Ibuki Q&A Thread: Ask simple questions here!

What are Ibuki’s best jump-ins? (Cross-up too) I mostly whiff most of my jump in attempts. I don’t know if it’s the spacing or I have to land mostly on top of the opponent for it to connect or whatnot.

Given the issues with lp->mp->hp-> neck breaker whiffing on crouchers, is it more practical to just commit lk->mk-> neck breaker to muscle memory?

Ibuki trial #23

thank you for the thread

I need help with Ibuki trial #23 : what is the right timing to input Kazegiri > EXFocusCancel > Raida ?
no problem to cancel the kazegiri but I don’t see how I can be at the good range to hit with the raida.

23 needs to be done in the corner, and you need a little delay before you enter the Raida, or you’ll end up behind the falling Dan.

My question:

Does Neckbreaker have any anti-trip guard properties? I’ve landed it against people jumping from bad ranges, but I’m not sure that’s because it’s guaranteed that way or if they were just not blocking.

j.HP for non crossup, j.LK for crossup.

Make sure you’re only getting 1 hit of the kazegiri.

This is false.

Apologies. Haven’t managed to make it work mid-screen. I thought it was a corner setup like EX Tsumuji > Raida. How’s it work?

“Make sure you’re only getting 1 hit of the kazegiri”. Like that. If I recall correctly, you always end up on the other side of your opponent after a canceled kazegiri, which means you need to make sure you input the raida in the correct direction.

Does anyone else find the target combos:

LP HP (air)
LP MP LK
LK MK HK

To be almost completely useless?

If you’re doing the front air target combo you’re better off doing HP to MK to not affect damage scaling or using LK MK because its hitbox is bigger.

LP MP LK doesn’t combo into anything and you’re better off with a CR HK to start a vortex…

LK MK HK looks cool but ummm LK MK to neckbreaker or lp mp CRHK to HK to setup a pressure situation is 10X better where as lk mk hk leaves you standing right next to them and does not push your opponent away.

Also, how in the hell do you CROSS up her Vortex to hit them on the other side? I can do the vortex 10101019830 times in a row with it hitting them in the front but am having a hard time with it hitting on the other side.

Do I release at the top of my jump or release earlier?

j.lp j.hp tc is good because of it’s range and it doesn’t have to be timed well to lead into a ground combo. i like to use it on big characters that still get hit by both hits while ducking primarily.
i’m not sure but s.lk combos into qcb+lk so if the TC can be done into the lk whip kicks it can be a great pressure tool when you’re at the right distance.
lk mk hk however doesn’t seem like it should be done on purpose, but i end up doing it on occasion just cause i’ll become befuddled in a situation and accidentally mash it out lol

now here’s my question:
is ibuki at advantage/disadvantage when doing her qcb+k attack? I keep seeing videos of people setting up what looks like frame traps with her lk version, does she have any advantage off of her mk and hk versions? and are the mk and hk versions different from each other?
the reason i ask is because her whip kicks seem like a better option than neckbreaker since i sometimes miss links and doing a neckbreaker on block is way worse than doing the whip kicks on block. right now i’m doing hk whip kicks all the time and just hit confirming the last sweep. also does doing the third regular hit (NOT the sweep hit) on block have any advantages?

Only use I can think of for Lk, MK, HK is as a gimmick to hit U1, since it leaves you at -3 and at point blank range.

far st. Lp,Mp, f.Lk I can’t get to work most of the time because the lp usually pushes them out of range.

To cross over it depends on what you used as the setup.

If you only do the first two kicks
qcb+lk leaves you at +3 on hit (you can link a standing jab with 1 frame timing) and a -4 on block.
qcb+mk leaves you at +4 on hit (2 frame timing to link the jab, but you can link other stuff instead) and +0 on block, meaning it can’t be punished by anything, ever.
qcb+fk leaves you at +0 on hit, -4 on block.

If you do the third hit (either the standing or the low) then you are left at more disadvantage. The worst is the low fk ender, which leaves you at -9 on block.

Thanks

The thing with the spinkicks is that everyone talks about how MK spinkicks (2 hits only) is 0 on block, and is therefore the safest. LK and HK puts you at negative frames on block. However, you have to also take into account spacing. In many cases, you can get away with adding the third hit since it pushes characters out pretty far, making you safe from a lot of reversals. I’m sure it would be a good idea to test all the variations against each character to see what’s safe and what isn’t. My rule of thumb is I usually don’t do LK spinkicks on block unless the character doesn’t have good reversals. For an example, if you cancel into LK spinkicks against Guile on block, you can get reversal flashkicked. I’ve gotten away with adding the 3rd hit against him, but I’m not certain it’s safe. Test it out in training mode!

heh, you were the one that got me interested in spin kick pressure :stuck_out_tongue:

i honestly try to stay away from lk spinkicks because you can’t do the sweep at the end for a vortex setup. I guess if it’s not that safe on block it’s more of a timing mix up? also when you say reversal do you mean after the spinkicks are done i can get flashkicked or do you mean in the middle of the spinkicks i can get hit out of it but it’s a trade (cause i’ve had that happen to me a bunch of times but with the hk version mostly).

I’m gonna stop doing the HK version and try out the MK in hopes that i keep people from wanting to throw out random attacks after blocking my spinkicks. is the 3rd sweep for the mk and hk version have different timing or something cause i do the hk version right now only because when i was trying to do the sweep with the mk version i’d usually get the regular non-knockdown but i think it’s cause i’m an execution scrub heheh.

Sorry, I worded the stuff about flashkick reversal badly, I mean when you do LK spinkicks on block next to Guile, he can reversal flashkick after he blocks them easily. I used to use LK spinkicks a lot during block strings in order to stay closer to the opponent for further pressure, but I learned the hard way that’s it not safe against certain characters (like Guile).

I don’t think the timing is too different for the 3rd kick for both MK and HK spinkicks, in fact I just hit a kick button several times while the first 2 kicks are hitting, usually in rhythm with the actual kicks. You don’t have to be that precise.

If you want some good examples of using spinkicks for pressure, check out recent Buktooth matches from Super NCR, specifically his money match with Mike Ross and his match with Keno. Pretty sure they were posted in the video thread. By looking at the timing of the kicks you can get a good idea of which versions of spinkicks he is using.

Punishing lk.tsumuji seems to be reversal specific. eg: FK can punish it because it has a 4 frame startup and it has a humongous hitbox, but reversal DP cannot because lk.tsumuji pushes your opponent too far, even though dp has a quick 3 frame startup.

It’s something you should be mixing up, since cancelling into mk. tsumuji is dangerous as well. Any normal -> mk. tsumuji is not a true blockstring, so it can be reversal mashed out of.

Here’s my question.

I am looking to improve my ibuki game and I would like to know what combos - hit confirms - block strings you guys think I need to work into my game

Right now my ibuki play largely consists of the following

  • Kunai vortex on knockdown (pretty much down to a T)
  • lp mp df.hkx2 SJC into followup
  • j.lk j.mk crossup
  • command dash shenanigans

So what do i need to add to the list to get better in different situations? I have a 18 hour night shift tending a phone next week where it’ll be me in offline training mode the whole time. Any suggestions would be appreciated!

You just need to think of that for yourself really. lol.

Try mid Target Combo to command dash to target combo again on the other side after command dash for a bit more damage?
lk/mk command dash on charge characters to make them think you’re going on the other side to charge there and lkmk to NB?
lk spin kicks to frame trap mk to command dash to raida?

Just be creative.

You should master everything from the Ibuki training drill thread, here: http://shoryuken.com/showthread.php?t=236276

Edit: editing my post instead of double posting.

Does anybody know what kinds of tsumuji loops work on characters? I found this post by Coos from Google searching, but he doesn’t say what combo (or move?) he did before doing the loop:

For example is it TC4 xx tsumuji loop?
Or just st.MK xx tsumuji loop?
Or something else xx tsumuji loop?

If nobody knows then I’ll just test it myself with all chars since I have nothing better to do but I don’t wanna waste time if someone already knows.

What do you guys do if the lp mp hp does not work on a crouching character? I’m probably going to make a list and memorize who it works on so i dont try it 2383292 times in a tournament and look dumb. People crouch all the time so I’m guessing stick to Hp cr hk to hk and lk mk TC’s?