Yeah shortcuts are such a hindrance for stick players. The whole point of using a nice arcade grade Japanese stick such as a Sanwa or Seimetsu is that they are very precise and require little movement to do complicated motions. That way lenient commands that remember inputs for a whole second and turn buttons into other buttons when pianoed is unnecessary. That was done to make things easier for pad players but it just makes things more cumbersome for veteran stick users.
hmmm, why are people having problem with pads? like Dro, wut exactly is ur problem with u usingIbuki on pad not a stick?
i play with both actually, most of the time i play using my stick…though this 40$ sticks been dead for 1 month now, and am using the pads. i noticed that lots of people keep sayin am a pad player i wont do that good with certain characters…i see all the time people goin to tourneys with there PS3 pad, nothing wrong with that :S…like i really wanna know cause i think i might help to be honest
just wondering that’s all
IMO sticks were made for the ‘older’ arcade hardcores as that’s what they’re used to. Nothing wrong with a pad/analog with all the new motion shortcuts. In the end it really just boils down to what you were accustomed to. When I use the pad (not the analog) my thumb doesn’t even move in it’s place since I can cover all directions and I’ve pretty much gotten so used to it, motions are accurate and precise as hell. No probs with 720’s either. Then I switched to analog to give myself a handicap. Lol…
I absolutely love my Chinese Qanba stick(which comes with Sanwa Parts) and I try to use it for all my characters except for Crimson Viper. Because I started SFIV with a pad at the time, I’m far too used to doing standard motions on a pad while shortcuts are required for the stick which I can’t pull because of how spoiled I got with the pad(seismo, sjc, bk rather than negative edging).
My history with fighting games and peripherals were always mixed since back in the day with SNES til now has been pad at home and stick when I’m at the arcades. I can’t even play Gundam “VS” series without a stick now since I’ve logged in so much time with a stick(and the Sega Astro City styled buttons).
How could I not use a stick when I have one thats so amazing? :3
http://i95.photobucket.com/albums/l156/Pandabucket/162346.jpg
Nice Art!!! Blurry Pic tho lol
What exactly does ibuki’s super jump do for her? I understand how the super jump allows her to sjc/ hjc, but how exactly does it differ from her regular jump if you do it dry? Is it faster, higher, farther? Is she in the air longer when she super jumps? I could test it, but I’m not a good judge of these things ha ha.
Mainly it throws her a bit higher into the air. Which allows her to do really safe meaty kunais on people’s wake up and allow her kunais to travel a bit further from a distance. She’s in the air a little bit longer too yeah.
It’s kinda important to know about the differences vs. like Rufus’ Ultra 2 because even if u do like an empty super jump backwards, if Rufus decides to throw ultra 2 the extra time you are in the air…the extra landing frames you have during a super jump (same with C.Viper) can get u sucked into the ultra.
Probably not limited to Ibuki, but is it possible to plink st.LP with st.LK for her tsumuji loop? I’m not too aquainted with plinking. I usually just double tap and grind out the timing.
I’m pretty sure you can’t. And if you hit st.LK too fast (after st.LP), you might accidentally get a throw.
You can’t. Jab is the only button you can’t plink.
@I have a question about the vortex
I find it relatively harder to land the kunai from a superjump than regular jumping.
For example, my friend plays Juri and I couldn’t for the life of me catch her by superjumping because of her hitbox I would have to throw it very very early and risk doing a shortcut into super on the rare occasion . So now i just do a neck breaker wait about 1sec-1.5secs and regular jump kunai instead of immediately superjumping into kunai against all characters.
Are there any disadvantages to using a regular jump as opposed to superumping for the vortex?
The only reason i can think of is that superjump kunai looks more ambiguous due to its height when you release the kunai.
Also can someone break down the inputs of sjc cmd?
when and where to do the d,df,f,uf+k
I sometimes do it after the close hk but i don’t understand exactly how to pull it off.
Superjumping is generally a lot safer since Ibuki is much higher in the air when your opponent wakes up.
whats plinking
Does anyone have the frame data for ibuki’s HP~HP or tried using it during footsies at all? It has really good range and seems very safe on block. I tried punishing it with ryu’s super on block and even that doesn’t work.
Wtf is HP~HP?
Press standing hard punch twice. That’s it lol. Sorry if my notation isn’t standard.
Anyways, looking at the hitbox videos it looks like it has 15 frame startup, 2 active frames, and 25 recovery frames. Still curious if people have had any success using it. It does only 50 damage, but 200 stun.
Backhand? 2 hits. Far range. S:3 A:2 R:20 On block:-4 On hit:0
Okay, yeah, I guess you have to add the startup for the first hit, 12.
I’ve got a question. I use plinking when ever I can on harder combos, but when I do it with cr.lp > s.mk~lk god damn s.lk comes out. You can use lp to plink but that’s awkward as shit. I guess my question is why?