Ibuki Q&A Thread: Ask simple questions here!

Okay lol, u probably remember me asking this on the Cammy forums but how long would it take to be decent with Ibuki?

Can you be more specific? What do you mean by “decent”?

And there’s other variables to consider. What is your experience with fighting games? How long have you been playing? Is Ibuki your first character?

And lastly: can we assume that you’ll be as efficient as possible with your training regimen? ie: quality over quantity - you’re playing matches but you’re being very very reflective of them and analytical, as opposed to just simply spamming ranked matches.

Trying to re-learn SSF4 Ibuki and I already had a few local matches. It seems like more and more people are getting a lot better with their respective characters so I was wondering if anything with Ibuki has changed, specifically in the poking game.

From the few games I had, I can say that slide is still good and that far.st.HP HP is a really good poke. I’m also starting to like cr.MP more than s.MK. And as usual, 1 frame linking blows.

Far Fierce Fierce is excellent vs. 4 frames pokes! =]

Really? In that range (jab/close range)? o_o I always thought I’d be knocked out of it if I was in jab range.

Sorry, I wasn’t very clear. I meant that if on hit/block it pushes Ibuki back at such a good range she can punish a 4-frame poke, and even if she doesn’t, it would whiff (if Jab, Short).

Yes, yes. :smiley:

How good can ‘TC/BnB -> HK Tsumuji -> FA/FADC’ be? Mixup? Pressure? FA CH? Garbage?

I would recommend using MK Tsumuji instead because the HK Tsumuji can be reversaled during it’s start-up if blocked. People tend to mash a reversal dp during Tsumuji anyway, so FA’ing in the middle might not be a great idea. It would definite catch people who are clearly being too defensive, but that’s what U1 set-ups are for =)

I think either you misunderstood, or I’m misunderstanding. Do you mean reversal between st.MK xx tsumuji? Or between tsumuji low/high hits?

If the purpose of the FA is to punish defensive people, you can do the same thing (with much less risk) by doing walk up throw or whiff punishing if they like to do defensive cr.jabs.

Yeah, right. mk xx tsumuji on block is not a true blockstring.
Set computer to a shoto in ultra-hard and do that to him, he will reverse (or ultra) you before the tsumiji hits.

Help me out.

What do you do against a Rufus that spams divekick?

Or an Abel that spams (on knockdown) command roll and grab? [Jumping straight up works but when they realize that’s what you’re doing they can just do anti air]

Also, why can’t Ibuki option select crouch tech? :\

Antiair.

On your knockdown or his knockdown? You need to be more specific please.

Case 1: you knock him down.
His regular roll does not have invincibility. Nor does his command grab. Ensure that your wakeup pressure consists of meaty attacks. If he’s doing EX roll, do safe jump setups and option select (throw or command dash).

Case 2: he knocks you down.
This is Abel’s pressure game. He command rolls (sometimes crossup) and may or may not do command grab. Remember that if you guess correctly and jump out of his command grab setup, he has a fairly long recovery which you can punish. And you should punish as hard as possible. nj.HP , cr.HP xx SJC neckbreaker.

Which one? b. MP?

I punish with j. MK -> st. MK -> Tsumuji. But punishing isn’t the problem, it’s getting out of it, seeing as if he doesn’t grab he does anti air instead.

I don’t think you understand…when I say spam, I mean SPAM. He would knock down, roll roll roll (cross up multiple times) and then just grab again as I began to get up. And if he got me, he’d just do it again. So just blocking would rape me. Which is why I began jumping and why he began anti airing. I was just wondering if there was a sure way to get out of it instead of playing the guessing game.

If I did ultra would it autocorrect?

Also, is there any way out of blockstring -> grab? For example, Seth and Geif. I made a post earlier in this thread but it was suggested that I neutral jump, which didn’t help at all.

That’s the thing with dive kick characters: you have to judge spacing to choose your antiair because you don’t have a dp (unless you have meter) that you can use all the time as an antiair. Dive kicks can greatly change the trajectory or timing of their jump. For example they may dive kick in front of you and make b+MP whiff, or jump over your head, also making b+MP whiff.

j.MK , st.MK xx tsumuji does not do enough dmg imo (230 ish)for the kind of risk you’re taking. If Abel read’s your escape correctly, he may get a cr.HP , U1, or straight up U2, both insanely ridiculously damaging in this retarded game. I implore you to learn nj.HP , cr.HP xx SJC neckbreaker which does 318 dmg. If you wanna take it another step, you can do tsumuji loops after the cr.HP or cr.HP mixups. For example, cr.HP into TK kunai and go from there.

Spamming roll on your wakeup is very unsafe. Remember that you can normal throw Abel out of any of his command rolls. As Izuna said, raida is one way to deal with obvious TT spam (though not very damaging). Yes ultra will autocorrect, but if he’s TTing you, his TT will just beat your ultra out. Again I want to emphasize doing as much damage as possible if you guess correctly and neutral jump. TT does 200 dmg, your neutral jump combo can do 318dmg at minimum, as well as set you up for your own okizeme game. How is he antiairing you? cr.HP or j.HP or what? Another solution would be backdash. You won’t have time to do a big combo if you guess correctly, but it will also avoid his antiair attempt, and maybe even let you punish it as well.

To avoid blockstring , tick throw, you can certainly neutral jump or backdash out of it. Perhaps you’re timing it wrong?

Sorry I meant their command grab. But thanks for the advice above

Tick throw can be a normal throw, or a command throw. Same idea.

When I do SJ lp kunai it sometimes meaty and sometimes isn’t. Is that because my timing is off? Do I need to input faster or slower? Is there different timings for different characters? Or the same timing for each character? How do I become able to switch up the sides Ibuki lands on from the kunai ? Also TK kunai never seems to work for me but I can TK CS and TK akuma’s Air FB. What’s the deal with this?

Yes your timing is off. Do the kunai earlier so the kunai is inside your opponent’s hitbox when they wake up. But not so early such that the kunai hits the ground before they wake up.

The timing is certainly different for each character. Not all characters wake up at the same time. For example, Adon is a very fast wakeup, making many safe jump setups not work on him.

To mix up the side Ibuki lands, you have to mix up your vortex. Sometimes do a late super jump, or do a normal jump. Try varying the spacing, like walking back a little bit and then super jumping. The ambiguity is still there, because you can kunai and land in front, or do crossup j.LK and land on the other side.

Throwing a kunai has a height requirement, unlike Cammy’s TKCS. I’m not sure if it’s the same deal with Akuma’s air fireball. You’ll have to ask loyalsol. TK kunai is a difficult technique that nobody here has fully mastered yet I don’t think, so I dunno what to say but just keep practicing.

Ah , I see I normally practice on Ryu. So I should practice vortex on each character just to get there wake up timing down ?