK, MK chain after landing a couple c.LP’s on certain characters like Ryu or Dictator since their crouching hit boxes are big enough to be hit by the target chain afterwards without having to rely on 1 frame links like c.LP to s.MK.
You mean when they spam hadoken and just jump away/bait you to jump and come close for a flying tatsumaki/srk? You can try just sliding under the FBs/FA dash it to close in and be ready to AA a jump-in or if you’re gonna jump do a quick air throw. Whatever you do don’t jump around much. It’s really annoying to deal with that kind of cheap play from a Ryu/Ken. Lol
Square gate is Japanese standard any ways. It’s what they use in all the arcades there. Octogate is just for people that are used to the circular throw of a US stick. It’s not really necessary to have an octogate. The first Japanese stick I got was a custom made with an octogate but when it broke down and I got another one with a square gate…I didn’t notice the difference at all. The whole reason the square is in the gate is to help you find the diagonals and to keep your motions inside of the gate where they are most accurate.