Anyone know why whenever you play Ibuki vs Makoto the both dive into the stage from the air and knee kick each other?
Also, would SA2 or SA3 be better to use? I know SA1 is considered the best but I find that it just gets blocked all the time. (maybe im doing it wrong)
Ibuki and Makoto are friends that go to the same high school. They know each other quite well as far as SF lore goes. It’s probably just their way of greeting each other, much like how the Ryu/Ken intro works. They jump out of trees to kick each other in the knees, then fight to death. Idk about you, but that’s what I did when I happened across my friends on the street during my high school years.
Anyway, I like to use SA1 vs Makoto. If you learn to instant air SA1, you can demolish Makotos who use grabs too much. The bigger advantage to SA1 isn’t the super itself, though. That’s a mistake I think some people make. It’s really the EX you get. With SA1 you can generally just lay on the EX like McDonalds lays on the salt. If you decide to use a different SA, I would suggest using SA3. SA2 is not easy to use right at all. SA3 can be filled pretty quickly and then used to punish all kinds of spam from not so great players and is comboable for when you fight better players. Makotos who whiff moves predictably or play very unsafe can be punished by SA3 pretty easily.
Don’t get me wrong. SA2 does great damage and all. It’s just not the easiest move to punish with, is even harder to be aggressive with, and takes a good bit of meter to fill. I think you’re better off sticking to SA1 and SA3, with SA1 bearing my preference due to a huge EX pool and other slightly non-normal uses like instant air ability and ability to provide pushback on the opponent in bad situations. SA1 is not so good at general punishment, though.
SA1 is easily her best super also because it’s a great whiff punish against top tier low pokes or people trying to throw you. When you learn to tiger knee SA1 you can take off like 35 percent of people’s life if they do a crouch normal when you go for it (people take extra damage when they are hit in a crouching state). TK LP or MP SA1 keeps you really safe on hit or block if done as low to the ground as possible and is even relatively safe if parried down.
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**Towards the end of that video is an example of using TK SA1 to beat low footsies. **It’s the only immediate example I could find but it shows how the super activates so fast during a TK that Yang’s foot gets tagged before he even starts to pull his foot back for the recovery. If he still had a low of health when that super hit it would have taken off like 35 percent of Yang’s health. This is considering the super stocks up to 3 times any way. Plus it does mad chip damage so you always get damage no matter what unless they parry down all of it or try to red parry the rest (which you’ll still stay safe any way).
SA3 is definitely a solid super but the main problem with SA3 is just the general lack of EX meter you’ll have. You’ll have to play entirely for the footsies and wont be able to convert s.MK and f+MK into damage as often. It has specific strong uses against the high mid to lower tiers. It’s useful in certain matchups like against Akuma to punish ports, Oro to get more damage off of hit confirms due to his short hit box, gives Ibuki a reliable block punish against Urien’s regular tackles etc (he can just kinda run them against Ibuki unless she parries them otherwise). It’s just like when you get to the top tiers having that extra meter is really important. TK SA1 will help you a lot to scare off abuse of Ken/Chun crouch pokes and throw games.
Plus having EX kunais against Chun Li is really important to amount pressure against her crazy poke game since she can’t really anti air it reliably and it gives you frame advantage even on parry. There’s like absolutely on reason to use anything other than SA1 against a good Yun also because having SA1 stocked is a great way to jump away and lame out his genei jin. Having the extra meter gives you more options to kill him off since EX tsumuji bnbs really hurt his health and stun.
It punishes fireball spammers, can literally chip them down to death if their HP is low and if you’re close and they’re not too good or expecting it, as soon as you neutral fall, you can whip out a raida. 9 times out of 10 they aren’t going to be blocking, because they want to punish you and since you can’t usually block that close anyways, it’s a do or die deal.
Also randomly knowing where to throw it out can really help. If you get unpredictable with it, it can always keep them guessing.