someone else made the list: http://shoryuken.com/showthread.php?t=231815&page=8
From the horizontal punch based Blanka ball…no. You have to block the horizontal ball then punish with reversal HP neck breaker or EX neck breaker. On hit Blanka gets free damage.
I feel like a scrub using ibuki. I mained sagat in vanilla so im use to zoning, fishing for uppercuts, and using pokes canceled into tigershot to keep them away. I have no idea how to get in and rush besides using neckbreakers. How do i get in and once i get close, what do I do and what mixups are available? I need to know some setups I can use to confuse the fuck outta them. Does she have any frametraps available?
You should probably just do more reading as these questions have been asked a zillion times here and there’s tons of information on page 1 of the stickies…
But anyways, since you’re probably (and apparently) too lazy, this is from the other thread:
versus non fireball characters:
zone with kunai, look for an openening to initiate offense with frame advantage.
hit long ranged standing limbs with raida and max range D/F+MK
versus fireball characters:
same with less kunai zoning, use D/F+mk to dodge under projectiles. u2 is probably better versus these guys… learn to do lk and mk command dash> ultra through fireballs… it helps alot.
versus grapplers:
use u1 cause it gives grapplers someting to fear from ibuki that works at ibukis prefferred range as well as a grapplers prefferred range (in your face)
When you close in, go to town with your vortex. Done.
As for frametraps, the one I use a lot is after a tsumuji (especially the lk version since it has the least amount of knockback), do any poke like st.MK or cr.MP and then you can cancel into whatever if it hits your opponent (ie: your opponent extends his/her hitbox by mashing a jab or something).
care to explain that one???
I think he is suggesting you hang around at full to 3/4 screen-ish to try and bait a fireball. When you think it’s coming throw at a mk/lk command dash and buffer in QCFx2. If they throw a fireball hit 3K for the ultra punish.
thanks!
What are you guys doing in the way of frame traps?
Im finding alot of people mashing throw tech or jab during my strings and is frustrating me to no end.
what works well with crouching opponents link wise because the only link i really do is cr lp,crlp,cr lk, into kazigiri or any other special move im currently in the process of going from cr lp 2x+st lp+st mk into a special move is there anymore or any type of ways i can get into the opponent to start off standing hits like whats a good way to hit confirm standing jab other then shoryuken mistakes from my opponent where i punish them. because i watched this video of nerd josh using ibuki on this forum and he was using it alot.
can anyone help me with the motion for TK kunai
I don’t know if you should be trying to hit limbs with raida. I mean it works, but that’s all guessing/anticipation. Plus with it’s bad recovery it really isn’t too hot to do. IMO stay solid and punish whiffed pokes with c.mk/c.hk or s.mk/c.mp xx neckbreaker.
About the “scruby” jumin back ryus/kens, i actually can’t see why you need to bother chasing them so much. SF is a game of ground control, and well, when the opponent jump back he give up space toward the corner, just follow him on the ground, until he jump himself to the corner.
most of the player there will ether just jump forward, or try to jump tsumaki out, both options are easily punished. and if for some weird reason they won’t (but they’re scrub how can’t they?!) still, they are back to the corner, no more running back, and the situation is generally favored to you.
that also why i don’t appreciate the method of zoning with her kunaies, you lose to much ground that way (imo).
No you’re wrong, sometimes they are still jumping back with HK, even in the corner! Just alternate between neutral and back jump…
Get within hp.kunai range and neutral jump too? And if they still don’t do anything, mix neutral jump with kunais.
Or walk forward , b+MP , backdash.
Yes, it’s possible to AA when they do that, I think with Ibuki they are not so hard to manage, but I had a hard time with those runner guys and my Fei: I can’t imagine the number of jump back HK that I ate because it has a lot of priority, and a little mistake on positioning will result on a knock down… It’s why I answered immediately after I read your post.
Usually with Iuki “walk forward , b+MP , backdash” is perfect! :tup:
What’s the frame advantage of neck breaker?
-13 on block, knock down on hit.
But does the advantage on block depends on whether it hits deep or not?
I would assume so but it’s harder to make regular neck breakers unpunishable than the EX one. EX one max range seems to be almost safe on block. It all depends on the push back.
Close standing LP is Ibuki’s fastest jab (3 frames start up, even better than cr.LP 4 frames start up) that works on crouchers as long as you’re in point blank range so you can use it more often than just punishing whiffed srk’s. cl. LP MP HP forces crouchers to stand so it’s pretty reliable at the closest range. Next best option would probably be cr.LPx2, s.MK xx Special. 1 frame links suck though. Better off doing a well-timed s.MK xx Special, does more damage too.