To cross up kunai, you must walk forward before you sj or hk command dash into an instant kunai.
Whiffing b mp after neck breaker should be your standard safe jump.with the correct timing you can even safe jump dee jay. But don’t forget to mix it up with sj cross up lk and command dash into meaties
I seem to have problems against characters who crouch where combos like: c.lp c.lp s.lp s.mk > (insert special here) whiff. (the s.lp often whiffes)
What combos/hitconfirms should I use so I can get a knockdown out?
Hey guys, few quick questions…
1). is there a good way to quickly break old habbits? when im far away from a opponent i end up doing neckbreaker (i know i shouldnt and sometimes it just happens without me thinking about it) i have alot of good combo’s down with ibuki for decent play but this is allways holding me back, whats a good way to get in on a opponent to setup the vortex/pressure and such thats not gonna get me destroyed?
2). i have issues with SJC from the left side of the screen, i can do it on the right hand side (doing notations to the left) but not when i have to do them to the right anyway to help aid this at all? or just lots of practice.
3). i know alot of people do LK xx SJC xx MK QCF KKK but i sometimes end up with LK XX QCF xx MK SJC KKK is this acceptable or lowers my chances of the ultra coming out at all?
Thanks all for the help sorry if these are really nooby things to ask
im starting to get better at this game i find myself winning most of the time but i have some more questions now. I find myself jumping alot im not sure about how to approach someone on the ground. almost 100% of the time i find myself jumping in and im pretty sure ur not supposed to ALWAYS jump in. I usually get close but right as soon as i get near poking distance i jump i guess its a habit… Next is it smart to let ur opponent make the approach? Next when i cross up with a kunai or my lk i find that more than half the time it gets blocked now since i know im starting to find more seasoned opponents. after they block my cross up is a tick throw something i shud try? i usually just continue my combo as a blockstring for chip damage im not very good at tick throws but if it works ill start doing it against my opponent.
Stop what you are doing, and instead just hold down back. Then focus on your opponent. What is he doing? What do you think he’s going to do? When you have no idea wtf is going on, just stop and try to re-download your opponent.
1.5. The best way to get in on your opponent is to make reads and search for knockdowns. For example, let’s say you’re playing a projectile based character, like Sagat. You’ll expect him to throw a fireball, so the first step would be to stay in a specific range where you can reaction punish his fireballs. The next step would be looking at what he does and adjust or react accordingly.
Lots of practice.
Both are fine, but if you plan on mastering Ibuki, I’d suggest you skip the shortcuts and learn to do SJC U2 the hard way, without pre-buffering any of the inputs inside the target combo.
Idk, then stop jumping. Try playing the next 10 online matches (or offline, if you can) without jumping at all unless your opponent is already knocked down. You probably won’t win, but it’ll surely force you to learn Ibuki’s non-jumping options. If you want to take it a step further, you can try not jumping at all, ever, for the next 10 matches. This will also force you to learn Ibuki’s non-jumping okizeme options.
Depends. When playing vs charge characters it’s always smart to make them come to you, or make them lose charge first before you do anything, especially when you have the life lead. I’d say it’s a bit too matchup/situation dependent. For example, a good Dhalsim is never going to come to you, life lead or not. You’ll just have to find the right balance depending on the situation (matchup, low time, life lead, meter, player tendencies, etc.).
After they block your kunai, the first thing you should take note of (if possible) is if your kunai crossed up or not. This way you can (should) use this information to adjust your vortex the next chance you get.
You should not go for a full airtight blockstring unless you just want to stay safe and gtfo, like vs Gief. In almost all other cases, you want to be frame trapping, baiting, tick throwing, and looking for a way to knock your opponent down again.
Are you playing super or AE?
Neckbreaker is very punishable on block, and somewhat punishable on whiff. I do not recommend doing neckbreakers unless you are sure they will hit.
While st.LP , st.MK is an easier link, I would not recommend doing it because far.st.LP can whiff in a lot of situations and against a lot of crouchers.
cr.LP , st.MK is a 2f link. I don’t know what else to tell you but keep practicing. 2frame links are pretty much standard links in this game.
if you count 1-2-3 as each hit its really easy to do listen to the punches connect and when u hear the second punch hit, hit the stand mk and that works all the time for me be careful not to start doing the tusnumji to quick thou or sometimes you will get a down MK instead of St.MK
Vortex questions i know there is allready a thread on this and ive read through alot of it but still struggeling to get it right…when i do say TC4 followed by a neckbreaker, how do i go about the kunai vortex? do i need to SJ and throw a light kunai? or normal jump? or is it a Mid kunai?, i keep getting hit by SRK’s from shoto characters which im not sure is right meaning my timing is prob off? do i need to jump instantly to setup the kunai or wait a second before jumping? if anyone could give me a rundown on how to set this up prop it would be very much appericated or a good way to practice :), thanks guys!
You go about the kunai vortex by super jumping (though you can do a normal jump if you wish, but this requires different timing) and throwing a lp.kunai.
If you’re getting hit by dp’s, you’re timing it wrong. If your opponent is dp-ing you before you cross up, you’re jumping too late, and vice versa if they dp you after you cross up.
You should wait a second before jumping.
A good way to practice is to pick Dhalsim as the training dummy, set it to human, grab a second controller, and then hold down one direction so Dhalsim will only block one way. After that just keep practicing your vortex.
Another way you can practice, to ensure your vortex is safe against reversals, is by recording yourself doing it, then playback while you try to dp out.
is there any decent shortcut to make U1 come out easier? it goes out like 1 out of 5 times for me, i get ex raida (guess i am doing it too fast but what else i should do during blockstrings? i just dont understand)
and i see “U1 is punish ultra” all the time, how can i punish dropped combos and stuff if inputs are freaking strict and doing 2x raida motion is time consuming in general ;<
every time i try to punish some1 with it, i just eat delayed hit in my face instead of ultra
Check your inputs. The reason why U1 isn’t easy to mash out anymore is because we were accustomed to using shortcuts.
You block instead of mash to counter your opponent’s blockstrings.
Idk. I’ve pretty much dropped U1 usage in like all of Ibuki’s matchups now. They’ve made it so strict I can’t even do dash up U1 after a FA anymore. You have to be slow, deliberate, and 100% accurate, and that just doesn’t work in clutch situations like U1 punishing a blocked dp FADC.