Ibuki Q&A Thread: Ask simple questions here!

Oh my mistake I thought we were talking about f+HK. I remembered seeing Ibuki doing f+HK on Ken’s wakeup and dodging a reversal hp.dp, so that’s why.

Getting there with Ibuki. Finding the Ultra’s very frustrating though, they seem to get their ass kicked from …anything. I’ve been doing the old Fei Long job and linking a jumping HK into the Ultra 2, but obviously this is going to be hard to land online unless someone whiffs.

What are the thoughts on the Ultra’s? I think I prefer U1. It seems safer and you can throw out that random long fireball and catch the opponent off gaurd, not much damage, but it still seems to have more use than U2?

I’ve had a skim through the SJC thread but that seems a bit beyond me til i get her basics down.

^ I believe you’re looking for this: http://shoryuken.com/showthread.php?t=230091&page=40

Are there any tips or hints as to how to make your kunai not hit crossup, and you landing on the other side?

The kunai is not doing the crossing up, Ibuki is, when she’s hovering over her opponent’s head. If you do the kunai later, Ibuki will land on the other side. If you do the kunai earlier, Ibuki will land on the same side she jumped from.

I have no idea what you’re talking about mingo. You can combo into three tcs from hammer kic. Lp mp hp, lp mp lk, and lk mk hk.

Her hien as its purposes along with hammer kick. Both overheads are “so so” none of them are AmAZING.

I’m still trying to figure out what anti air I like the most…cr hp, back mp, or air throw…what do you guys do? Agemen does like no damage, can’t sj into combo pressure, and doesn’t get a knockdown. Air throw does good damage but can’t combo but cr hp does but is hard to land against certain jump ins. Errrrr.

Yes I know I made a mistake. I thought he said f+HK which is Ibuki’s Bonsho kick, not Hammer kick.

Agemen is easily her best aa imo. Don’t forget you can command dash cancel the 1st hit and then do whatever.

To cancel the command dash after Agemen, do you have to do the sjc or can you just do the regular motion. At work and wondering.

Normal motion. It’s a regular cancel but only the first hit is cancellable.

Mokay, let me rephrase the question then.
Every time I do a vortex, and I tested this by making a dummy Ibuki do the vortex a and then try blocking the replay a 100 times, all I have to do is block everything as a cross up(I know, the kunai doesn’t officially cross up, but you get my point). Now, if I’m not mistaken, the vortex can also be done so that it would have to be blocked in one direction to block the kunai, and then in another direction to block Ibuki’s actual attack.
So I was wondering if there are any tips or hints on the timing for that ‘version’ of the vortex.

hey dude. lets do it on Neckbreaker vortex:
-Neckbreaker : after it hit opponent, wait a little bit(like for a quick sec right after neckbreaker animation ends). f/u jump( a regular one), when u reach the highest hight of that jump(the highest altitude) do an LP kunai. if done correctly, then ur Kunai will like cross up opponent and land u safely on the other side.

if ur having any troubles, maybe this vid can help. tis just basic stuff for her, mostly most of okizeme are coverd in that vid.

[media=youtube]MzY7zL68snk[/media]

Neckbreaker > lk. CD > insta-kunai

is easier to execute imo. Less timing and more execution speed. Plus the kunai hits from behind. Do it as fast as you can and it hits in front.

I think the situation you are asking for will be unsafe for Ibuki.

If Ibuki is behind the opponent when the Kunai hits, they will have to block a crossup. If she is still in front of them, they have to block away. Ibuki wants the Kunai to hit meaty so that she has time to recover from landing.

The situation you describe: Ibuki still in front, hits the opponent with Kunai, then travels all the way behind them before landing. You want to jump as late as possible and throw your Kunai as early as possible while still jumping high enough to jump over them. Aim for meaty so you get the most frame advantage and aim to stay as low to the ground as possible. See if you can combo.

What hugh says is similar to what I do, except my setup is from fthrow. Fthrow > HK Dash > jump kunai. Crosses up but sometimes doesn’t depending on the timing. The non-crossup version is pretty unsafe on block, but she lands behind.

Yes this is true. There are three ways to time your jump and kunai such that Ibuki:

  1. lands in front, opponent has to block normally (late jump, early kunai)
  2. lands behind, opponent has to block normally (standard timed jump, late kunai)
  3. lands behind, opponent has to block the other way (standard timed jump, early kunai)
    To get an idea of the timing, Option 1 is something like you jump at about the same time your opponent begins to get up (I’m using Ryu as an example). Option 2’s kunai is at or slightly later than her max height jump. Option 3’s kunai is slightly earlier than her max height jump, since when she throws a kunai, she drops much faster and will be on the other side of her opponent when he gets up.

I haven’t had much time to test 100% so I will get back to you on that.

I’m not sure if it’s just me, but if you try to vortex from point blank, and the kunai is blocked, you’re going to be at a terrible frame disadvantage since Ibuki is still recovering from her jump.

Not terrible if your kunai hits meaty. The higher on the body the kunai hits, the worse Ibuki’s frame advantage. Linking into cr. lp is pretty tight if you hit, but if it’s blocked you’re generally about even advantage. The more you spam the vortex, the easier it gets to hit-confirm kunais. On block, you can go into your basic throw mixups.

Walnut hrimp and hungh:

hey guys, the situation u both described are the exact same situation i described. the only different is that if ur a beginner and having troubles tryin to understand her vortex(untill u get em) then doin the command dash into Kunai is gonna be way hard. imagine a first timer tryin to do those, it’s gonna be hard to master wither to do it infront or land on the other side, not only that it requires timing.

as for safety between wut i mentioned and wut u guys did, they are the exact same the only difference is that there’s no dash.the Lk cd into fast kunai needs good understanding of Ibuki Okizeme as well as timing, so imagine ur doin her Okizeme like that for ur first time…ofcourse u might encounter some troubles.

what DuesLucas said is completely safe on block and tis the same situation u both describe as well…they are all the same as long as u time em. unless if am on the wrong track and didnt understand wut he’s sayin or u guys are >< (hope not lol)

:slight_smile:

Refrence: Now, if I’m not mistaken, the vortex can also be done so that it would have to be blocked in one direction to block the kunai, and then in another direction to block Ibuki’s actual attack

as a cross up or not, the kunai will be always blocked on the same side, though for the follow up(for example any target combos) then it depends on Ibuki’s landings. if Ibuki landed infront then u will block any follow up the same direction. If Ibuki landed the other side then opponent have to block any follow up the other way around (and that wut Basically every Ibuki do). so by means, there are no situation were u do the Kunai and opponent will have to block the Kunai the opposite direction.

PS: As for Front Kunai,even in close up have easier counter if opponent have ex bar/ ultra and ur just tryin to mash the CT right after, so be aware…it literally timing dependable as well as distance for some situations . that’s why always do the safe kunai landing on the other side right after.
i would say any of these situations are way easier rather than rushing urself quick to do a command dash into quick jump to kunai, if ur not familiar with her Okizeme then take ur time learning the easy ones first and then upgrade urself to wutever u would like (though they are all THE EXACT SAME SITUATION).

-Neck breaker: after u do it, wait a little bit (like for example to learn the timing, after the animation is done preform LP) and then regularly jump. while ur at the highest altitude of the jump,preform an LP kunai. if done right then u will land on the other side SAFELY after the Kunai, opponent will have to block forward(for the kunai) and then u can follow up with anything u want (opponent in that case will have to block the other way around after the Kunai). same exact situation Hungh and walnut described are applied

-Tsumuji kick, the same thing exact but u dont have to wait at all. though situation will differ if done in the corner

that’s why am telling u, if u wanted u can take a look at the vid i linked on the previous post. all of these situations are there …so from reading our posts and watching the vid, i believe u will fully understand it for sure .

hope my english wasnt that horrible >_> lol

Thanks for all the reactions. Guess it’s just back to the training room.

teef, you said

“as a cross up or not, the kunai will be always blocked on the same side, though for the follow up(for example any target combos) then it depends on Ibuki’s landings. if Ibuki landed infront then u will block any follow up the same direction. If Ibuki landed the other side then opponent have to block any follow up the other way around (and that wut Basically every Ibuki do). so by means, there are no situation were u do the Kunai and opponent will have to block the Kunai the opposite direction.”

That last thing is exactly what happens to me though. I record a dummy Ibuki to do a neckbreaker, then vortex, I restart and let the recording playback, then I let myself get hit by the neckbreaker and all I have to do to block the damn vortex is block as if Ibuki was just doing a normal cross up attack.

DeusLucas,

You can do a non-crossup kunai consistently with just a plain normal jump instead of a super jump. Doing super jump makes Ibuki go to the other side faster hence the cross up with the kunai.

You can also make the kunai hit front and ibuki land in front of them as well. Looks deceiving cuz it looks like shes gonna cross them up but she doesnt.

Dunno if i fully understand this quote, but I’m 100% sure that you can make the kunai hit them from behind. The kunai is not always blocked in the same direction. I tested it out myself with a broken controller that sticks to the side.

After neckbreaker, do a superjump and throw the kunai very late, and the kunai will hit them from behind instead of from the front.

And tbh it doesnt even matter which side Ibuki lands on. What matters is which side the kunai hits cause u can combo in right after anyways. This is why i prefer the lk. CD > insta-kunai version. They have to guess which side the kunai will land on and you give them no time to react to it.