I have a noob question: What is exactly a frame trap? and what are ibuki option for frame trapping someone else?
I think that frame trap is when you pause your combo when you have to perform a 1 or 2 frame link in order to let your opponent react with a reversal so you can block and punish. is it right?
Thats Baiting. A frame trap is string with 2 frame max inbetween so if they’re mashing jabs or crouch tech. They will get counter hit for a combo.
so atm we can use the cr.lp x2 > st.mk xx ender both for frametrapping and baiting isn’t it? do we have better option?
Could you give me some advices also on distance needed to perform meaty attack? I mean somewhere I read a topic about Ryu perfect distance for a crossup attempt is after a fwd throw: he has to do nothing except jump and hit with a crossup cos he is perfectly spaced for it after a “throw success”
I’ve tested something similar with ibuki in training mode but i’ve found i had to do a little step back after a thrown in order to attempt a crossup, i’ve found also that after a nb I can attempt a superjump crossup but it wiffs if the opponent just crouch on wakeup… so I’m wondering if i miss something (and for sure I’m missing it )
I apologize for my question but English is not my language and i’ve done some search in the ibuki forum but without success (maybe I typed the wrong words but the ssf4 lingo is a little bit weird for me ;D )
Ibuki has a ridiculous amount of crossup and non crossup options after forward AND backward throws when done mid screen…
A couple that are well known just to get you started: backthrow> lk command dash> superjump lk.
(somewhat character specific bit crosses up
Most of the cast)
- Forward throw> hk command dash> crossup kunai.
( both of these setups can be done as non crossups, and there are ALOT more crossups than these off of ibukis throws as well as her other knockdowns… Experiment! )
-dime
If C.MK is plus 6 doesn’t that mean she can potentially link s.MK on counter hit too? S.MK also takes 6 frames before it becomes active. What about standing and crouching jabs? Stand Jab is 3 frames while crouching is 4.
Would that mean CH C.mk -> s.LP -> s.MK xxx ender is possible? Or am I looking at it wrong?
CH cr. Mk is followable by cr.mk, cr.hk, st.mk, st.mp, cr.lp, cr.lk, F+lk, far lp, raida, lk kazegiri.
Most of those besides the crouching weak attacks, will hit, but some are character specific such as CH cr.mk, far lp.
-dime
Can you list the character specific ones?
Thanks for this info. If ibuki can combo into a knockdown off of a counter-hit cr.Mk that would be an improvement in footsies. I will be sure to test these out.
new to Ibuki. i have pretty good execution for the most part (Viper FFF / Cammy links consistently) but i dont know how much that will factor into this question. Im a Guy main and am looking for someone to pick up as a secondary and im liking Ibuki. On to my question:
Does Ibuki have any normals that cancel into her command dash that leaves her safe on block ? (at most -3, i know -3 isnt safe against srks but its safe against a lot of stuff)
the reason i ask is because personally i dont like vortexing all that much (here comes the hate…) and i wanted to see if there was a way i could work her like Guy works with his run stop pressure etc. i think it would just fit my playstyle a little bit more
thanks guys
Well…you’re actually in better territory I might think if you’re asking about using her command dash mix ups. I remember talking to someone about Guy the other day and they basically said that all of Guy’s run stop mix ups leave him at like near neg 17. So being left at neg 3 isn’t terrible because those 3 frames don’t account for the fact that the opponent only has 3 frames to react to your command dash. If you use the mix ups sparingly enough it’s very likely you’ll get at least a throw or a jab in before they even rearrange themselves. Reacting to something sudden within 3 frames is not easy to do.
I would suggest to watch some vids of Dragon God’s Ibuki if u want to play an Ibuki that’s based on command dash mix ups. He mixes it up well by using the HK command dash to go behind the person one time then using the MK command dash the next time to feint the HK command dash and attack from in front of them.
Most people are really disgusted with Guy in this game because his run stop pressure is always super negative on block so I’m sure with practice you’ll find Ibuki’s mix ups more interesting.
Oh and may I ask what is it specifically u don’t like about vortex? Which I’m assuming you’re talking about the kunai based vortex? It’s true that it can be risky since there are escapes for it and if u don’t mix it up enough it gets easier to read and block. Either way it’s vital to her game because it’s ambiguous when used properly and sets up her 350 damage meterless target combo combos. If you absolutely don’t want to use the kunai for vortex u can do what Dragon God does and end your combos with EX neck breaker instead of HP neck breaker then MK or HK command dash forward and jump in with LK which sets up a safe jump ambiguous cross.
actually most good Guy players love using his run/stop pressure. if you cancel it from cl.st.hp, his TC, or cl.st.mp its only -2. the only things that its not safe against are ryu/chuns supers due to them being 2 framers. (me, along with 2 other guys are basically the heads of the Guy boards lol I know how his stuff works )
you gave me a lot of good info and i have been implementing command dashes into my game a lot for mixups. i appreciate the response. what i was asking though is this:
what moves (if any) leave ibuki safe after a command dash ? (similar to what i explained with Guy’s run/stop. is there any normal i can cancel to command dash and be safe on block ? )
also, iunno, i dont really like vortexing because it feels so repetitive and if the opponent is able to block your shit, youre left at a neutral position to them which in a lot of cases is bad (dhalsim being able to teleport away etc ).
by the way, if anyone would like to play against my Guy, im always down. ( Im a good player, not a randy scrub. I run matches with Wolfkrone, Juicebox, Faux, and Messiah regularly. )
Well it depends on your definition of safe. The safest it seems Guy is ever after his dash is negative 2. Which is actually really good because the guy I talked to tried to focus on how it took 17 frames to recover from the dash but it looks the cancelling from a normal makes up for that pretty well leaving him at neg 2. That’s pretty damned good and really all u need to force people to do dumb things. The human eye will have a tough time reacting to something with only 2 frames to do so. Let alone most moves in the game don’t even start up in 2 frames.
The best you’re going to get with Ibuki is neg 3 after LK command dash. Which means u can at least tech a throw attempt if the opponent tries to throw u on the very first frame. Though due to the fact that they would have to react within 3 frames gives u leeway to not have to worry about that all the time. Which people usually do something like s.MK cancelled into LK command dash to leave her at neg 3 which is relatively safe. Though I’ve been doing that since 3rd Strike so I guess I took that for granted and forgot to throw in what normal I cancel off of. I would assume a dash after c.MP wouldn’t be terrible as well but I don’t know if that also leaves u at neg 3 or not.
I’ll send u an FR.
aight sounds good, thanks for the response. instead of tsuji loops ive been doing st.mk xx lk tsuji > st.mk xx lk command dash > follow up.
hope to play you soon buddy
Mr. SNK is my friend. LOL j/k
I still think that if meaty kunais are done during wake up and or at the right distance, Ibuki should be on advantage since those low kunais give good stun time for her target combo, that and you can go into TC6 while can lead into what you’re interested in which are her command dash mix ups.
Her vortex can be executed from so a lot of angles and you could basically do the standard TC into so many other things, at this point, I really wish I could time her st.lp, st.mk so that I can add more variants to my arsenal, seems easier to do on the 360 though.
The only real threat I don’t use the st.mk, HK command dash are against jabbers or people who look aware of attacking once you get to a certain distance(zoning you). I exclusively use command dash in odd rounds just to mess around with my friend’s Akuma, then again, it really only works because I can sorta read what he’ll do.
You should try doing some frame traps first, ibuki has a quite a few nice ones which will help them stop pressing buttons. After you’ve got them to stop pressing buttons during your block strings, command dash all day :karate:
hey Jordunable, what frame traps would you recommend?
The best one imo is cr.lp > st.mk, as you will be using that in your BnB anyway, so if they block then press a button, it’ll counter hit. I’m not sure if it is the best frame trap out there but it counter hits if they mash a button. st.mk xx mk tsumiji > f+lk xx lk tsumiji is also good. If you are close st.mp > st.lp is also good, I use this a little less frequently as I’ll only do this in the corner. cr.lp > f.lk/st.lk is as good as chuns cr.lp > st.hk, well maybe not so good damage wise, but stops them from crouch teching. I haven’t really tested all of the above in training mode, so my bad if they are not all correct.
Hey guys, still pretty new here and new with ibuki. My main was ken, but I switch over to ibuki because she a lot more fun and interesting to use so far. Any who, I understand she is, or what others have said about her , being advance character… So does that mean you have to use a stick for to master her, because all I have is a pad ?
Btw, I looking for a place to start with her and getting to know her links better and understand what works and what doesn’t work… FYI, I also play like any other noob ibuki user, with the neckbreakers and far away stuff.
Al-Cid You can play ibuki fine with a pad. my strongest advice is practice a lot with her in training mode and get your links down.
Also stop doing random neckbreakers and things like that. You may lose a lot of matches for possibly even a month or 2 as ibuki really does have a lot to learn. just concentrate on one little bit at a time and slowly improve. There is a ton of information in the ibuki matchup thread although it is like 100 pages long. but honestly it is a goldmine.