Why you using special moves to tech people’s throws? Sure Viper had that ability (which there’s a lot ways to easily beat abuse of it) but that’s because Viper was designed around having a sub par ground game (at least in the last game any ways). She needed that as kind of an escape for when people got close since her footsies alone weren’t going to do much. Not being able to use her light attacks to combo into knockdowns was a huge issue for her when she was forced to deal with close range situations. Ibuki has a great s.LP and c.LP to space her out of bad situations and if it hits she hits either one she gets a free untechable knockdown. So that alone should help you against throws. Otherwise just learn to tech throw or neutral jump to punish a throw whiff or jump forward to basically get out of the way of the opponent or get out of the corner if you are in the corner.
The only thing I’ve been using Raidas for so far is their ability to basically suck moves in. They’ll suck in Dhalsim’s limbs, they’ll suck in Rufus dives from like half screen, they’ll suck in random normals like Chun’s b+MK, basically anything that is airborne or can hit you from a long distance she can just suck in and punish. EX raida helps huge vs. Rufus. It’s actually not a bad anti air and as long as he’s not next to u worth the risk to stop dives and give yourself some space. Raida is probably going to turn the Sim matchup upside down.
Raida is like you say, down right dirty. I think the most fun i’ve had is playing an Abel who was struggling to wake up and I raida’d him like 20 times over the 2 rounds. Over and over. Granted he didn’t know it wasn’t a grab (and I told him after it wasn’t so he could block) but it was too funny.
I’ve had great luck with it catching jump in’s. It’s not something I like doing, but occasionally i’ll throw it out there and its great. It changing the sim match up and rufus matchup will be amazing. I hate those two, and ibuki vs a randomly dive kicking rufus is very annoying. I’m not good at teching throws off chain dive mixups, so maybe throwing raida out there will be able to bail me out. Does ex have any Hit immunity?
Also, the guys at event hubs have the Ibuki frame data now, so hopefully they will be updating their site soon and we can have that resource to go to. There are a lot of 3 frame normals from ibuki, but the only normal with real good block stun seems to be st.jab, pretty typical.
Also, if you haven’t seen vesperarcades latest videos, check out the play at the start of this one. He just styles on a sagat in baller fashion. In general he is a very solid player when he gets an opening. I hope to get near his execution one day.
Yeah. Just like her teleport dash in 3S people can just mash buttons inbetween the dash. Unless the opponent is on the ground or doing an attack with long start up frames (like EX messiah) you’re just going to get slammed. Even LK command dash leaves you at negative 3 on block or hit. You have to get a counter hit s.MK and then LK command dash to get anything close to an advantage.
so completely new to this game and i need lots of help hahaha, what should be the first thing I should be learning with Ibuki? why is Super jump canceling so hard?!?!?
It’s useful if you have trained them to stop spamming attacks and block more, once in a while, like if you have been cancelling into tsumuji to pressure them (hit or block). I think Dime wrote a big post about it, not sure which thread though. This forum is getting a bit messy!
Mk tsumuji is safe on block, puts you at 0. lk and hk are -4 on block. High ender is -3, Low ender is -2, however if they are mashing, they can mash DP before your low ender if they’ve blocked the first 2 rekkas.
And yeah, what others said. CD mixup is only good if they aren’t mashing. So train them not to mash. CH/frame trap them.
No, you just do it after the first 2 hits. You can spam d+kick if you want.
I’m not sure if the frame data from the Japanese guide is out yet for Ibuki, but i had a question about Raida.
According to the Ibuki cheat sheet created by Foxhawk, LP, MP and HP Raida all do the same damage and stun. The Prima frame data says the only difference is that the recovery is longer as you go up in Raida strength. So what is the benefit of a HP Raida as opposed to LP Raida? Does HP Raida have more range? Just wondering if anyone knows for sure.
In 3S it drifted her forward a lot on the HP version, but in SSF4 the difference is tiny…
I’m testing it out now in training mode and the HP one definitely has slightly more range than the LP one. The range gained is quite negligible though.
With EX being the greatest range and best recovery it seems.
Is it just me, or are there others beginning to gravitate towards U1? I feel that U1 tends to act as a better reversal/punisher and times when I land a TC, instead of opting for the SJC U2, I try to go for the most damaging combo option ending with a neckbreaker, since it tends to net the most damage in the end (i.e. vortex).
I’m sure U2 has it’s merits during certain match ups but I find myself rarely landing it, except off SJC cr.hp in which case is mainly during a punish for a whiffed move… but I can simply use U1 instead in that same situation.
Just you,the same feeling you would be having if 2 ultras were out when viper was released.
that U1(or U2 in this case) was just to hard to land consistently,when it really is not the case.
Let me put it this way,i think i heard someone say this about 3s actually but it easily applies here.
It does not matter how hard the execution is,if you make an advantage available someone WILL learn how to utilitize it properly no matter what.
Being able to combo a meter less ultra off a jab is a huge advantage,mix in that with an amazing air game and retarded high low options.
It’s more a matter of when rather then if U2 pulls ahead by leaps and bounds.
Jesus people it’s been a week i expect the “Help with SJC into ultra/shennigans” threads and posts not posts on “man that shit aint worth it yo let me just use point blank gimmicks” that have all the trickery of a 6 year old doing the disappearing thumb trick.
I’ve been sticking with Ultra II personally (except for on matchups when Ultra I is really helpful). To be honest, I have an easier time SJCing into Ultra II than pulling off 2x hcb since I haven’t really practiced that motion much for now. The problem with Ultra II for me is that it’s difficult to combo it outside of a Target Combo, and also that the damage gets scaled from a target combo.
But I don’t care. I’m just glad I’m able to use an Ultra successfully in this case.
That’s the thing, the damage scaling is why I don’t go for U2 off a TC. Unless, it will win me the round or if I have full Ultra, I almost always opt for the neckbreaker since it sets up the vortex. The only time I use U2 is if I have to punish fireballs, or SJC off a single attack (e.g. cr.hp) since the damage scaling wont be terrible as opposed to st.lp > st.mp > st.hp TC (and majority of the time, it’s usually in a punish situation). I even use it to combo off jump in attacks. I find saving U2 to be the best bet rather than using it off a TC since I have raw damage to fall back on to punish any whiffed/blocked moves from my opponent. Besides, Ibuki already has really good options to end combos with in the combo department.
U2 has reach as opposed to U1, so it might be better in some match ups (e.g. Honda). But U1 works as a really good reversal punish (apparently it punishes anything that’s -1) and deals huge damage. Basically, if I’m mainly using my Ultra (U2) during punish situations, why not switch to the more damaging Ultra?
U2 might seem better on paper, but I’m starting to feel that U1 is the overall better choice in practice.
i like ultra 1 a lot. Ultra 2 has the combo options but the damage reduction on target chains is underwhelming. Ibuki is so good without an ultra that I like using ultra 1 just so I can limit their offense. Well see.