All of the combos in the combo thread still work. It’s just that most of the values are now lower thanks to damage and stun nerfs, specifically on TC4, Neckbreakers, and kunai.
Adding to the combo thread, some new AE combos include TC10 usage, such as linking after a far.st.LP or st.MP and new st.MK usage such as linking after an overhead.
Basic bnb is still TC4 xx Neckbreaker, but with the AE buff, there is no reason any Ibuki player should not master cr.LP , cr.LP , st.MK bnb.
Ibuki’s vortex is explained here: “Stop Being a Freebuki!” (Advanced Play Thread)
The neckbreaker spacing is different in AE, but with some practice in training mode, I’m sure you’ll learn it eventually.
I’m new to the game and I’m not familiar with the notation. Bear with me.
So I’m having problems with people who pit bull me. I can’t seem to find a proper offensive way out of it. I just end up blocking and getting thrown or whatever.
Example is Yun’s repeated dive kick [then insert combo].
Here is what I try to do but it doesn’t work or i guess wrong like 99% of the time
1)I try to jump back but get hit. It seems that Yun (or other characters like Sagat) has frame advantage on everything when up close.
2) I try to mash out an when im being rushed EX but doesnt work
3)when I wake up, i try to mash out an ex but they cross me up and i wiff then die.
4)when I wake up and do nothing, I then get rushed again and all I can do is block until I get hit.
I dont know what to do against ppl who rush me. It’s the same thing over and over. I’m sick of it. I need solutions.
You are getting hit because just as you say, Yun is usually at a frame advantage when he dive kicks (assuming you block it at the ankles). Jumping has 4f startup, so if he’s at an advantage and does a fast normal, such as cr.LP (3f startup) then he’s just going to hit you before you leave the ground.
Mashing is not a good habit. Best to learn to control your inputs first, and look/react to openings or obvious gaps, than just to mindlessly mash hoping he pushes a button.
Stop trying to mash a reversal and learn to block instead. Respect that your opponent knocked you down, instead of trying to get out just because you feel uncomfortable.
You wakeup and block. Don’t push anything but down back. Your opponent is probably going to do something. Whether it be a safe jump, a blockstring, some sort of offensive pressure, or maybe a bait tactic (such as blocking or backdashing). Instead of not knowing what to do cuz you’re getting rushed down to death, try and see what he does. Download your opponent, and their character, so next time you can predict what string they’re going to do, and what gaps they’re going to leave, THEN you can counter appropriately with a reversal/throw/backdash/jump/whatever based on your reads, not just because you want them to gtfo.
tl,dr: Blocking is the most important fundamental of all fighting games. It’d do you best to learn it now, than later.
backdash, Focus backdash, ex reversal, airthrow (if you think they are going to go for a crossup) crouchtech with crouching fierce and throw at the same time.
BLOCK…
hes reading your habits and baiting you, make it harder for him to get in and usually they get a bit more predictable cause they start to get desperate for some offense. just knowing that ex “doesnt work” isnt enough knowledge to defend, you have to know WHY it didnt work:
did he bait you by blocking? did he outprioritze you by using a move with more invincibility frames? did he make it wiff by crossing you up?
all of these mean different things and you’ll just have to play to learn about them, its frustrating, but everyone has to go through it.
this probably happens to all ibuki players sometimes, the solution is to dash forward towards them, they will just pass harmlessly over your head and you will have escaped, the other thing to do is just block the crossup. reading your opponents tendencies will let you know when they are trying to go for that crossup to make your ex kazegiri wiff, also they usually have to be at a certain spacing. blocking is somewhat overrated, BUT not when you are a beginner, in the beginning just learn to block and crouchtech, after you’re comfortable with that, then is the time to try avoiding as much as possible cause you will have a better idea of when to avoid and when to just block.
note that when it comes to yun and divekickers in general most of the time ibuki cant dash out underneath, you have to guess, it sucks but thats one of the reasons why yun is the best in the game.
if your talking about yun, welcome to everyones nightmare, hes the best in the game for a reason. borderline broken if not broken in the right hands. basically if he gets in on you just try to mixup your defenses as best as possible so he cant easily read you. but beyond that try to not let him get in on you in the first place. once he gets in on any character, thats a wrap. luckily you have ibuki who is also a cheap ass mixup character so if you manage to knock him down you start your own brand of damage.
not all rushdown is the same and not everyone rushs down uses the same tactics, you would need to post some video to get any more of a better answer cause that statement is a bit to general.
But really, if you only worried damage on normals in this game, then you got a ways to go. I’d gladly trade damage on my normals for better range, better hitbox, smaller hurtbox, faster startup, more active frames, faster recovery, special/SJ cancellability, more utility, etc. It’s not damage that makes the normal useful, it’s everything else.
i dont really think her normals are weak for damage. chun did 70 damage with her st.mp. ibukis cr.mk and cr.mp both do 70 as well (or did) and i think ibukis sweep is either 90 or 100 just like chun.
i mean shes no honda/blanka/gief… but she has vortex and they dont, with a better AA game to boot.
when comboing from TC4 xx neckbreaker, when to use EX version and when to use normal?
is it reasonable to use EX in AE since it draws you too far away for vortex?
i am PC player so have 0 experience with her since played vanilla only.
so i have no idea when vortex is ok to try and when its not.
I sometimes use EX neckbreaker for the easy unblockable setup. Other than the setup you want, I think the preference is up to you. After a standard bnb combo, the neckbreaker is already scaled to like 50%, and much more than that if you go for tsumuji loops. It can sometimes be useful if you need that extra bit of stun to dizzy your opponent.
Just because you are too far away for standard kunai vortex does not mean it does not fit in Ibuki’s okizeme arsenal.
Though at first I’d suggest you learn to play a non-vortex based Ibuki. That way you won’t get accustomed to running vortex loops on characters like Cody, and you’ll be prepared for difficult or unvortexable characters such as Bipson or Gouken.
You’ll probably eat a lot of random dp’s and ultras along the way, but you’ll learn a lot, such as: spacing, Ibuki’s walk speed, baiting, safe jumps, meaty setups, command dash mixups, launcher resets, and other mixups that don’t involve a kunai, etc.
Usually just the st.LK xx st.MK is used, because the st.MK can be special cancelled or SJC-ed.
If you go for the full TC9, you’ll probably use it for a frame trap, such as TC9 , throw. Though I don’t think I’ve ever seen anybody use the TC9 setup since day 1.
hey Mingo.
i’ve read all stickies alrdy, crawling video thread now (10 pages done. i see you posting a lot in this forum <3 ) and practicing target combos.
cant play online yet so training mode is all i have for now.
thanks for tips. i guess when i’ll finally be able to play online i’ll forget about vortex for now then. idd better learn fundamentals first.
I’ve read the latests pages of this thread, and the “stop beeing a freebuki” thread, and a couple more.
a lot of the posts are from pre-AE edition, so i asume that all the safejumps and vortex options starting from neckbreaker are all out of date.
There were useful stuff, like…
But that stuff is obsolete now.
I used to do mixups without moving, just neckbreaker, wait some time (more or less), super jump (or jump), and throw kunai (sooner or later), or j.lk/mk…
But now with the new neckbreaker, i’m not the first one looking for help in the new neckbreaker vortex.
In AE, i really don’t know what to do:
maybe neckbreaker, walk forward a bit and
SJ kunai (non crossup)
jump.lk (crossup)
But i can’t do it consistently at all, the jump.lk wiffs a lot (free huge punish), and i can’t seem to make the kunai crossup (i can’t land in the other side throwing a kunai to their wakeup).
¿Any advice to help us find the new AE timming or what to do?
Thanks in advance.
The safe jumps are most likely obsolete, but I’ll change that eventually after I make that safe jump video. For now I think whiffed b+MP is perfect timing to safe ump most of the cast.
I dunno what vortex options you’re talking about but I’m pretty sure most of them are still there; you just have to adjust the spacing and timing.
I haven’t has much experience with walk up kunai setups yet, but you don’t have to walk forward and jump to do j.LK crossup. You can just SJ j.LK and it should crossup on like everybody. If you want to be sure, just take a quick step back before super jumping.
I’d say just follow Dime’s old advice on practicing vortex spacing/timing. That is, put the dummy as Dhalsim, grab a second controller and use a rubber band to keep the stick in one direction or something, while you constantly do vortex after vortex.