I can’t believe what i’m reading Devil…How can high execution stuff be scrub territory?I’ve never seen one scrub perform that.They always do the reset tc6 or 8 jump etc…Sometimes you might miss it especially online with all that lag but at least you can try.Anyways its good to utilise sjc dash once in a while.If not blocked, Ibuki has the advantage after the sjc dash, so if your opponent tends to mash dp just block and then punish him big time.Sjc lk dash is also safe and you can mix up your game from there…Yeah i know Ibuki wants an untech knockdown,but what’s the fun in it when you always use the kunai vortex.I wouldn’t like to play a character that is ONLY relying on vortex and Ibuki, i’m pretty sure, has more to give outside that.She can’t even compare to Akuma’s vortex.His vortex is so much better ,so if you like vortex he is the ultimate character.
I’ve watched Motempest’s stuff that Dime uploaded and i would say that he was pretty inspiring(especially the sako mixups).Most of what he did was unsafe and he could get easily dp’d but this is what i call high risk high reward.I don’t know if in tourneys its viable but this gameplay is awesome…
I have never played ibunki I am actually pretty horrible at ssf4 but I am going to try this again. I am going to spend time looking through all the guides and gameplay stuff but what combos do i need to know starting out? Also what are her bnb combos. I heard like all her stuff is 1 link shenagains that can’t be plinked ( a technique i am trying to learn). Someone please shed some light.
If youve been playing fighting games long enough you’d know there’s plenty of things in fighting games that dont give you the reward for the execution you put in. SFIV is a huge culprit of such of course due to huge damage scaling on links.
Ibuki is not really that based around vortex any ways. I mean she needs it to win but making her a vortex character was something that SFIV did. In 3S she was more footsie and traditional mix up based but SFIV wanted to turn her into a psuedo Akuma with different mix ups and higher and less meter dependent damage at close range. Which is fine since her damage output for landing it is pretty damned huge compared to Akuma and that’s without needing any meter. It’s just of course the “vortex” is more loose and easier to escape than Akuma’s. Though Akuma plays too much like a shoto for me to really keep my interest and the best way to play Akuma most of the time is just lame fireball spacing and chucking and hoping the opponent does something stupid. Those types of characters aren’t my type.
Ibuki at least in this game is more about just finding that one moment where the person cracks and rushing in with her fast dash and getting a knockdown via throw or jab combo and just going in. Once she gets super she also gets lot of tricky mix ups with her hien and her command dash mix ups give her an interesting dynamic reminiscent of her regular dash mix ups in 3S. She also has a ton of anti fireball options against every fireball based character minus maybe Guile so she can really take the fireball element out of most characters. Which since i dont really care for plasma wars that just fits into my play style more.
The only characters i find SJC dash after TC6 good on are characters that get put into the c.LP 50/50 like Gen. You can do things to Gen after the dash like pressing c.LP before he lands to land in front or behind him for a super ambiguous 50/50. The traditional which way mix up after the dash doesn’t really give u that much advantage and gets easy to read if u use it too often. I’d rather just get the untech knockdown.
Motempest did show some nice resets that actually are a bit safer than they might appear initially but at the same time you’re kinda giving up the untech knockdown for something u might hit with. It’s just one of those things you’ll have to guage when u should do it and when u should just go for the untech. Like the Japanese such as Acqua or Ibuki tend to only go for resets during dizzy situations because that’s the only time where going for a traditional combos wont net u any damage so u might as well go for it to close the game out. Ibuki has to really pick and choose well her ways to get in and when u get in u wanna make the most of it so obviously an untech knockdown is usually the best way to start so u can keep them in one place and meaty them with kunais or j.LK safe jumps.
Yeah I understand what you’re saying and i agree with you.I’m going for the untech knockdown too and i mix things up from there or go for the kunai vortex.Unfortunately I’ve played little 3s , and yes, her playstyle was different from ssfiv,but i guess she must adapt into ssfiv system.
I guess you mean Iyo,but anyways, i’ve been watching you on peaceful jay stream almost since when you joined that stream(i guess)…I’ve seen that when your opponent is stunned you’re trying to go for the st hk>sjc lk dash>cr hp>sjc dash mix up.If you don’t sjc the crhp and you just superjump is Ibuki safe from characters with good dps?
Quick question, it’s really late right now so I’m not gonna turn on my PS3/360 to try this nor am I very fluent on stick to do ultra 1 but what are the chances of Ultra 1 fully connecting after a command dash or even better, after a block string followed with a command dash(lk or hk version)?
Whatever the chances of them pressing a button AFTER you recover.
It won’t work if they do an EX Shoryuken (or any reversal with invincibility frames), but it will hit other command grabs and various rubbish reversals like EX Spinwheel.
I think people would either react to the dash whilst they can catch you in recovery frames, or not press anything at all. I don’t think it will work very often. I have had it hit on dashing over the character on wake-up, but only against silly players.
Ah okay, just wondering the likeliness of it fully connecting over defensive player types. Yeah the thought of auto correcting specials(flash kick, shoryuken and etc) seem like a killer. After a block string followed by a lk command dash to throw seem to work on motion characters whereas charge and grapplers will just do their down-up special moves or command grab.
I also did not realize that cr.lp x 3, sweep works as a combo as well, I used to think that you would HAVE to do a st.lp on the 3rd lp then sweep to get the appropriate distance for the sweep to connect. At the moment because doing a st.mk, neck breaker is hard to so as a knock down, I have been forming a bad habit of just the combo above(gotta take advantage of all the stun Ibuki can do).
=) I use that all the time, so that when I do the block-string I can bait reversals. Player’s gotta get used to me first though.
Thanks, I actully managed to learn that it was the proper term called “Tsumuji loops” I’m starting to get the hang of it, but I often start dropping it too many times because they can do a shoryuken, or grab me. Is there a better option to do this move without me getting hurt much? Or at least a better way to use it safely.
Today I finally(?) Struggled my own way to do SJC -> Ultra 2, for nearly a month wondering when I can pull it off. And I did it. Well… I’m not 100% sure, but in training mode, I set my dummy to have auto block on, then I inputed: L.P, M.P,H.P, Down, a 360 motion counter-clockwise, and continue to move past 360, until I landed into a tiger knee motion. However to my surprise, when I finished the move, it read that it did not end in a forward up motion, and only into a right arrow. I’m pretty sure I’m doing this right, since I see a large puff of smoke around Ibuki, which gives the hint that the move was done correctly, and it hits the dummy.
And people constantly tell that you need to end it in a tiger-knee motion…
Am I doing this right? (Btw I’m using the Xbox 360 pad to execute this move.)
If unable to, I can record it to see if it’s done right.
You don’t have to end it in Up-Forward. Ibuki is able to buffer the High Jump before the Ultra is inputted. If it combos on an auto-block, it works =). I totally recommend a TE Stick, but as long as you’re comfortable it’s OK.
I tend to only do SJC under-pressure in matches, messing it up in Training mode when I wanna compare damage numbers. Depending on which Ultra I have.
For Hashinsho I do :lk::mk::qcf::qcf::uf::3k:
For Yoroitoshi I do :lk::hcb::mk::hcb::ub::3p:
Ah, I do have a TE stick. (S edition one) but I actually use both. (Controller for convience if there’s no TE stick around. By any means… When I’m doing casual matches.) I do more on the controller then the stick.
And yes, the one you mentioned is a faster version for the ultra’s. I had more trouble using the shortcut, because I tend to mess up alot that way. I haven’t tried the ultra 1 version, but I’ll give it a shot when I have time.
…I need a teacher or an assistence somtime soon, I think.
Q: is IYO the same iyo that won Japanese nationals with dhalsim, and is he the same iyo that uses sim, maki, rolento in cvs2 and is he the iyo that plays ibuki?
-dime
yes
I was shocked when I found out too. I’ve always liked IYO as a player, and when I found out he picked up Ibuki I was hyped.
How does everybody here deal with runaway when they dont have the life lead? As far as mindset, strategy, footsies and baits?
best ibuki player in the world.
Depending on the match-up, I do near-instant jump back Kunai into about the corner, then try to look out for jumps/specials/footsies. If actually in the corner, Ibuki can go underneath jumps with her Neckbreaker. Getting a knockdown with crouching roundhouse is the main way I make a comeback.
i just switched from pad to stick now i cant super jump…like after i score a knockdown say a sweep. i alwasy regualar jump…super jump doesnt come out…i know this is a really noobish question but id preciate the help…maybe a youtube vid or something thanks
Just keep practising. I always say that learning how to walking SPD in both directions means you’re good enough with a Stick. You don’t need to be High Jumping anyway =)
cam you or someone else post a vid of diff kunai crossups via normal jump? i donmt know how to make the jukia land in different spots…ugh i feel i hit a wall with ibuki…im good online against randoms but in tight games against good players at tourneys i scored a knockdown and fuck it up…ssmh