ok if thats how u feel but its so much easier to do
Analog sticks never mixed well with fighting games for me…
What options does Ibuki have on wakeup? I’ve only recently started using ex-kazigiri (NEVER pick ultra 2 anymore).
But say I don’t have an ex bar? Wtf do I do?
If I backdash I typically get punished when the opponent reads it. If I block it’s a 50/50 chance whether or not I’ll get punished (can’t poke, can’t crouch tech…)
Help this Newb-Buki :[
Good ol’ blocking.
You’re not serious are you?
Why doesn’t Ibuki have a crouch tech? That’s the reason I usually back dash, because 1. lack of footsies and 2. no crouch tech. Ibuki has alot of risk while blocking, any suggestions or am I just doing a bad job as Ibuki?
Main example: M. Bison spamming light kick, dash forward and continues, grabs at some point. Can’t poke cause Ibuki’s light kick fails. Can’t crouch tech so I have to neutral block to grab. Incorrectly read grab: light kick into scissor kicks. Keep crouch blocking: eat grab.
Only about 4 or so characters in this game can’t be safe jumped, not including characters with counter moves (parry, Fei/Cammy U2) and other characters with very fast antiair ultras (ie: Hakan’s U2). Besides safe jumps, your opponent can also start a meaty block string.
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You’ll have to learn how to play footsies eventually. Footsies is an important aspect of almost all fighting games and it’ll serve you well if you learn it asap. Besides that, remember that “footsies” encompasses more than just using your normal attacks.
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Every character has a crouch tech. Check your replays to ensure you’re inputting and timing it correctly.
M. Bipson: there is an optimal range to be at in every matchup. For example, in Gief vs Chun, Gief wants to avoid Chun’s st.HK range at all costs. If you’re not sure what to do vs a certain poke, just play it safe and stay the hell out of its range. In your example, you generally don’t want to be in Bipson’s st.LK or st.MK range since Ibuki doesn’t have many safe normals to throw out that will beat it. It’s also strange that you’re more worried about Bipson’s st.LK than lk.scissors kick spam, which rapes Ibuki imo…
Dash forwards get pwned by purposely whiffed st.LP and buffered (or reaction) st.MK. You can also st.LK xx st.MK. If you really want to put an end to obvious dashes, use cr.MP and buffer neckbreaker.
Can anyone explain to me how OS cr.rh works when mixed with cr.lp… I know how to do it, but I dont get how this works with the game mechanics, shouldn’t a cr.rh come out everytime? I thought if two buttons were pressed its always the harder punch/kick that comes out. Why does that change on block?
- Chained attacks (such as cr.LP xx cr.LP) have higher priority than almost anything else iirc
- Whiffed moves recover faster than hit/blocked moves
Awesome,
Thanks Mingo
Expose yourself to adrenaline rushes by getting into clutch situations, a lot. And then build a tolerance I guess.
- Experience. The more tournies you do, the less intense those sensations will become.
- Meditation
- Beer
- Just enjoy the rush. It’s a natural drug that nothing else comes close to.
Just started using Ibuki after a long stint with Viper, so am looking for a couple of good footsie tips. I’ve read that Ibuki’s pokes are generally poor, but from a couple of replays and from some short play with her, she seems to have some really good pokes like f + lk. It’s quick and combos into tsumuji. I think I’ve even seen Sako sjc from it once. Are there anything else in her disposal that she can utilise as pokes?
Depends on the matchup. I’d say, when playing footsies, you should aim to whiff punish. That and stopping dash ins.
To answer your question directly, Ibuki has cr.MP, st.MK, cr.MK, cr.HK, f+HK, st.MP, and a bunch of other good normals, but again, it depends on the matchup.
F.Mk XX LK. MK. XX Neckbreaker. I’ve been doing it using precise timing, but is there a way to plink it? And is plinking possible on the controller?
You can’t plink jab unless you use the back button method
Sent from my Thunderbolt
They’re all kicks 0_0
Still you can’t plink a standing light kick. you can plink the cr.lk with jab. I suggest you use cr.lp after the overhead instead because it will be a 2 frame instead of 1 frame link. (this is entirely ignoring the ability to b-link everything)
also, i assume by controller you mean pad. plinking is possible on the controller but i find it is easier on stick.
LOL I always do cr. Jab. IMO there is no need to plink that just learn the timing
Sent from my Thunderbolt
Ah. Thanks a lot. I know the combo I said raises the damage from 80 to 174. I’ll work some other ones out. Thanks again.
I always use cr.LK after f+MK overhead. It hits low, so even if the overhead is blocked, it forces my opponent to quickly block low again. It also has the same range as cr.LP (I believe?), and the same startup (4frame). And it’s plinkable with jab. Is there someone I’m missing?
If you wanted range, I’d use f+LK instead.