Ibuki Q&A Thread: Ask simple questions here!

In order to do effective kunai zoning…like Mingo was mentioning u can’t just simply throw kunais and that’s it. Kunais don’t reach all the way across the screen any way (though they go pretty far at a steep angle with the HP one). There’s also plenty of ways to stuff or go through the spamming of kunais as well like swatting them out with attacks or focus dashing through them at close range. You want to mix your kunai zoning with neutral jump MK, neutral jump HK, air throws and ground based anti airs like b+MP or c.HP. Don’t be one dimensional with your zoning.

Depends on your play style. Ibuki is one of those characters that is not very reliant on ultra to win matches. As long as she can land a neck breaker or MK tsumuji and then do it a few more times that’s really all a high level Ibuki cares about. Just landing high stun combos until they are stunned or dead.

Ultra 1 is better if you have a more aggressive play style and like to have a last ditch ultra to deal with pressure. The ultra has a 2 frame start up meaning it can be jumped but if the opponent presses a button or tries to throw u at all during it they will get grabbed if they are close to you. If they aren’t within grab range the ultra will turn into a fireball ultra that takes 7 frames to start up but is pretty much safe on hit or block and does decent damage/chip. It’s also the quickest reversal Ibuki has. In that although it takes 2 frames to come out it punishes things on block as if it was a 1 frame attack. Like if Ryu throws a HK hurricane kick at you and u block the last hit as long as he is next to you after blocking the last hit you can reversal ultra and he won’t be able to escape. This is also good against specials like Honda’s buttslams at close range after blocking and things like shoryu FADC dash forward. If you ever see a Ryu dash forward at you after an FADC just do reversal Ultra 1 and they are dead.

Ultra 2 IMO is probably the slightly overall better ultra but not for the reasons that people want u to think. You’ll have a bunch of people that will tell you “oh it’s better cuz u can combo into ultra”. That’s not necessarily true IMO. It’s nice that Ibuki can combo into ultra but unless u land it off of a one or 2 hit combo the pro ration is terrible and the easiest way to land it is off of target chains where the pro ration gets pretty nasty again. Basically meaning unless the opponent has only 300 or 400 health points left it’s not really worth doing. Like trying to combo into ultra 2 the minute u get it is just a waste. Half full ultra 2 will be struggling to get you more than 350 damage in a typical jab, s.MK or target combo hit confirm.

The biggest reasons why ultra 2 IMO is the best ultra is that it punishes A LOT of things on block and some even on hit and it is completely fireball invincible and goes through them at a retarded good range. Like if you are slightly inside of full screen u can dash forward at Dhalsim and if he throws a fireball the ultra will hit him. It punishes all Honda headbutts except EX headbutt on block, punishes Blanka EX up ball on hit or block, punishes Zangief doing a forward or backwards FADC after EX green hand on block (or regular green hand on hit/block), punishes T.Hawk condor dive, punishes Cammy cannon spike, punishes Seth’s Ultra on block from inside 3/4’s screen and the list goes on. It’s that combination of totally scaring people from throwing fireballs and punishing so many things from such a long range on block that makes it the ultra to choose overall if u have to choose one.

Though Ibuki can still fight and win matches regardless of which ultra she uses because she has a ton of normal and special moves that are designed to cover her really well in a lot of matchups either way. ** In the end just pick the ultra that fits your play style.**

Well I guess I will use Ultra 1, but I’m still determined to learn how to SJC into U2. Thanks for the breakdown though.

i would also like to add that certain characters each ultra can be more useful than the other

I’ve been wondering about the one combo I seem to see the most: cr. lp, s. lp, s. mk.
I prefer to use cr. lp, s. lk, s. mk because the last Ibuki trial challenge helped me get the timing down.
Besides the fact that the first combo I mentioned is easier to land because of frame data, are there any other reasons why I should use combo one over two? I believe I read somewhere that you have to delay the s. lp in the first combo on certain crouching characters, which throws off my execution. Do I have to delay the s. lk in the second combo on any crouching characters?

Edit: Second question

Is it worth learning the timing of the target combo launcher, SJC, command dash? I’ve only done it on rare occasions, but I get so surprised it worked that I don’t follow it up with anything, so I’m not sure if it really confuses people… besides myself.

btw thx for the tip on the zoning

Combo 1 does more damage and it can miss on some crouchers. That’s why some resort to c.LPx2, s.MK.

Combo 2 is a solid option when you’re just aiming for that knockdown, the range on LK is something to watch out for though.

Launch Combo -> Command Dash is “alright” but you’d rather go knockdowns for a kunai vortex/jump-in.

Try to learn a combo that starts with a low.
e.g. cr.LK -> LK Tsumuji -> s.LP, s.MK -> Ender // cr.LK, cl.st.LP MP HP -> Ender // cr.LK, far.st.LP, s.MK -> Ender

Thanks for the tip, I’ll start working on starting combos with a low.

Sorry but I have another question ^^;;

I had an instance where I did some combo into H. Tsjumi… H. Spin Kick? Sorry, don’t know how to spell it. I tried ending the third H. spin kick with a low in hopes of a knockdown, but the Ryu I was facing used his U2 after the first two hits. If I used M. spin kick, would he have been able to U2 after the second hit or was it some other reason he was able to do that?

I tried testing this in training, but the U2 never seems to come out after the second hit. I think I’m not mashing fast enough.

Using a low sweep during tsumuji turns tsumuji into an unsafe block string. If you decide to sweep they can mash whatever they want and you will get hit. If they are blocking stick to the high spins.

With the combo question you had, c.LP, s.LP is pretty reliable since it’s a 3 frame link so it’s the easiest link she has. It works on most character’s hit boxes but there are some characters that are really small like Vega or Blanka where it doesn’t work at all and against some characters with weird hit boxes like Juri if you do it from too far of a distance the s.LP won’t connect. So with that c.LP to LK, MK chain is more reliable and I do use that combo sometimes just to have something more reliable for those character types. s.MP into plinked s.MK I also believe is one of her best hit confirms. It’s her only 4 frame move that combos into s.MK that will hit ALL crouching opponents. Meaning it’s key to use for pressure against small characters like Vega and Blanka who will duck under c.LP, far s.LP combos.

Q and A UPDATE continued on last page in this post here.

COMBOS/BnB’s

[details=Spoiler] Q. What are Ibuki’s combos and BnB’s (BnB’s refers to bread and butters which are most reliable combos in a tournament fight).

A. Watch this… [media=youtube]Ebo0yFlnvvo[/media]

Read this… http://shoryuken.com/threads/231815-Ibuki-Combos-and-Glitches-(UPDATED-5-17)

Here’s a rundown of Ibuki’s best BnB’s that I made for every character.

**Outside of that topic I have also done a beta of my BnB reliability list. ** Like I mentioned earlier a lot of Ibuki’s crouch based combos work differently or have more/less reliability on different characters. I wanted to make a list of what I’ve found to make it easier for people to do the correct BnB’s depending on if the opponent is crouching or standing and the range they are at.

**Now the first thing to note is that if you want a combo that works ALL THE TIME whether your opponent is crouching or standing your best bet is…
**
**
s.MP, s.LP, s.MK (The Jibbo) **: This is probably her most reliable combo that works on everyone EXCEPT Vega and Blanka. This is a great combo because it works on 33 of the 35 characters the game has to offer regardless of stand or crouch or how close or far away you are. s.MP is only 4 frames start up which is one frame slower than a s.LP. s.MP is plus 6 on hit which makes it a really easy hit confirm into s.LP which is plus 8 so really easy hit confirm into s.MK into HP neckbreak or MK tsumuji sweep ender FTW. Basically it’s easy mode as fuck and works on like 94 percent of the cast.

** c.LPx2 to s.MK: **The one u see most often in match vids especially from players like Momochi or SAW. Reliable since it works on everyone from near max range. One frame link unfortunately but u can plink it. Works on 100 percent of the cast.

**s.MP, s.MK: ** This is similar to the previous combo in that it normally requires a 1 frame link. Though if u plink the s.MK afterwards you can hit confirm from it. Convenient because s.MP is the same animation/property no matter if it’s used from close or far range. The combo works on 100 percent of the cast so it’s useful if you’re trying to pressure Claw or Blanka with s.MP. The biggest asset of this combo is that s.MP is such a great move for forcing counter hits out of the opponent and if u land a counter hit s.MP the combo turns into a 4 frame link instead of a 1 frame link which makes it very easy to hit confirm after.

The c.LPx2 to s.MK combo is the same combo that I believe Dashio and some others have been doing. Now of course the thing about that combo is that it’s a 1 frame link requiring you to plink it by pianoing your fingers from s.MK to s.LK quickly. Which even with that method or reliability for that combo will vary if you are playing online where there’s an average of 3 frames of delay per game. Though myself I really hate doing 1 frame links in general so here’s a list of things you can do if u don’t like one frame links. The s.MP to s.LP or s.MP to s.MK is a great new combo I learned from watching Jibbo?s videos and I think it?s really good because Ibuki?s s.MP works the same whether it?s used at close range or far range. So you never have to worry about that close LP crap when trying to BnB people. It’s also 4 frame start up meaning it’s only one frame slower than LP. S.MP, far s.LP to s.MK works on like most of the cast whether they are standing or crouching. S.MP is plus 6 on hit so it?s easy to go into s.LP afterwards which is plus 8 on hit. Against Blanka/Vega u can substitute this with s.MP plinked into s.MK which is still pretty good but a tougher 1 frame link. At least it works from just about max range.

**As a disclaimer there are some combos that can only work at the absolute max range with a 1 frame link. So if you are absolute max distance against a lot of characters your only hope is to use the 1 framer.
**

I split up the list for each character as to combos to use on them when they are crouching and then combos to use on them if they are standing. ** For all of these combos obviously you are going to end them with either HP neck breaker or MK/EX tsumuji with the low spin kick finish to create untech knockdown.**


Ryu: Crouching: Point blank to farther range s.MP, s.LP, s.MK. c.LPx2, LK, MK chain. Max range c.LPx2, s.MK or s.MP, s.MK.

c.LP, far s.LP, s.MK (unreliable). c.LK, far s.LP, s.MK (not reliable when near max range). At max range c.LK, c.LP, s.MK.

As a note for that last c.LK combo both c.LK to c.LP, and c.LP to s.MK are one frame links. Essentially meaning at max range u have to do 2 1 frame links in order to combo into tsumuji or HP neck break after the s.MK. Definitely going to have build up your execution to do that reliably. You can plink the s.MK after the c.LP but u can’t plink c.LP so u must raw 1 frame the c.LK to c.LP. Luckily this is only required for max range. Against Blanka/Vega I’ve learned now that s.MP, s.MK is another great reliable normal to link into neckbreak/MK tsumuji. s.MP starts up in 4 frames which is the same speed as a c.LP, counter hits really well and 1 frame p links without too much trouble. Works from pretty much max range.

Standing: c.LP, s.LP when near or at max range for far LP. s.MP, s.LP, s.MK

Ken: Same as Ryu.

Akuma: Crouching: same as Ryu except c.LK, far s.LP is a bit more reliable at a range.

Standing: c.LPx2, s.LP is more reliably on Akuma when standing. Absolute max range still do c.LP, s.LP or s.MP, s.MK.

Honda: Crouching: c.LP, far s.LP a bit more reliable on crouch (a bit). c.LK, far s.LP more reliable when crouching. Can substitute c.LP after c.LK when max range.

Standing: Nearly the same hit box as Ryu when standing.

Rose: About the same as Ryu except when crouching c.LP to far s.LP is pretty much useless. There’s like one specific pixel position where it works and otherwise it doesn’t work.

Sakura: Crouching: Similar to Ryu in some things except when doing c.LP to s.LP you will get close s.LP when it doesn’t look like you will because Sakura’s hit box is much larger than her visual appearance on the screen. She looks small but her hit box is actually rather large. c.LP, far s.LP will on her from like all but absolute max range. Her crouching box is almost as large as Ryu standing. Which means BnB’s like c.LPx2 to s.LP are pretty much go to when she is crouching as long as you’re not max range which is great cuz that’s also go to if she is standing.

Standing: Strangely c.LPx2 to far s.LP will whiff on Sakura when she is crouching. Best thing to do is just space yourself so that you can do c.LP, far s.LP to whatever. If you’re at close range your best bet is to do c.LP, LK MK chain.
**
Makoto**: Crouching: at close range c.LP x2, s.LP works great. c.LP, far s.LP, s.MK works well. Max range use 1 framer. c.LK, s.LP great until max range. Nice big crouch box.

Standing: same as Ryu.

Dudley: crouching he’s pretty big. You can do the same combos you would do if Ryu was standing.

Standing: same big do whatever

Seth: crouching: strange hit box. Almost as if it shifts randomly as you are hitting him. Best off just doing c.LPx2, LK MK chain and if u need to be sure do the 1 framer. He might be a character where learning the 1 framer is necessary just because of his shifting hit box. c.LK, far s.LP seems to be reliable on him at least. Don’t need 1 framer after c.LK except absolute max range.

Standing: he’s big when standing at least. Do whatever.

Gouken: Crouching: do much anything. c.LK, far s.LP x 2 even works.

Standing: whatever u want

Gen: Mostly like Ryu except c.LP, far s.LP is more reliable.

Standing: same as Ryu

Dan: crouching or standing basically the same as Ryu.

Juri: crouching: c.LPx2, LK, MK chain can work but whiffs a bit before max range. Better off doing one c.LP then target chain. s.MP, s.LP, s.MK good alternative as well. c.LK, far s.LP is unreliable. Better off using 1 framer off c.LK.

Standing: same as Ryu.

Chun Li: crouching: like Ryu except c.LP, far s.LP more reliable.

Standing: pretty big hit box standing

Dhalsim: crouching: same as Ryu except c.LP, far s.LP more reliable.

Standing: big can do whatever.

Abel: as big as Dudley both crouching and standing.
**
Viper**: crouching: c.LPx2, LK, MK chain only works close range. One c.LP, to target chain is better. c.LP, far s.LP unreliable.

Standing: like Ryu.
**
Bison/Dictator**: crouching: same as Ryu except c.LP, far s.LP doesn’t work at all. Just stick to c.LP’s to target chain or do 1 framer.

Standing: like Ryu

Sagat: crouching: He’s strange. He looks big but his box is small. c.LP, far s.LP is reliable but u can’t throw in 3 jabs like against the big guys. Even that will whiff once u get near max range. One c.LP into target chain is reliable. c.LK, far s.LP is good.

Standing: big when standing

Cammy: crouching: Looks small but actually big. Can do c.LPx2, s.LP at close range.

Standing: Pretty big do whatever.

Dee Jay: crouching and standing pretty much like Ryu

Cody: like Ryu except c.LP, far s.LP more reliable.

Standing: big do whatever

Guy: same deal as Cody.

Hakan: crouching: strange hit box. Looks big but his hit box is smaller than he looks. c.LPx2, s.LP whiffs. Just do one c.LP, far s.LP. Works everytime. c.LK, far s.LP x 2 works though. Don’t need 1 framer against him really unless it’s absolute max range.

Standing: he’s big

Guile: c.LP far s.LP reliable on him. c.LPx2, LK MK chain whiffs. Just stick to one c.LP for target chain. c.LK, far s.LP x 2 can work but not reliable. Just use one far LP.

Standing: big enough

Blanka: crouching: c.LPx2, LK, MK whiffs. One c.LP for target chain. c.LP, far s.LP does not work at all. If u hit him with c.LK u must do 1 framer.

Standing: big do whatever

Zangief: he’s huge crouching and standing

Rufus: his hit box kinda shifts too. c.LP, far s.LP is pretty reliable on him. c.LPx2, LK MK chain reliable. Can do c.LK, far s.LP x 2 but unreliable. Stick to one far LP.

Standing: big.

Fuerte: crouching: like Ryu except c.LP, far s.LP is reliable.

Standing: big do whatever

Ibuki: crouching: c.LP, far s.LP reliable on her. c.LPx2, LK, MK chain whiffs. Better off with one c.LP for chain.

Standing: like Ryu

Vega/Claw: crouching: really annoying. Worse than Blanka. c.LP, LK, MK chain only works close range. Must use one framer outside of close range after c.LP. Luckily c.LK, far s.LP is more reliable on him.

Standing: big whatever

Balrog/Boxer: crouching like Ryu except c.LP, far s.LP is reliable.

Standing: big do whatever.

Fei Long: crouching: pretty big like a slightly smaller version of Makoto.

Standing: big do whatever

T.Hawk: crouching and standing he’s just huge

Adon: standing like Ryu. When crouching he’s like Ryu except c.LP, far s.LP is more reliable.

---------------------------------------------------------------------- [/details]

ANNOYING MATCHUPS

[details=Spoiler]*** Q. How to deal with M.Bison/Honda/Balrog/Blanka/Rufus/Gief/Sim***

A. M.Bison: Try to get momentum early at the start of the round. Not much need to kunai zone in this match since Dictator has a bajillion ways to get through kunais including just focus dash forwarding through them. They’re ok on occasion to keep him at bay but u won’t be able to shut him out like u can vs. Honda. Use s.MP or f+HK to beat people throwing random scissor kicks from a distance. c.MK, c.HK and df+MK slide beat s.HK. Try to use level 1 focus attack or max range s.LP/s.MP to beat s.MK. Walk forward or backwards away from headstomps to make them whiff and punish them. You can also df+MK or dash/command dash under them. Air throwing him out of them or using b+MP to make it whiff works too. Punish with ultra 2 if you are close after. If the Dictator EX devil reverses just do a HP neck break to scare him from using it. Either you’ll anti air with it if he flies away or u just force him to whiff it and he wastes meter and u reset positioning. When you knock him down it’s ok to use kunai vortex until he has ultra 2 meter. If Dictator has Ultra 2 STOP USING kunais vortex when he has ultra. You will get punished easily. Stick to j.LK crosses at this point and use j.HP to HP neck break option select if u think he’s going to teleport on wake up.

Honda: Honda is interesting. The best way to fight against Honda is as lame as possible. Honda does HUGE chunks of damage with like super basic combos. If you get hit by 2 basic Honda combos or 2 or 3 headbutts as soon as the round starts?kiss your chances of winning goodbye. If u do still have a chance to win you?ll basically have to outsmart Honda for the complete rest of the round. Just play safe and lame and throw HP kunais out (occasionally mixing in MP or LP kunais so he doesn?t try to use his head to headbutt through the kunai). Mix that up with neutral jump MK and air throw to keep him at bay. Neutral jump MK has huge priority and good active frames and air throw takes out any obvious jump ins he may try. Also stops headbutts and buttslams pretty cold. B+MP is go to stop any of his jump ins while you?re standing. Honda is pretty free to kunai vortex on wake up your key is just to keep a health lead and eventually find a situation to knock him down. Meaty LP kunai on his wake up Honda can?t use any buttslams to get out. If he uses LK butt slam I believe even then u can just sweep him when he lands. If he uses MK, HK or EX butt slam just HP neck break him as you land from the kunai and put him back in the vortex. Good Hondas will just try to guess block it right and hope it works out for them. If the Honda player is catching on to kunai mix ups then use j.LK crosses because that kills his back charge and Honda is easy as hell to safe jump. All regular headbutts have 8-13 frame start up and EX headbutt also is 8 frames start up. All regular headbutts are -9 up to -16 on block so they are all easily reversed with Ultra 2 on block. Try your best to build meter for super in this matchup. If you get super in this matchup u basically control the match because he can?t jump or use any of his special moves without putting himself in danger or eating full super.

Balrog: Balrog can be annoying but I don?t think this match is too much worse than even. Basically use your focus attacks to bait and beat LP dash punches and use raida/EX raida, s.LP, s.MP or neck breaker to stop the slower non LP dash punches. Including armor breaking ones like TAP and the low upper smash (the quicker armor break one whatever it?s called). Rog can use s.LP?s to be annoying as fuck for you but Ibuki has a couple options to deal with jabs from a distance. You can either try to s.LP, or s.MP him back or your best bet is just to use max range f+HK which normally will stuff c.LP?s pretty nicely. Otherwise just try to stay out of c.LP range so you can focus attack his other pokes like c.HK. I like Ultra 1 in this matchup because you can use it to grab him out of TAPs if he uses them at close range before he hits you or punish him with it on block after it makes contact with you. You can also grab him out of any of his EX dash punches with ultra 1 fairly easily. Kunai zoning is solid in this matchups as well as long as you are watching out for EX dash punches.

Blanka: Blanka is?annoying. That?s just his character design. He?s a poke and mind fuck kinda character. Basically don?t lose the health lead against Blanka. Like Honda it?s very difficult to win the match against Blanka if you lose the life lead because he has so many ways to keep you out once he builds meter. So he can play a somewhat safe offensive game while playing lame like Honda. Luckily Blanka doesn?t do a ton of damage per combo and u can punish his punch blanka balls on block easily with reversal HP neck break or EX neck break. HP neck break is preferable since u get the untech vortex setup. Remember that if Blanka hits you with an EX up ball while you are on the ground you can also punish that with reversal HP/EX neck break or EVEN reversal ultra 2 (just before he lands). Even if it hits you. Use kunais to zone and give Blanka a reason to not throw punch (horizontal) balls at you. Kunais are not projectiles so his EX ball can?t pass through kunais. Allowing you a unique way to zone him that almost no other character has. At close range just try to pressure him with s.MP to s.MK combos or c.LP to sMK, or c.LP to LK, MK chain and then follow any of those with MK tsumuji. If u knock Blanka down he?s free on wake up UNLESS he has any kind of EX meter. Then u have to opt for safe jump LK cross ups since kunai vortex will get EX up balled every time.

Rufus: Another difficult match. You have to utilize all of Ibuki?s zoning tools to have a chance in this match. Rufus just does too much damage too quickly for you to be engaging him in a serious rushdown vs. rushdown style battle. Especially once Rufus starts gaining EX meter. This is another match where it?s imperative to rush Rufus down early when he doesn?t have meter. Get your hits in take advantage of him being free on wake up. Once Rufus gets meter YOU HAVE to zone. No more rushing or lose real quick to a good one. Your ideal tools to zone against dives are neutral jump MK, b+MP anti air, and EX raida (HP isn?t bad if he?s close to u and u know he?s going to dive). EX Raida isn?t bad because it stops him from doing a dive from like near half screen and if you are in the corner and know Rufus is going to do a dive in front of u it basically gives u a free escape with an untech knockdown to give u breathing room. If Rufus gets in and starts diving u have some options still. C.LP can stuff dives, level 1 focus attack works nicely as well (especially if u land counter hit) or option tech throw with MP. Basically how that works is u press down or db+LP+LK+MP. If Rufus tries to throw u you will tech the throw and if he tries to go up in the air to dive again u will throw out a c.MP which will either anti air him clean out of the dive or trade and reset him into the air giving you some breathing room. S.HK and f+HK are also solid zoning tools against dives.

Gief: Gief is another annoying matchup. I think outside of Akuma, Seth and Chun Li, Ibuki is one of the best low health characters for dealing with Gief. Her kunais keep him from doing much outside of trying to blow through them with EX green hand or a perfectly timed lariat to shut one out. If the lariat isn?t used right at start up against a kunai the kunai will stuff the lariat. You can use kunais generally to annoy Gief from a distance and build meter. You can also use neutral jump MK which stuffs most of his jump attempts free and air throw works great for stopping random Gief jumps and throwing him to the back of the corner giving you room to breathe. HK Hien (reverse dp+HK / b,d,db+HK) stops Gief from jumping and beats lariat pretty clean outside of the very first couple start up frames of lariat. If u land HK hien while you have super that?s a free super combo also. Getting super in general is important in this match because if you have super you control the match like you do vs. Honda. Gief can?t do anything that can whiff without risking eating 350 damage. Which means u totally shut out him jumping in at you, using lariats, using green hands?pretty much stop him from using any special period. I like ultra 2 in this match because Gief can no longer use risk free EX green hand pressure games on you. If you block an EX green hand it doesn?t matter if Gief forward or back dashes afterwards reversal ultra 2 will hit him for free. During footsies your best bet is to throw out s.LP?s or s.MP?s and try to confirm those into s.MK into MK tsumuji or neck break and pressure from there. If you knock Gief down Gief is pretty free to vortex outside of EX german suplex (kick grab). Meaty LP kunai will stuff lariats free so if the Gief player doesn?t know to use EX german suplex u can just meaty kunai cross him all day. Which is nice considering how Gief is normally really difficult to pressure on wake up because of reversal lariat.

Sim: Eh?fuck it I?m tired I?ll do him later. [/details]

USING SUPER

[details=Spoiler]*** Q. How do I use Ibuki?s super? ***

A. Generally u want to use this to zone people and keep them from doing?much anything. The MP and HP versions take up most of the screen space and your opponent?s options are usually pretty limited in how they avoid it. Especially if you catch them already committing to an attack. It pretty much stops Honda/Blanka/Dictator and others like them from throwing their random flying special moves and basically turns into an extra anti air and gives you more freedom to jump around the screen. No one wants to go air to air with you when they have the potential to lose 350 damage for trying. One thing that is imperative to learn with Ibuki?s super is learning how to tiger knee into it. Basically just do two qcf?s and tiger knee one of the QCF?s then press any punch button. This allows u to super instantly the moment u leave off the ground instead of waiting to touch the top of the air. This is awesome to use against characters like Ryu, Dhalsim, Ken, Akuma, Dee Jay and others when u expect them to throw a projectile. Allows u to near full screen punish a fireball if u tiger knee a HP super. Super also does great chip damage so even if it doesn?t hit as long as it doesnt whiff you?re good. Even if it does whiff the recovery is really strange and if the opponent has never seen the super before they’ll probably mess up the punish. It also seems to be relatively safe on hit or block. Ibuki?s super is probably the most underappreciated tool she has and is probably one of the scariest tools the game has to offer.

You can combo into super by SJCing it off her close s.HK or her LP,MP,HP or LK, MK target chains. Any of her regular Hiens (reverse DP+K) combo into super as well. [/details]

Super does chip damage on whiff now? Nice!

  1. First page says page 50 twice, not page 40.
  2. Her c.FP should be an antiair. More damage and imo easier to dash under after it hits with sjc. Agamen you have to hit with the first hit.
    3.I’m think Honda gets out of vortex for free with buttstomp. every time I’ve done it. Correct me if I’m wrong. also U1 punishes buttstomp should be noted
  3. What beats blankas lightning is kinda range dependant tho if its on wake up your best bet is Raida tho it can still lose if your to close.
    5.Good stuff.

I believe a meaty attack or meaty kunai during vortex will beat out Blanka’s electric thunder, due to the 5/7/10 frames of startup.

after the back + mp anti air, do you have to sjc the dash or can you just cancel it after the first hit of the back mp?

Just command dash cancel it after the 1st hit.

What would be the best BPM to set a metronome to to get the s.LP-s.MK link?

st.LP , st.MK is a 3 frame link. Why would you need a metronome to get those kinds of lenient links down?

lol just slow down your execution. It doesnt require much speed nor a metronome lol.

  1. I’ll look into it. Page 50 is what it should be if your layout is 20 pages per post. Either way it’s post 989 so that should be easy enough to figure out. I’ll edit it for those that have more than 20 posts per page.

  2. c.HP isn’t a bad anti air but it trades too much against certain jump ins for my tastes. I like how b+MP just straight up outprioritizes everything regardless of how much damage it does. Even if you aren’t doing damage it’s a guaranteed anti air in like 90 percent of the AA situations you’ll run into. I’ll put it in the paragraph explanation if it isn’t already in there.

  3. Honda can only really get out of the vortex from what I’ve seen if he throws out a LK butt slam and you aren’t quick to react with a sweep. MK, HK, and EX butt slams are all HP neck break bait which puts him right back in. If you watched the Mike Ross vs. Buktooth match you’ll notice Mike never did anything but block during the kunai vortex. He must have known that trying to buttslam out ran him the possibility of eating another 300 stun neck break and going right back into the same mix up.

  4. I wouldn’t really try to use Raida too much to beat electricity. Raida has terrible recovery on whiff or block. Just back away and hit him low Super Turbo style and you’ll take care of it.

How should I be using her command dash? I see a lot of ibuki’s use it on wakeup and shit like that, but every time i ever use it, in ANY situation, I just got thrown (and can’t tech most of the time)

also, what’s her Kara throw?

Kara throw is with st.MK.

Please criticize my ibuki and tell me what i should start/stop doing and what i should work on. It would be much appreciated.

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