I think anything you can sjc U2, you can do for her super. Though I haven’t tried using c.mp and s.mk.
How does that Tsumuji loop work? The s.LP seems to whiff so I must be doing it wrong.
TC xx lk.tsumuji , st.LP , st.MK xx Special. It varies by character as I tested before, and it’s also a 1 frame link.
Argh frustrated as crap right now. I was hoping to glean some training ticks from folks. I have been playing a lot against my buds and my brother. Unfortunately I am the only one that is into street fighter amongst them and they play only casually. I am trying to learn to do more links but every time I drop one I get Mashed Ultra’d. (and I drop them often) Basically they say fuck blocking and mash out ultra. It’s gets to the point where I get too frustrated at losing due to shoddy execution and resort to scrub tactics myself and whomp them instead. So with a lack of solid competition, should I just stick to the training dummy (though I find it helps me remember the links I rarely get them off in matches due to pressure or whatever, live environment is just different) or am I just screwed.
When you’re starting to learn the combo, start with Abel or Sagat as the dummy. Since their hitboxes are fatter, you have a better chance of hitting the far st. lp since the loops works twice on them (it also works twice on DeeJay and Claw).
The most important starters you want to get down for the loop are lp-mp-hp chain(one hit mp UNLESS it’s Abel/Sagat/Deejay/Claw…you can do the two hit mp on them), st. mk(for midrange punishes), and st. lp, st. mk(punishes anything -3 or -4 on block/hit).
A couple more worth learning are from f + lk/cr. lk. Those are pretty good too especially in the corner.
- Play ranked for better competition?
- Don’t accidentally drop links
- Frame trap and bait random reversals instead
I’ve been practicing this since yesterday, but linking s.LP to s.MK is causing me trouble. Since I’m using it for chip damage anyway, after a jump in, can I just do MK > tsumuji? I can do it fine off the punch series, but linking the MK from LP, I always mash the MK which means I need to get a confirm before Tsumuji. This makes it kind of unreliable for me, and well…I can’t use it if i can’t depend on it.
In general…are links something you want to mash to find, or are they something you want to be a one touch thing? Guilty Gear had the FRC system, which I liked, but this whole one frame (or however many) to press a button thing is kinda hard…makes it difficult to practice when you don’t know whether or not you’ll get the next hit, so your fingers are never really ready…
If you do a jump-in that has enough frame advantage, you could do s.MK afterwards, like off of a j.HP.
When linking, don’t mash, learn the timing and rhythm to make it combo. Hit far s.lp, then hit s.MK once. Take note of a couple things:
- The timing of when you hit the s.MK after you hit s.LP
- What happened when you hit s.MK
A. Did it not come out? Then you hit the button too early.
B. Did it come out but not combo? Then you hit the button too late.
C. Did it combo? Then you hit the link, congrats, now learn it’s timing/rhythm and commit it to memory
Yes perf, just practice the s.lp,s.mk untill its inside your muscle memory really. Then all you have to do is add on the 2 c.lp before hand and you have yourself a nice bnb set up
How are you missing a 3 frame link (st.LP , st.MK) ??
Or are you accidentally too close and doing the cl.st.LP instead of the far.st.LP ?
I always use to miss the 3 frame link for st.lp, st.mk. My problem was that i was just simply pressing the st.mk to early like it was just another lp. As soon as i slowed myself down for a fraction of a second it started to hit basicly all of the time
can you loop a blocked lk tsumuji?
The bp pp system is so fucked. On the leaderboards I’m a top 50 ibuki in north America as far as bp goes. But tht doesn’t take into account my
losses since you don’t lose that much bp.
So I’m a lil fustrated since cuz now o don’t have any pobpem at all with scrub Ken ryu and juri like I used to now I’m hvin trouble closing out matches with good players
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FA crumple wht do u use?
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Good block strings for chip damage.
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Does anyone use hein in there gameplan? I use
it as a good couple hits for players that are crouching slot but if it wiffs your dead.
Thanks for any help guys
^
You say the bp and pp systems are fucked, but you only give proof that bp is fucked? What about PP?
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You mean what to do after a crumple? Or which crumple to use? ??
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Ibuki doesn’t have good block strings for chip damage, per se. The only (safe) special move she has for chip is tsumuji, and ex kunai I guess. She has some ok meter gain block strings though. But really though, chip damage is left for ex kunais. Ibuki is more of a rush down, look for an opening with mixups and then start up a vortex, kind of character.
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Sometimes I use it to mix the other player up and catch them crouching, like you said. But I use it vary sparingly because afterward Ibuki is pushed away from her opponent and you lose your frame advantage. Also, a number of characters can (heavily) punish blocked and some can even punish hit heins, making it almost useless unless you plan on protecting your landing by cancelling into a super or something.
i use hien a lot actually. Catch a lot of people with it on wakeup, and round start. Obviously risky to use, but if they block it or it hits, ur setup nicely. I also learn the distances (similar to Bison SK distances) to catch players during regular combat.
after crumple i either lp mp hk hk or lp mp hp whatever
sometimes i mix it up (command dash through them, or hein), but im still kinda learning her so im trying to keep it simple and get her target combos down
I have only have 1500 pp but it varies sometime it goes as low as 900 if I’m losing alot,
an I meant what do you guys do to inflict damage after a level 3 crumple. Like honestly I keep it safe Especially if I’m playing a scrub Ken or ryu. I’ll sweep sweep and start a vortex. But there are times I wish I would have done a more damaging combo
I don’t think you’re getting me. For example, Ryu’s super can punish all hiens hit/block/kunai after or not. Ryu’s U1 can punish all hiens hit/block/kunai or not, except hk.hien with no kunai followup. Sure you can mix it up, but as long your opponent understands hien ranges, he should be able to punish. Or if he has no super/ultra, he could just forward jump at you after you land since you lose your frame advantage.
If you’re going for a launcher combo as punishment, you’d might as well go for st.HP , cr.HK , st.HK. It’s the same launcher but more damage and alot less scaling.
After a crumple I do TC6 ending with a neckbreaker (or tsumuji loop ending in a neckbreaker/tsumuji ender) and then start vortexing. For the most part, TC6 is my go to combo.
I would say land the most damaging combo you can that leads to knockdown, for me, it’s s.lp, s.mp(one or two hits, depending on character, not sure if 2 hits will hit everyone during crumple,) s.hp, HP neckbreaker
crumple combos:
the best thing to do on a crumple combo that you dash canceled backwards is to forward dash into u1 (very hard to do in the heat of a match… may only work on lvl 3 crumples… meh i cant remember, nor do i use it…)
OR just do a neckbreaker.
those are ibukis only real solid options off of a backdashed crumple AFAIK.
if you forward crumple a character that is weak to kunai crossup or wakeup games in general… you want to do lp,(2 hit)mp,hp xx neckreaker.
the other thing to do is to do a combo that ends in a mixup:
lp,(2hit) mp,hp>st.lp>st.mk xx (2hit) kazekiri> fadc forward>cr.fp> xx >mixup with jump, super jump or one of the 3 command dashes.
OR launcher combo into super jump cancel mixups.
just try your best to constantly vary your focus attack followups so that they have the best chance of taking your opponent by surprise.
and lastly, you can just hit them with u2 or u1 if you have them.
-dime
ok ive got a question and maybe you guys can help… well im just learning ibuki like everyone else… so my “goto” bnb is cr.lpx2,st.lp,st.mk xx mk tsumuji low ender.
i generally hit confirm it and always do the mk tsumuji to low ender on hit for the wakeup games.
however that isnt my problem. my problem is that against my primary opponent he will just stand right after mk and sometimes before it… this means that hes walking backwards, so its hard for me when using ibuki to throw him since he can walk out of my throw range if i want to throw after seeing that the first 2 to 3 hits got blocked… also i like to use lk hien in the 2nd round alot and hitconfirm it into super… but it rarely works cause all of my blockstrings hit mid or high and are basically very predictable…
this means that dude can just block me out once i get in… if i do a sweep… its unsafe as hell on block and i get counterswept.
i’m trying to figure out ways to get the dude to just sit in crouch… but it seems that i have to do something unsafe like cr.lk xx lk tsumuji or ex tsumuki with an immediate low move in the ex version…
generally what dude does is block low for the first hits of my strings and then stand blocks the rest…
so what other strings should i be doing that will make him respect ibukis low game?
or are there any other ways for her to break block? throw doesnt work so well when donr in strings cause of ibukis slow walk speed and him stand blocking… one poke into throw is easy to read…
my general mixup game is:
BLOCKED cr.lpx2,st.lp,st.mk xx
1.mk tsumuji (65% of the time)
2.lk command dash (15%)
3.hk command dash (5%)
4.lk hien (hitconfirm into super) (15%)
or something along those lines…
those are the basics anyways… some further secondary pokestrings are things like cr.lp>f+mk>f+mk (hitconfirm either one)… cr.lp>throw etc. etc.
but like i said my primary stuff doesnt counter stand block… so i need some more struff to throw into my game… ive used my primary string on block into neckbreaker… but its a horrible choice and i feel it will just lead to bad habits, even though it works everytime i do it since dude is so scared of lk hien and f+mk…
any suggestions as to better strings that actually work and are atleast safe more or less? that at least give me good followups/damage if i do take a risk with an unsafe low?
-dime