There’s some information in the new matchups thread sticky but while we’re all learning, Ultra 1 is a handy “get the hell away from me, rushdowner” move. Again, it’s not the ideal use and in higher level play it wont work as much, but for an Ultra it’s remarkably safe and can get sticky players off of you.
My own question: I’ve been able to Neckbreaker > crossup kunai > TC on everyone except Akuma. He seems to be able to do a mp SRK and beat it out. Is his timing incredibly different or what? I coulda swore someone else mentioned it in the matchup thread but I couldnt find it
^^^ Yeah that was me. I think you just have to time it different, throw the knife much later, otherwise akuma’s dp will just eat it up.
Why does C.LP -> st.LP -> s.MK xx whatever scale so much? s.LK to s.MK chain scales a lot too (but its easy as hell to HC). So why do they scale so much? Wouldn’t we be better off without adding the superfluous shit? S.MK alone into neck breaker does 210 damage but if you add the LK you only get 172. A difference of 38 can make or break a match.
Now this leads me to my next question. Why the hell does the LP -> MP -> HP chain not scale damage. LP -> MP -> HP into neckbreaker does 298. Do you guys do the links and add all the extra stuff because it’s easier to confirm? I understand the c.LPx2 into s.LP and roundhouse combo ender. That shit is dope. But I don’t quite understand why everyone does everything else. Is it because SSFIV isn’t about big damage? It can’t be the stun value because S.MK alone even adds more stun than LK -> MK. The c.lp herp derp does only 10 more stun than s.MK alone.
So I just wanna know why.
Not really sure what you asking.
The damage scales because of the inputs. Just like every other combo in SFIV. And the reason we use these combos is because like you said, I can hit confirm. The cancel of MK into a special is too quick to do on reaction of seeing the hit. So I’ll put in a few jabs to make sure first. If the opponent whiffs something big, then for sure, use the unscaled shorter combos. For example, as Chun, I’d use cr.lk x2, EX legs. But if it was a whiffed DP, cl.rh into EX legs is a much better option. I’d just never do that bigger hitting more damaging combo unless I was sure it would connect.
And the target combo into neckbreaker does scale too. Only you’ve done 1 light attack, 1 medium attack, one heavy attack, and a special. So even with scaling it comes out with more damage.
And finally… 172 isn’t ‘bad’ damage. Especially when its easier to try to pull of safely. Land a couple of those and your opponent will be feeling it.
If im not mistaken a target combo counts as 1 normal and not as 3.
If you press a button, it counts towards scaling. For example, Chun’s j.FP*2 (TC), counts as two. But her jn.FP (TC) hits twice but you only have to press HP once so it only counts as one move
I know that close s.mk is special move cancelable. What special moves and mixups should I use when I do s.lk>s.mk as a poke or cr.lp>cr.lp>s.mk when blocked?
I tend to use mk tsumuji for chip and safe or kasumi gake to keep pressure going.
She only has 1 version of s.mk btw. I always use mk tsumuji. Safe on block. I believe some chars can reversal through the tsumuji followup because of lame block stun. But yeah, it’s safe on block and if it hits you can follow with a low ender into the vortex.
Or you can always command dash if you feelin mixy uppy.
Or you can do nothing at all and stay in their face for frametraps and fish for CHs. People love their mash potatoes.
Apologies for the vague question, but what should a new Ibuki player start with? It’s a little overwhelming to look at all of her moves and everything she can do. I don’t really know where I should begin.
Go try her trials first and do as much as you can. Then you’ll learn which normals can link and which moves are cancelable to get used to them. Also, definitely read DevilJin’s post that’s at the start of this thread since it gives you some good ideas on how to deal with situations.
[media=youtube]TkMKlgJdy3c&feature=related[/media] is a good video if you need visuals to get a better understanding on how Ibuki’s moves can work.
So, does anyone know the full data on raida? Like the effects of the Ex one vs the regular one, etc. It seems as though normal raida is grab invincible from frame 1 or 2. I know that it can beat SPD & grab ultras, but I don’t know the exact info.
All we have so far is the prima guide data, which may be outdated. It doesn’t have any invincibility info. According to it, all versions have 6 frames startup and 5 active frames. EX recovers the quickest at 9 frames. Hopefully someone will get the Japanese guide soon and we’ll have the accurate data.
If I have frame advantage on block/hit and I use Ultra 1, can they jump out of it after the flash?
What do you guys prefer @ the start of the fight to do? Do you guys usually bait/punish with kunai or do you prefer to rush in and mix up asap? I’m having a hard time of getting in and staying on top of my opponents ass sometimes.
Depending on how much advantage you’ll get the blast version of U1 instead, and then even after that, they should be able to jump it, so even at +1 they can just hold up during the flash. A better idea would probably just trying to bait a tech trap or jab.
Are there any setups/uses for ultra 1 besides wake-up games?
I’ve done tick throws and tick U1s.
And gimmicky shit like command dash from far away right in their face and U1.
Also during vortex when they block the kunai I’ll mix it in there every now and then.
im going to get flamed, but im ready - i tried google with no luck. What actually does “Vortex” mean with regard to Ibuki? Ive seen videos and have a gist of what it means, but wanted an actual definition/explanation.
Thanks much - sorry for such a noob question!