because st.lk chains after a crouching jab… so basically you are plinking too fast.
but its a 2 frame link which is completely doable with practice… just make sure to cancel into tsumuji in case you mistime the link… neckbreaker should only be done off of ibukis confirmable target chains and off of far lp > st.mk… cause that is a braindead easy 3 frame link which you should never miss.
Right I was just having a few games with Ibuki and went into training mode to have a bash at her vortex, I always get damn super.
Input display shows this:
:lp:
:r:
:df:
:d:
:uf:
:d:
So that’s :d:,:uf:,:qcf::lp: and I got super.
So, all you Ibukis, how do I not get super?
(ps. please don’t let the answer be don’t have super)
EDIT: Also while I’m here what motion are you all using for cr.:hp: sjc :mp: kunai? I’m not very consistent with it.
So I made a Shoryuken account just to ask this question.
Everyone talks about the st.LP st.MK link, but I want to know why (if at all) it’s preferred over the much-more-easily-performed st.LK~st.MK TC. Extra damage? Extra stun? Better frames? Anything?
EDIT: I take that back, st.LP st.MK for the Tsumuji Loop. Is it preferred anywhere else? Perhaps c.LP c.LP st.LK~st.MK is somehow worse than the c.LP c.LP st.LP st.MK link?
EDIT EDIT: I apologize sincerely for not looking at page 2 and the Ibuki cheatsheet.
Anyone finding the lenient motion really killing their games sometimes? It rarely happens but I tend waste my super meter when I want to do a super jump kunai which usually turns into a super combo totally missing my opponent…lame, guess I’ll have to work on it.
Indeed but then again I really love her Super in this because it’s such a chipping attack like SF3 version and it takes off about double from what I remember but yeah, most likely I usually burn my super meter before doing something like that.
Competitively, it’s harder to earn meters while the easy matches builds up like nothing because of the free vortex
When I’m feeling lazy with the c.LP to s.MK one framer I just go for c.LP, LK, MK target combo instead. Especially if you follow it with MK tsumuji it’s a relatively safe BnB. Only if they’re near max range away from you do you need to switch it up with the 1 frame s.MK.
it’s a hard 1 framer to be honest. i pull out like 75% of the time, but so risky…so instead i use cr.lp, st.lk,mk on chars where st.lp whiffs on crouch…or even better, st.mp, st.lp, mk (st.mp will get em off ground making st.lp hit)
Sigh am so bored of Ibuki now ><…anything new happening with her lately?
will am one of those people who actually use TC6 as a main thing in matches! unless am fighting certain people i go for BNB’s (like alex mentioned, or like wut i posted in the other topic…guy,viper,rose,blanka and sim sometimes)
mastering TC6/TC8 i believe is a must for Ibuki due to SJC into CD…it flips opponent into mind games. TC6/8 in corner is simply amazing, wither to SJC into dash or not it’s very useful and safe in block or not. if u dont SJC after it , then doin TC6/8 is Very punishable against certain opponent specially if not done in corner (like if u just tried to jump forward right after against shoto’s for example)
but! it depend on ur comfort and play style, right?
Sometimes I use her launcher combo as a block string, and then jump/superjump over my opponent and attempt a mini vortex of some sort. Whatever forces my opponent to stay sharp instead of predictably doing the same TC4 xx neckbreaker/tsumuji stuff.
yeah tc6 is good to use cause it throws people off… its not standard. but definitely good to use sometimes… hardest part for me is when i confuse it and tc4… i end up fucking up the target and getting some random bullshit out…
also you can just sjc into mk tsumuji instead of doing a jump back kunai, in order to keep the pressure on… i think this is one of those things that ibuki players will have to learn when using tc6… hitconfirm hit into command dash mixups or block into sjc mk tsumuji.
training mode random block is our friend in this case.