Ibuki Q&A Thread: Ask simple questions here!

It’s not what’s going on with the stick or controller. It’s what Ibuki is doing to complete the challenge.

FA, forward dash, U1

Just do it

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I want to preface by saying thanks for droppin knowledge. Also is there a place i can go that provides definitions for these acronyms you’re referenced? Now after watching the video a couple times it looked like dude dashed after he focus charged now does that cancel some animation allowing me to ultra faster and if so is that the only way to be able to accomplish the ultra in time to be able to complete the challenge? Thanks again for all y’alls help.

peace

http://shoryuken.com/f322/srk-glossary-wip-221033/
Newbie Saikyo Dojo

You don’t even have to dash to complete the challenge. Just ultra as soon as you recover from your FA.

What exactly is raida good for? I heard that it’s a good counter for most attacks.

It beats out grabs too.

Command grabs or normal grabs?

So is it a good idea to reversal raida when the opponent is right next to you?

Command grabs or normal grabs? Both

So is it a good idea to reversal raida when the opponent is right next to you? lol, if you KNOW they’ll throw.

Command grabs? Are you sure? I have tried it a couple of times to no avail against T. Hawk and Gief.

If you predict a throw, then yes. Otherwise, with the 6 frame startup it’ll be very easy to frame trap. And with the -14 on block, it’ll be very easy to punish. Even the EX is -9 on block.

As for what it’s good for, maybe putting your opponent in the corner, as an antiair (when your opponent wants to land in front of you, such as dive kicks), and maybe catching long limbs and pokes, like Dhalsim’s st.HP or Chun’s pokes. It should still be done sparingly though, because of the long recovery.

I do love using Raida when a Gief or Hawk is about to Ultra grab. They do the motion, see Ibuki doing ‘something’… =)

^ this. I love doing raida against online grapplers that like to empty jump into ultra. They’re always like “wtf howd you beat my ultra ur cheating.”

Does anyone else have problems doing the kunai vortex online? Like you get your knockdown- jump over your opponent- throw your kunai- it hits- but instead of following it up with your next combo, you get with with a dragon punch or something. I’m not sure if this is an poor execution thing or a common online thing with Ibuki.

The same thing occurs in the middle of the lp, mp, hp target combo. It’s not like there is any precise timing to it yet i still get hit in the middle of it.

Why cant I find any frame data on her command dashes?

Does anyone have a safe jump option setup for Akuma/Seth that I can OS Neckbreaker from?

They are called kasumi gake. But to save you the trouble. Lk is 20 frames, mk is 22 frames and hk is 24 frames.

-dime

I usually don’t have any problems, but then again I only play people with yellow or green connections. Also, unless the kunai was really late in your jump, you may not have enough block stun to be safe from reversals, I think. If you come across such risk-taking players, just block and punish. 100 or so dmg vs 300dmg or more if you can tsumuji loop, won’t exactly work in their favor.

The target combo should be un-reversal-able if you’re doing it right. Since it’s a target combo, everything chains so there shouldn’t be any gaps for your opponent to reversal…

Not sure if these are safe jumps, but just throwing it out there. I’ll test later today.

(after neckbreaker knockdowns)
Akuma: similar to vortex timing, walk back a few frames if it helps with the timing, and SJ j.LK. This should crossup.
Seth: whiff cr.MK , normal jump with normal of your choice. Seth’s dp is 5 frames so it’s safe jumpable if your timing is right.

Hmm still cant seem to find it on event hubs. Either way, thanks alot :slight_smile:

Going back to two posts ago, I can confirm that the Seth safe jump works perfectly. As for Akuma though, it doesn’t seem he’s safe jumpable by normal means, since he has a 3frame dp.

But anyways, that’s not important. I believe I have just found an unblockable vs Akuma and Ryu and probably all other shotos.

neckbreaker , walk forward a few frames (very few) , j.MK

If you block normally, Ibuki crosses up. If you block crossup, Ibuki lands in front. If you backdash, you backdash into Ibuki and she recovers in time to do the combo of her choice. All dp’s whiff or are reset. Although, one time I was able to get an autocorrect mp.dp from Ryu. Though the timing of this was difficult. I was able to do wakeup cr.MK to make the j.MK whiff, but Ibuki definitely recovers in time to do a combo while cr.MK recovers. Strangely I’m able to tatsu out, though the shoto will tatsu away from Ibuki, which means an easy neckbreaker punish. Nobody really thinks about doing reversal tatsu anyways though.

I think this meets the criteria for being an unblockable, right? I just wish I had my tools with me to record a demonstration of it. The unblockable looks very similar to Cammy’s unblockable vs shotos, which is
back throw , walk forward a few frames , j.LK

Lastly, it doesn’t seem to work if the shoto is put in the corner. Just like Cammy’s unblockable.

Thanks Mingo :woot:, this will be very helpful.