Ibuki Q&A Thread: Ask simple questions here!

Not gonna argue with someone who doesn’t understand lol. While I’m breaking this bitch you can get your little damage for U2. So yeah.

why’d you post this in two places?

@toddler. U1 is 1 frame, frame trapping with that is pretty reasonable if you ask me, my only gripe with it is terrible distance, but your damage when you can where you can argument is like saying why don’t you just burn meter all day with ex srks because technically it’s helping you do more damage.

@ renjii, every ultra in the game is connectable after a FA, you’re just doing it late, or you aren’t dashing in like you’re supposed to after the FA hits.

If you cant get each ultra having it’s own merits and how to take it in a match flow,hitting what you can when you can,then neither i nor anyone need worry about you breaking anything except maybe your own online records.

Good luck to you though,i look forward to seeing your expert play at some tourney’s.

I use ultra 2 against any character that uses fireballs still. The range that it kills fireballs is just too good to not have. Definitely a must have ultra vs. Blanka as well. No ground based EX up balls hitting u without full U2 punish. Ultra 2 is good for beating shitty Hondas also.

Question for you ibuki pro’s =)

Does her air kunai’s act as overheads or are they like Akuma’s air fireballs where u can block high or low?

They aren’t overheads.

I have a question that’s been bugging me. I have got the blocking down almost perfectly on the wake up as I usually dont suffer damage (or too much damage) when I’m being pressured after a knockdown but one thing that does get on my nerves is when I try to HK command dash out of a crossover. I usually get out fairly easily but sometimes Ibuki does the command dash in the wrong direction! What’s up with that? She would command dash right into their kick and I eat a hefty combo. IDK it’s auto correcting the dash for me, any insights/tips?

Assuming you’re (correctly?) reversal command dashing, it means your opponent is already on the other side of you before you press your kick button. Usually you’d want to only command dash out of a crossup if you get up before your opponent lands his normal on you for his crossup, otherwise you might get hit out of your dash, or in this case, dash right into them.

If the guys jump trajectory is too low for you to correctly input it, default to blocking, it happens to me sometimes when I’m CD happy, but really I’m just spoiled by it. Floaty or high jump characters are better for this, but watch out for meaty jumpins!

i land u1 a HECK of a lot in matches

not sure why you quoted me for that brah

I asked this 4 pages ago, but people got caught up in annoying Blanka shenanigans. I just got rocked by another lk, mk, scissor kick Bison again…

I tried command dashing behind him, but I just get hit by more lks.

Well timed Radia stuffs it so does normal kaza,ex kaza will beat it 100%

Ok, three quick questions, and no. I’m not trying to troll with the first one.

Do you guys think Ibuki is OP? Not talking about any stupid hatemail I’ve received so far, I’m just new to SSF4, and fighting games in general ( I played like, 10 minutes of SF2 and a little bit of soul calibur, casually )… and I’ve just noticed I’m doing a lot better with Ibuki than any of the other characters I’ve picked, I’d like to believe I’ve found a character that just meshes well with me, which she does seem to, but I don’t want to be carried at all.

Now for the real scrubby ones:

Does Ibuki’s hien ( backwards Z kick ) have some sort of special property to its inputs? For some strange reason I have a lot of trouble inputting this move… from both left and right side… While having no trouble with her forward Z, or QCF/QCB kicks. been trying both :bdp: and :db::d::db: motions and haven’t had any reliable success…

Third: What’s the trick to her target combo 1? I spent about an hour in the challenge/training with this move, and Dan would pretty much always block the overhead kick :r::mk: portion of the attack, it just keeps going out too slow to land within the hitstun of the aerial :hp: … just wondering if there’s something special I’m missing.

^

  1. No. She has an amazing rush down game, but her defense is not as great, and her lowered health makes her fragile. A few unfortunate mistakes and more than half your health can disappear and you might be almost stunned. And to even master Ibuki and her rushdown game, you need to master your execution, namely 1 frame links and super jump cancels. This means to play Ibuki properly, your hands are going to be flying all over that stick/pad, with perfect timing to boot.

  2. No. Turn on input display in training mode to see what you’re really inputting.

  3. Do the j.HP early. Both moves are supposed to be done while in the air; the overhead kick is not supposed to come out. You’re supposed to get something that looks more like her j.MK.

For the input problem you need to post more information,pad or stick and if pad what console.
I see alot of people “Fat Finger” the 360 pad as it’s real easy to do i mean it’s your thumb most the time.
The target combo is just timing and angle,it’s never going to be a 100% useable combo so mentally file it away and use it when you can.

I disagree. With Ibuki, you’ve got a good chance of stunning your opponent at least like once every 3 rounds. Instead of using FA to start your punish, you could use the TC1 jump in for more damage and a lot less scaling.

Punish from what? full screen wiffs?
If your getting alot of those your playing bad players,your far more likely to get like 2 cycles of blocked QCB K(why can i never remember the name of that move) in well timed mixups then a full screen wiff that lets you use her long arcing jump to TC1 them as often as you make it sound.

As for her FA? i use it for it’s amazing range and insane forward and back dash speed and distance’s,i’d put her fa dash’s up as one of the best 2 or 3 in the game,even when some OS’s you theres a good chance it will miss do to how far and how fast she moves.

You’ve never stunned your opponent before? Punish them for getting stunned!

QCB K = tsumuji

Dunno why you included that last paragraph about FA range and dash speed. That’s not what I’m arguing about here.

I’ve been hearing different things about what they’re gonna do to Ibuki with the patch. Has anyone heard about them removing the Tsumuji loop? I haven’t gotten around to learning it yet and don’t want to try if they’re going to.