Ibuki thread

hey can anyone tell me why sa1 is better than sa2 generally?(xept because sa1 gives more meter) and why does sa3 suck?

anyways I noticed that bk.fwd wont hit a alot of crouching characters,which sux.oh and sorry if i sound scrubby,but when is the best timing to throw a kunai on the offence?deep?cuz if i throw it too early by the time i land my opponent has recovered from block stun.but if i throw it deep,then what the point?just do a normal jump in move right?please corrent me if im wrong tnx.

Cross over dagger works pretty well. You can always cancel a back+mk into forward+mk too. :wink:

I just figured this out, maybe you guys already know:

rh. launcher, s.mk reset, jab flip (f,d, df+p)
then, right above your opponent, ex kunai xx kasumi suzaku.

The ex kunai hits from behind, not unblockable, but tricky. Its easy to see coming if you over-use it, but its fun to mix in. Don’t try it against characters with dragon punch type moves. I haven’t tried it in real competition, so I don’t know how practical it is.

That’s just hilarious.

This might be useful to players wanting to get her uber-nice tiger-knee style SA1. Doing the normal tiger knee SA1 requires something like:
QCF,HCU+P

Doing this after the command dash is very effective since ppl try to tech hit your throw, which is what your other option is after the command dash. It’s also easy because you use the dash’s QCF as part of the super motion:
QCF+K,HCU+P

There might be a slightly easier option though:
QCF+K,360(starting/finishing at toward)+P

You don’t have to be as fast, in fact you need to do it slow for Ibuki to jump at all. She goes up higher, does more damage (MP.SA1 is the ideal version for this), but is open for a counter for a fraction of a second longer.

EDIT:
Also a question… Why don’t I see anyone using her dash to cross up knocked down opponents? Isn’t it good for going through ppl? After a throw you actually have time to dash twice to really fuck up their blocking. So, is it a bad idea?

actually u can dash thrice after a throw,just that the third time will be as ur opponent gets up.

i’ve had success with mixing up 2 dashes,then going for sweepxxrh or 1 dash then command dash then chain combo/grab or 2 dashes then command dash then grab etc etc its pretty easy to see if u ask me but i dunno why it messes ppl up so much when they see that “wow she switched sides twice!” then “i better just sit here and block”.

I don’t see how it’s easy to see coming, as long as you don’t do it after they’ve started moving. I think it could really work if you switch between single and double dashes. I’ll try it this weekend during casuals.

At least it’s better than crossover Kunai, and you can do it for as long as you can throw them. And I think that “wow she switched sides twice! I better just sit here and block” is the perfect description of what some ppl think when playing :slight_smile: myself included. I suck so bad.

man i was playing 3s earlier and i saw somthing even more confusing than dashing over after a grab:keep doing fwd+mk overhead to keep crossing them up.(u can do this up to three times)stupid camera follows Ibuki up and moves the screen its so annoying plus when u switch sides ur closer to ur opponent unlike her normal dash wer u have to do a short command dash to get within throw range.

I set my light attacks on the back triggers, while I switch my lights for mediums, and mediums for hards. But then again, that’s how I set it up for everyone. I find it rather combo friendly though. I’d rather be playing it on x-arcade instead.

Never, EVER try to get into a panick with Ibuki, cause it will really screw you over. I use to try the same backjump kunai strategy as well, but I often find that it gets you no where, unless you get lucky with an EX kunai. Try using her rising anti-air kick(can’t remember the name) to knock them back, or use the move where she flips over their heads. Also, try lk, f+mk, QCB+P when fighting in close corners. If you connect it right, you’ll combo into a grab. Hope that helps some.

The long range poke you are looking for is c. mk. It’ll keep Ken away well enough. Also, try back+ mk xx toward+ mk. It’s kind of tricky because they’ll keep blocking low. You can use it from pretty far out. After a fwd+mk do an ex hurricane kick. It will combo if they get hit and push them out if they block. If the ken isn’t too dragon punch happy then cancel almost all your pokes into the command dash and then throw, especially, c. short and standing short, forward. If you want the RDP+k move, I use a short one after a c. short or, from further away, c. strong. Those pokes tend to make people block low, I don’t know why. Finally, use the jab trap and mix in throws and c. shorts. Ken is a really hard match for Ibuki and you really do have to play smart the whole time. FInally, SA1 is obviously the standard with ibuki, but SA3 works pretty well with ken because if you block a sweep you get a free super. It also combos with jumping fierce, fwd+ mk, and c. strong among others.

If anyone cares, I’ve started jumping in, or straight up, and throwing a really low jab kunai, land, s.short, s.forward xx short rdp+k (the jump on their head). It’s pretty tricky because if they are medium sized, the rdp+k hits overhead.
For mix-up I’ll either cancel into a command dash instead, or land and c. short xx ex hurricane kick.

Do you ever actually try to hit with SA1? it seems like it’s quite difficult to hit and do good damage… Stick to ex’s, right?

do this:

qcf+k is a dash-in . sj up, SA1…

or EX dp+k xx SA1, really fast, itll connect… and it gives alot of chip damage too so, pretty good SA imo

I generally do it on wakeup after a throw. It’s a very simple way to do it, and I generally have a 70-80% hit rate, as long as I mix it up. Check it out.

Knock them down (let’s say, with a throw) and then crowd their body. When they’re getting up, swing the stick from down to up-forward, then do another quarter-circle and hit jab (essentially a super-jump toward immediately followed by a super). Now comes the fun part. Watch the other character’s sprite right before you hit the jab. In the space of a few frames, you either cross over them or you don’t. But the super-freeze is so short that most people have no idea which way to block, let alone attempt a parry. So, generally, I do the first few right into the back of their neck, until they decide they know wot’s wot. Then you start cancelling it right above them, before you cross over.

It’s a bit of a pain to describe in text, but try it out. It definitely helps out.

N

Also, for ground poking, I use crouching strong. If it hits (or if you’re just afraid of a parry), cancel into qcb+lk.

N

Ibuki’s c.strong is too good. I just wish I didnt have to keep away so much. :frowning:

Maybe I’m just an idiot(I’m also new to 3S), but I cant get the timing down for c. rk, s.rk sj (any attack). I just fly underneath them and cross them up (at least, I think I crossed them up). Do you jump straight up, or wait?

And dont give me that “OMG DONT DO IBUKI FIRST SHE HARD” stuff. I dont mind taking a hard learning curve.

Yeah, just jump straight up. It’s kind of hard to do since the joystick seems to want you to superjump in a direction, but just practice for about half an hour with a joystick and you’ll have it down pretty consistently. Since I don’t play her all the time I have trouble with accidentally jumping forward instead of straight up.

Anyways, if you’re having trouble timing attacks, I mashed on roundhouse at first (decent follow-up damage, and knockdown). Then you can try to do the impressive-looking fierce + forward air chain, or if you have the meter to burn and have practiced the motion, just do a jab or strong dagger super after the straight up super jump. The timing on an attack to get the air chain to connect is usually hitting the fierce just after she lifts off the ground. Some characters give you more leeway for timing than others, but cannot remember off the top of my skull which ones.

In some cases, you may want to mix it up by just not jumping, instead let them fall and hit a forward as they’re falling or a back+strong, fierce chain instead (more difficult to time) and cancel into a command dash to cross them up. You can mix this up by command dashing short to keep them on their toes as to which way to block, or cancel into the roundhouse version of that backwards dp motion plus kick move.

AFter the rh launcher I switch between the air chain and s. forward like closetremy said. I usually cancel the forward into a rh command dash and then raida (qcb+p), c.short xx raida, or rdp+k. I mix these up depending on what they do when they land: throw, block high, block low.

You can also do a s.forward xx short flip (f,d,df+p) then right above their head, ex kunai xx SA1 the ex kunai will hit from behind and the super will hit from the front. It works best against mid sized or large characters.

Reposting from Page 5:

Launch, juggle with b+Strong -> Fierce (Time it LATE to bounce their body up, or they’ll hit the ground flat on their face. Hard to explain without showing you.).

Cancel the Fierce part into a Forward or Roundhouse command-dash (Kasumi Gake, QCF+K) .

Here are your following options:

-Roundhouse launch (resets the series)
-C.Roundhouse -> Roundhouse launch (also resets the series)
-throw
-Raida (counter parry/throw attempts)
!normal-dash UNDER their body, and then do Raida (Probably the most effective.)