To do Launcher SJC into command dash, I’ve found that to have to input the kicks a split second after the second hk. I would do s.lp, s.mp, cr.hk, hk, wait a split second, input the motions and press kick a little after you see the yellow spark when she kicks them. My problem early on was inputting the motions too fast and doing it too early. You don’t have to do the motions fast. You can slow it down.
By the way DevilJin, you’ve talk about using far s.lp to space them. Do you buffer it into target combo. How do I use it effectively? Seems that I keep whiffing it when they’re crouching.
I don’t mess around with target combos much with Ibuki unless I cross the opponent up where I can hit them with a close LP to start a good target chain. Far s.LP will hit a good bit of the cast even when they’re crouching and for the ones that it doesn’t (like Blanka) you can substitute with c.LP link into LK, MK target chain into neck breaker and gogogo from there. If I hit someone with a far s.LP I usually combo that into s.MK and then into neckbreaker gogogo.
Okay, complete and total noob question, but I’m having trouble pulling off her kara throw. Can anyone explain to me the proper timing for it? I know it’s a throw off of st.MK, but I just can’t pull it off.
Also, what moves are you guys using to tick throw? I sometimes bust it off of a blocked neckbreaker that’s spaced properly, or maybe a target combo blockstring, but that’s about all I know so far.
edit: Just saw this. Disregard first question, please.
sorry for the scrubbish question, but whats the best way to SJC into ultra2 for better damage? i feel unsatisfied with the damage due to scaling from a FA dash into s.LK s.MK ultra2. should i be going for jump in setups? s.MK setups? or is it perfectly fine going for the ultra after a FA stun?
i never played viper so i never knew how to super jump cancel ultras, but now im learning ibuki totally at random i was in training and my mix ups are progressing and i using her jumping target combos efficiently, one thing that shocked me is crouching strong super jump cancel into knife comboed… But to my question what is the input for super jump cancel ultra for ibuki and what target combo should i be practising it for?
Generally if u do a target combo into ultra 2 there is a significant amount of damage scaling involved. If you hit with a non level 3 focus attack and then do a target chain into ultra 2 you basically are making the ultra worthless. Might as well have just comboed into neckbreaker to set up kunai vortex and cross ups. Your best bet is just to do something that builds a lot of stun like c.HP, sjc MP kunai, close LP, MP, HP target chain into neckbreaker. If you want something simpler u can just do close LP, MP, HP chain into neckbreaker.
Basically just do two qcf’s and on the second qcf continue to motion to the uf direction and press 3 kicks. There’s a specific timing to it though. Do it too fast and you’ll get a dragon kick instead . Do it too slow and you’ll super jump. So the main thing is the timing.
I’d just do the empty ultra. The target combos don’t add a bunch of damage. They’re more a way to hit confirm the ultra. Lp x mp x hp x sjc x U2 only does about 20-40(can’t really remember offhand) more damage than the empty ultra. The focus scaling will eat that damage. Doing c.hp x sjc x ultra, might gain you a little damage, but I’m not sure. I should probably look at this stuff myself. Haven’t really spent any time figuring out what to combo after a focus.
edit:
FA2, U2 = 418
FA2, lp x mp x hp x sjc x U2 = 415
FA2, c.hp x sjc x U2 = 442
i tried that combo and this input actually works for me
c.hp then uf, then do counterclockwise motion to f. then mp.
im guessing its just a normal jump cancel since im not hearing ibukis voice when doing the jump.
i find it easier than a SJC, it lessens unexpected super as well, although i dont know if its a consequence cos super during that combo does a lot damage
ive tried that using a dummy ryu, and ive noticed that, i need to wait for a bit before doing the c.hp or it will whiff, is that character specific?
That’s what I am getting at.
Don’t press the HP too early and lose out on your “free” 2nd hit of MP. It’s 3 inputs either way but if you press the chain too quickly you’re missing out on damage.
Yup, it sure does. Her biggest damage punish with U2 is j.HP, c.HP sjc Ultra 2, it’s ~530 dmg and very easy to pull off. Obviously you need quite a large opening to land it… for example holding up vs Ibuki Ultra 1 whiff. Just make sure you land the j.HP deep to give yourself enough time for the c.HP to connect. Otherwise c.HP sjc Ultra 2 is great damage as it is.
So when you guys play footsies and are close in to your opponent and you starting poking, what happens if they block one of your poke strings what do you guys recommend doing
Throwing. It’s really hard to tech throw on reaction after Ibuki forces them to block a far s.LP. Move is just too quick. Walk back and forth slightly and then throw s.LP again is really good since it’s real easy to force a counter hit by making them thinking u are going for a throw and then hitting them with another s.LP and going for a combo. If it’s a short character u can substitute that with c.LP into whatever.
FIRST PAGE UPDATE: Updated first page with Ibuki’s multitude of anti airs.
It is my understanding that frame data for Ibuki is not on this website yet. Is this true? If so, I have the Japanese Super 4 Technical Guide and I will gladly post up the info.
What is the appropriate place for this? Would a new thread be necessary?