On a scale of 1-10 how is Ibuki’s range game?
1 is worst and 10 is best.
On a scale of 1-10 how is Ibuki’s range game?
1 is worst and 10 is best.
What do you mean by “range game”?
I mean how good is her range? Like, I know Sakura’s range is horrendous.
I really don’t understand what you’re asking. How is Sakura’s range horrendous?
maybe hes asking how good she is fighting from a distance which is not good at all
There aren’t any rush down characters that are really good at fighting from a distance. Their specialty is up-close, close quarters combat. That’s why they’re called rush down characters.
Huh? Sakura/Juri are pretty decent from a distance against most characters. Isn’t Ibuki one of the best after Guile/DJ?
Well ibuki doesnt damage from far away… just can zone with kunai, and you gotta do it right cause you can get punished with it pretty easily… but that being said, its a pretty damn good zoning tool… but Ibuki isnt a threat from far away, she needs to be in yoooo face!
I think she’s rather good at building meter and maintaining pressure from full screen. Against shotos it’s almost like Ibuki has the advantage dealing chip, potentially predicting at Hadouken, and has a great tool for switching sides should she be zoned in at. Slide, Ageman, Neckbreaker, High Jump, HK CD. Maybe it’s just me. =]
Ok thanks. Do you have to jump to do a Kunai?
You have to be in the air to do the kunai. Jumping is one way to do this, obviously. But after certain specials, such as hien and EX kazegiri, you can cancel your recovery into a kunai.
Hello everyone.
I’ve been messing around with ibuki for a while, and lately i’m quite used to her, still learning though…
As footsies, at mid range, I’ve been using df+mk slide, f+mk overhead, cr.mp xx Tsumuji.… Tsumuji alone… and b+mp as anti-air, and that’s it. All my footsies game is around those moves (like ryu’s who only cr.mk xx hadouken or jump).
I’m trying to use some other normals, i’ve read very little about them here, and i want to ask why… or what are your feelings about them… I’m sure every hit has his uses.
-I used f+hk a lot in 3rd strike a lot vs low pokes, but now it feels that i loose momentum with that move every time i use it, on hit or block.
-b+mk seems like a long range move (not using the TC), like cody or guy’s mk, but i loose initiative too.
-mk alone, i don’t use it away from Tsumuji frame traps because cr.mp seemks the same (this will change in AE, but now, is it viable as a poke?).
-hp alone… it seems like guy’s hp, a good surprising poke from a distance, but it just don’t connect or don’t
-mp alone… i’ve read about a single mp is godlike in close combat, but i just can’t find the range or place to use it over far lp or f+lk…
Any tips to bring more colour to the footsies game?
Thanks in advance
Add TK kunai to your footsies game. Let’s say your opponent is Ryu. If you’re expecting a cr.MK or cr.HK, you can TK kunai in. Almost in the same way Adon might use IAJK. In this case, TK kunai is substituted for a regular jumpin because it’s faster and gives your opponent a lot less time to react with an antiair.
Also try neutral jump hp.kunai. I do this mostly just to get a reaction out of my opponent. Did they block the kunai? Did they hit the kunai out of the air? Did they neutral jump? Did they jump forward? Did they walk back? Did they FA? Did the kunai hit them (they were doing a poke or something)? If you get your opponent to not push buttons in favor of punishing your next neutral jump kunai, then your regular ground game becomes a lot stronger. It gives them yet another thing to look out for.
You should probably use f+LK more, a lot more. Use it to whiff punish pokes, especially stuff like cr.MK, with a buffered tsumuji or kazegiri.
Slide usually isn’t a good poke, against good players anyways. They’ll be moving back and forth, making it almost impossible to hit slide at max range. They’ll either walk into it, making it unsafe, or walk away, making it whiff (and whiff punishable). If you’re going to use slide, try to use it sparingly. Unless your opponent is a projectile character.
The range on f+MK is too poor to be used at footsie range. And considering its slow-ness, you’re more than likely going to eat a counterpoke.
b+MK forces stand on block? Sounds impossible. But anyways, b+MK is meant to be cancelled into f+MK. Using it by itself is pointless unless you’re trying to bait something.
far.st.HP is good as an armor break. It also seems to have some deceptive range. I think I need to try this out more.
I think far.st.MP might be good if you need the extra 2 active frames vs far.st.LP.
If all else fails, just SJ over their head and it’ll probably mindfuck them, unless you’ve been spamming it a lot. Considering SJ’s high jump arc, you’ll probably fly past dp range fairly quickly.
The “b+mk force stand on block stuff”… sounds really weird to me too. It might be false. It’s my mistake, for sure. I will edit my post. I remember reading it, but i read a lot of forums (and other character’s) and i do theory when i’m away from home and don’t have my ps3 to test. I’m sorry.
Lately i’m using df+mk and f+mk slide only vs shotos. It is easier to see the range if i’m going to react to a fireball.
The far.st.hp thing vs focus might be a good idea, it might be faster than a neckbreaker.
The SJ over thing seems fun will try that.
Normal jump kunai is a good idea too, i will try that for sure. I usually only use jump back and jump forward kunai (as fast as i can, i can’t get TK kunai reliable, so i just jump and do the motion fast).
Thanks for the tips
Is Ibuki easy to learn?
She’s easy to win with (at Casual level), but difficult to learn (for Tournament play). Vortex is a scrub killer.
Are there any visual cues I can look for to tell if a kunai crosses up during the vortex?
Technically yes, but it depends on the opponents wake-up duration, spacing, character hit-box, when Ibuki jumps, and throws the Kunai. There’s no universal visual cue for when it crosses up, it all comes down to timing.
Quoted from MingoDynasty from a thread called "Stunned opponent"
i want a question from here, and i feel this is the right thread:
What are the “corner mixup with 1 bar” you are talking here about?
Where the ex-tsumuji fit’s in a mixup?
This block string setups sounds great to use every once in a while. Thanks for pointing this out.
I usually only use mk spin kicks -> mk xx another spin kicks, or f.lk xx lk spin kicks… to presure people and to force block… i have to get rid of that and be more creative.
Thank you, Mingo
Imo, no.
Corner mixup is the EX tsumuji , cr.HP reset.
If you’re out of meter you can also try a launcher combo. I’ve caught several people doing TC6 xx nj.HP for huge damage and stun before. Most people seem to expect you to jump to the other side for a crossup.
This setup is fine imo and should be your go to block string, since it relies on solid play and can give hints toward how your opponent plays. It’s not just sticking out st.MK or f+LK for more spin kicks. It’s about reacting/reading your opponent.
-Does he refuse to push buttons? Walk up and throw.
-Does he stick out a poke? Counter poke it, or whiff punish.
-Does he mash reversal? Block and punish.
etc.