Ibuki Q&A Thread: Ask simple questions here!

B+mp works as well they both seem to have about the same range st.mk seems easier tho thanks for lettin me know bout her st.mk kara throw

These fukn scrubs need to get their shit straight. The kunai can hit them from behind as well. We had like 4 pages worth of complaints trying to explain this to someone else as well.

The mixup is whether or not they block the kunai correctly because that is how you combo afterwards. Time it early and the kunai hits front. Time it late and the kunai hits them from behind.

Im a 2010er and am also a member on neckbreakers anonymous. I am doing my best to level up and kick the habit for good.

In other news,

how useful is her kara throw and in what situations should I apply it?

Her kara throw is nice if you want to catch your opponent off-guard with its range. I usually set it up as a tick throw with cr.lk.

eat shit and die.
You can block the kunai crossup or not depending on how its thrown relative to ibukis position. iirc that was the argument between teef and whoever. regardless your a douche . You block it relative to IBUKIS POSITION. If I’m wrong. your still a ******.

I dont know wtf your complaining about. You said that the kunai always hits front but thats fukn wrong cuz it can crossup as well.

The mixup is the kunai. If its hits, then you combo and repeat the vortex.

Yeah I’m pretty sure it doesn’t matter where inside your opponent’s hitbox the kunai is, as long as the kunai is inside of them when they wakeup. Heck, just throw a mp.kunai then and it’ll look like the kunai is hitting behind them.

Edit: Ok now I’m not sure anymore wtf vi3t and Predster are arguing about.

You have to block relative to where your opponent is, not where the kunai hits. If the opponent is on your left, you have to hold right to block, if your opponent is on your right, you have to hold left, that’s it. It doesn’t matter where you’re getting hit. That’s why people get caught by Sim’s and Seth’s fire ball teleport trap. They block the wrong way because they think they have to hold away from the fire ball to block it, no, you have to hold away from the character (when they teleport behind you) so you’re actually pressing TOWARDS the fireball.

So in short, they have to hold away from Ibuki when you’re doing the vortex. It doesn’t matter where the kunai hits. That’s why it’s hard to tell which way to block because if you’re doing the vortex right, you should be above them as they get up and you could be on either side of them.

yes. exactly what I was getting at. Argument over.

Im going to break it down all simple like from kunai to Ibuki herself:

When your throwing off the meaty kunai on your opponents wakeup, two situations are created:

  1. Ibuki is crossing over to the other side

  2. the kunai is inside the opponents hitbox where ever.

In this case, your kunai is never crossing your opponent up regardless of the position of the kunai in the opponents hitbox, while in truth, it’s Ibuki instead. The kunai is essentially just acting as an extended attack of Ibuki, like Ryu’s fireball. So in the case of seth where he throws a sonic boom, and immediately teleports to start is trap, it’s not the boom your trying to block (because the boom isn’t a intity of it’s own), but Seth still since the boom is essentially just an extended hitbox of himself (get what im saying?). So, that is why the Kunai does not matter as far as crossing up goes, but it still has a purpose.

Obviously after the opponent has blocked incorrectly, frame advantage is then judged. This is what the kunai is determining at all times depending on where it was placed, when you released it during your jump, and whether or not your opponent can reversal you before it connects (that is if you placed it incorrectly). This is why the positioning and timing of the meaty kunai is so important, because it judges two things:

  1. How meaty the kunai is, and weither or not you’ll have frame advantage if it hits

  2. The positioning of Ibuki during the opponents wake-up while she’s airborne to determine the ambiguity of it so it’s more difficult for the opponent to block(and that’s not blocking the kunai, but blocking in the opposite direction that ibuki is currently in).

I’m just curious…I’m a fairly new Ibuki player. I’m curious how everyone starts off a match with her? What do you usually do? Do you jump in/back with a kunai to start building your meter? Absorb fireballs, or try to bait etc.? I know I usually command dash for an easy quick grab (if applicable)…

In general, I usually zone, play a bit lame, react to what they do, absorb fireballs, and try to aim for a knockdown, then start the rushdown. I’m not sure if my Ibuki is any good, so don’t take my advice seriously. =/

Haha, yours cant be worse than mine! I lose to 100 BP scrubs, but I can beat some of the “better” 7-10k BP players pretty solid. SMH. I dont get it. Most of the time I get stuck in crappy RYU j.hk loop punch combos. I DEFINITELY need to work on my option select skills.

linking off sazan/slide/df+mk

I’ve seen people do a slide straight into a bnb is this a one frame link or something and does it depend on the distance of the slide?
Please help :confused:

Slide is -5 even on hit so you have to do it at very very specific range, and even then it’s probably like a 1 frame link to link your st.LP.

Helps alot if the slide is a counterhit.

[media=youtube]xYB2VxHRGVI&NR=1[/media]

how do you tc and launch the opponent on the other side?

thanks in advance.

I would also like the answer to that question frush. I also have two additional questions.

  1. Does anyone know on what frames the bansho kick, and hammer kick are considered to be airborne?

  2. Does anyone have the frame data for the frames 1-11 of st HP? I believe the move may be similar to Vega’s cosmic heel in that Ibuki’s hitbox moves back and then goes forward, but I would like some confirmation.

Well, the special TC cross-up is still kinda unknown, but I did test it to hopefully clarify a few things:

The easiest thing to say about the special TC cross-up is that during my testings it only worked on opponents moving towards Ibuki while she was doing the TC. At some point in time between the first HK input, and the second your opponent is facing the opposite direction while falling. It’s from that point that the last hit of the TC will launch them in the opposite direction of what Ibuki is facing (i.e, the direction they had been going in during the TC which was forward). I tested it standing as well and it never seemed to work (that’s without anyone else moving the comp forward during the TC) so As far as my testing goes, it’ll only work if directional influence is involved.

Also, in that vid, Ibuki is technically on the computer side, and could just be a recording. It could also be that two people were doing it, and one of them, being Akuma, was pressing towards Ibuki during her TC whic caused them to move forward.

Ibuki’s hitbox basically moves forward every frame for 1-11 of st HP. Definitely not like Vega’s cosmic heel.

Alright thanks for the info. Oh well. I am trying to incorporate her st hp and bansho kick in my game since I see that those moves can potentially be useful.

In any case… if anyone knows the answer to this question, that would be great.

  1. Does anyone know on what frames the bansho kick, and hammer kick are considered to be airborne?

Thanks again.