Edit: Ok I’m pretty sure lp mp hp will ALWAYS work if the opponent is not blocking, crouching or not. This is because the 1st hit of mp forces the opponent to stand, and then take the 2nd mp.
Also you don’t have to try it 2383292 times in a tournament unless your memory is fail. You’re going to be vortexing and using that combo like a 100 times. You only have to try it once and if it works, great keep doing it, otherwise just remember to use the 1 hit version.
Doesn’t it work on everyone at point blank? I think it does, correct me if I’m wrong.
When I’m not that close and fairly know that it’ll whiff I just stick with s.MK. If it was a jump in w/ j.LK it won’t combo, so I tend to use J.MK for cross and J.HP -> f+MK (for anti-FA/good measure) so that there’s enough hitstun for the s.MK to actually connect. J.LK, f+MK works too but J.LK is more of like a safe jump so it’s rare to be able to pull off that f+MK after it.
Actually this isn’t true. Non blocking crouchers present the same problems as well.
Unless you’re at point blank range, the 2nd hit of MP can whiff (you have to learn distances and know when to HP early). Depending on characters, MP whiffs altogether (i.e. several characters at any range including Blanka, Guy, etc.).
I don’t know if the same people on the list respond the same way, but it’s something you need to have a general idea about.
Just a quick question, I know there’s a vortex thread but can you link anything after the initial crossup kunai? I’m having trouble in training mode where no matter when I land after hitting the opponent with the kunai, the rest just gets blocked whereas if I do a mid screen kunai forward, I can link my target combo/other combos.
At the moment, is there a difference for timing for wake up and standing?
I have a local sparring buddy and it seems that I can only link wake up Kunais half the times when he gets hit and not blocked. When blocked, I get either thrown or jabbed out of my target combos.
Ibuki noob still, I can’t seem to realistically get the J.HP, F.MK target combo working in a real fight as well. Just moved on from Viper and insanely trying to get Ibuki’s TCs and combos down(cr.lp, cr.lp, s.lp, s,mk, neck breaker, command throw, spin kick).
^ You may be throwing your Kunais late. The reason you’re unable to connect would be because you haven’t recovered yet from the Kunai throw. One other suggestion from me would be to drop the cr.LP x2 s.LP MK link from a kunai, a few damaging and better options are: s.LP MP HP xx neckbreaker/tsumuji or just plain s.MK xx neckbreaker/tsumuji.
@Syn- Yea, basically, it comes right down to timing. From the looks of things, it seems that your throwing a little late. The timing is surely different, and can be hard to get used to, but it’s something that can be fixed. I’d say that the best thing to do is hit up the training room, and try hitting yourself outside of the combo’s. You can do this while the CPU is standing, or after a UKD. To say the least, it’s earlier then your doing it, but not as soon as you SJ/Jump.
Cool, just as I thought…Any ideas where the ideal range is? From jump to peak angle? I do use both the target combo and regular combos, just depending which one I can get to lol.
Ibuki is certainly raking up the hours spent in training mode for me, at the moment, I’m not touching SJC Ultra 2 for sure but her regular combo feels so weird to do when it gets to the s.mk. Under pressure in a real match, the s.mk tends to turn into b.mk or cr.mk.
Also, what do you guys expect to do when both parties are in the air? lk in the air seems like it has the highest priority while hk/throw are my second choice when I can see that we’re both in the air.
I don’t want to make the question too broad or too personal, but I’ve been reading a lot of the different threads on here (not just the character threads, but also the domination section) and there’s a lot of good stuff in here. Maybe it’s easier to sit back and play arm chair coach, but I make plenty of mistakes I know I shouldn’t.
Anyway, as far as online mode goes - what does it take to step your game up from a B to a B+ or even an A? I’ve been B before, but once you hit B, you start getting +1 victories against lowbies, and with about a 50% win rate, it wasn’t long before I was C+ again. A part of losing B rank had to do with my learning a ground game that wasn’t all about getting neck breakers and was more tsumuji focused. Also getting rid of hien spams (it’s less safe than neck breaker) in favor of overhead > lk > mk > tsumuji. After reading some articles here (really liked the planet of the apes, one about waiting for revenge) my game has become a little more cool.
Still, I don’t want to yoyo between B and C+, and without any real life competition, I don’t know how to get better. Projectile spammers don’t give me as much trouble as they used to, but there are still other characters (balrog, cammy, fei long, guile etc) who cause me to groan at the fact that I can only chip them down with kunais and my new tsumuji game, and correct me if I’m wrong, but SSF4’s oki game is pretty stale.
It would be one thing if the replay channel could let you choose a character and filter by rank, but you can’t! So once again, can someone either show me where to watch B class videos (win or lose) featuring Ibuki?
Better yet, maybe someone who’s an expert can generally outline what tools you should be comfortable with at D, C, B, and A ranks (approximately).
I’m a B+ rank Ibuki and all I had to do was just grind. I’m not sure if it was just because I was playing 2000-3000PP players (whom usually have very high BP) but just further grinding and I went from B to B+. I’m not sure if you can actually “yoyo” between B and C+. I believe your BP may go down, but your rank will stay the same (ie: you can still be at B rank but your BP can be as low as like 0). Or at least that’s what I heard from other people.
You can find decent Ibukis in the Ibuki video thread. They’re not top level Ibukis at all, but I guess they’re around B level if you had to rank them.
I’d say PP is much better indicator of skill, not perfect, but still much more accurate.
0-1000PP - you’re still learning your character, moves, combos, etc.
1k - 2k PP - you’re learning how to deal with scrubs (eg: bait/punish predictable reversal dp)
2k - 3k PP - you’re starting to learn your matchups, punish stuff, secure knockdowns, and perfecting your vortex skills
3k+ PP - now you have a pretty good understanding of your character and what you’re capable of, almost every opponent’s mistake nets you a knockdown, and almost every knockdown goes into vortex for big damage.
Can’t say much for beyond 3k PP, except once you get there you’re not going to find any more “More Skilled” players with green bar connections.
your kunai isnt meaty enough… meaning that it isnt hitting deep enough in your opponents body/sprite. OR your timing for when you attack after you have recovered from the jump is really bad.
you probably just arent throwing the kunai early enough (meaty) like the others say.
solution is to make sure that the kunai is hitting the opponent around the ankles or maybe a bit higher… those types are completely safe on block and easy to combo off of…
if you hit your opponent in the shoulder area or top of head… your timing is way off and you are at a significant disadvantage on block and hit.
123 are all possible, 4 isnt.
its not the position of the kunai that makes them crossup, its the position of ibuki while shes in the air.
to get #3 you have to jump early and throw a bit late.
to get #1, you jump early and throw kunai late, but not as late as 3.
to get #2 you jump late and throw very early.
also there is no such thing as kunai hitting on p1 or 2 side… the distinction is where ibuki is, not where the kunai is… as far as crossing up is concerned.
just wondering but is there any anticrossup move she can use when they’re applying pressure? CDing out of it seems to be the best option.
also is c.hk a decent poke to be throwing out as long as its max range? i pretty much gave up on her footsies and have just been using this to score a good knockdown and vortex that shit.
I’m going to assume you’re doing the TC4 deep, in which case, those loops are definitely possible on Ryu/Ken.
#1: Remember that TC4 , st.LP is a (2 frame) link. Do it too early and nothing comes out, do it too late and st.LP is blocked. #2: Same thing as above, but lk.tsumuji , st.LP is a 1 frame link.
If you’re just looking for tips, either plink and/or practice. That’s the only way to get your links down. Or use turbo but I believe that’s banned at tournaments.
For the people that keep asking, do not use ranked online mode as a measuring stick.
Online mode is for fun and training it means nothing because you can never ever tell if the other person is altering the gameplay in his favor from his end.
Have fun with online,use it as an enhanced learning tool,make friends with better players in problem matchups and grind that shit.
Online points do nothing but shine your Gamefaqs forum epeen and that shit is neither respected or cared for here.