I think LK is a true blockstring and the mk is the frame trap/safe version
Interesting… This actually works on everyone, but its not frame perfect. You will need to delay some frames after the c.hp to get reversals to whiff. If you do it too fast it will auto correct. If done perfectly reversals will whiff, super freezes show that Ibuki is very close to that magic frame that is one before the one pixel that will make characters auto correct. Nice find. I stand corrected.
Actually you’re both correct. LK tsumuji can be both a frame trap or a block string depending on when you cancel it. If you cancel it early its a block string, if done late, it will be a frame trap. If you want to play it safe, use lk for block strings and mk for frame traps unless you have complete control over your execution.
I never sad that there are safe command dashes in the first place. The MK tsumuji knockdown can be made “safe” and reliable if you use the same combo in a specific scenario (e.g. punishing whiffed dp’s with certain loops to get the correct spacing). Reminds me of Cammy.
I tried the same EX neckbreaker stuff with the normal dash already and it’s really good except vs shotos. If it’s not unblockable they can autocorrect DP out of it.
The crossup dash I was talking about is EX neckbreaker > MK dash then wait. Depending on how long you wait the HK Dash will crossup or not. Of course it is not safe and I don’t think its reliable either hence why I said it’s a gimmick.
Also after MK tsumuji LK dash into kunais even tho they hit in front I wasn’t able to DP out of it. Meh I don’t know. I hope they revert the neckbreaker nerf.
Found a new Raida setup
Whats your method of dash forward into command dash without getting dp?
I quickly return the stick to neutral then do QCF.
Interesting effects on 3f DPs.
For Akuma and Ken, only the first hit of their HP DP hits so they’re punishable.
For Ryu, how his DP hits look weird and can be tricky for him to DP FADC into U1. Notice how Ryu needs to pump QCB x2 when Ibuki’s in front of him visually. It can still connect, I just did it too slow in the video, but the fact that he has to do the opposite motion makes it really hard for him.
Somehow Evil Ryu’s U1 and U2 won’t be able to connect and he always face the wrong way. I tested it with normal FADC into Ultra timing.
So since picking up Ibuki the Bisons I had to fight online has increased like 100 fold. It’s not even like they’re counterpicks from playing them earlier. Knowing I intend to be Ibuki just makes me a Bison magnet. :C
lucky. I actively ave to look for bisons and yuns.
If it makes you feel better I could just do standard safe jumps and shit. They’ve all been pretty bad. Also just thought of this now. Could I do jump in hp hcf hp+mk and get tc whatever if it makes contact and neckbreaker to catch backdashes? Chun has something similar with j.hp hcb taunt. Haven’t thought to try and I don’t remember reading about it.
You cant because HCF HP in the air makes Ibuki throw a kunai. Option selects from a safe jump against Bison is usually a bad idea because teleport and ex stomps beat option select DP. And Ex psycho crusher and ex scissor kicks beat option select neckbreaker. The only times you can option select safely is when you make them lose their directional charge or cross up.
You can neckbreaker, mk dash, hk, dash, hk dash, then meaty c.mp, qcb lk, hcf hp as an option select against bison. You will make them lose their charge and then they can only ex reversal or teleport. Hit confirm from the tsumuji with a loop. If you cant, use mk tsumuji and hit confirm into the low ender. Sadly its not that hard to block
No. If you would hit with the jump in hard punch as you’re landing. Its not cancelable or anything is it? O.O
Anyone here play on a Hitbox? I used one today and it was great. I’m definitely going to buy one after SCR.
I am playing for over 2,5 years on a custom made: http://i.imgur.com/5CQZ7.jpg
Lower right OBSF30 is my Select button for plinking (previously block button, I used to play MK9 with this controller).
It’s really a superior controller for fighting games ; ]
Yeah I played on Tyrant’s Hitbox today at Super Arcade because he carries one for Xbox One and another for everything else, so I used one while he played KI. I only got to play with it for an hour or two but I was picking it up fast and I really liked it.
Yes you can. I do this depending on the MU or player. You basically do the air TC (j.HP -> HCF+MK, which OS’ Neckbreaker)
It’s pretty much the same thing as j.HP x2 OS Hazanshu with Chun.
So I’ve been playing around with the Ultra Street Fighter mod that came out for PC. And all Ibuki’ setups are gone. Not a single one is consistent / safe anymore, other than resets. Jump in setups will whiff but you will have enough time to land and start pressure, but all ambiguity is gone. Kunai setups will get you blown up if they delay the wake up and wake up with anything. And the fact that neckbreaker is REALLY bad makes it so that you can’t have any setups at all, at least for now.
However, since I’m sure about 90% of players you will ever play are scrubs and never learned how to block anything Ibuki related, they will all mash (or hold for this case) delayed wake up making some impossible kunai setups possible. So that’s going to be fun, it makes hk tsumuji pretty good, however its still a gamble… EX neckbreaker somewhat works, you can either jump in regularly and beat regular wake up or jump and then throw out an ambiguous kunai against a delayed wake up, it somewhat works but I need to play more with it to see if its still safe against regular wake ups instead of having to gamble. I’ve been trying to see if there are more setups from other things like lk, mk, or hk dp, but I can’t find something consistent other than manually having to time some things. You can kind of time a safe hk dash, but not sure if anyone will ever take it as a reversal bait.
The c.lp is ridiculous. It makes me feel much faster. Even if its not machine gun-able, Ibuki recovers fast enough to make it look like it does. Its pretty useful and will work well against divekicks.
Its also easy to block string it now, so you can make yourself safe from DP chip. You can only get 3 off before you’re out of range. Unlike Yun who has to do it like 4-5 times.
The backhand buff is interesting… But not sure how it will be used in footsies though. Canceling it seems like its going to be a bitch though, not because of the timing, but because you have to decide between two hits or one hit, and if the opponent moves just a bit it can make it hit twice instead of the planned once and make you not cancel it all together. LK dash is safe on hit, at least against 3 frame DPs, I did not test it against Zangief.
I encourage you guys to down load it and play around with it. We are going to need all the info we can get before the actual ultra comes out. I’ll try to keep you guys posted if I find anything useful.
Use http://www.youtube.com/watch?v=JMQ0KFsh3DI To get the mod.
Backhand punch is technically the 2nd hit of the Far Fierce target combo so you can only cancel it on the 2nd hit and can’t do it from the first hit. Might as well do the 2nd hit so you can cancel it if you got the first hit blocked or hit. It’s pretty decent to use against slow moving characters to zone them out except now you can do chip damage or get a big stun if you get it to hit. I played the mod with friends yesterday. You can still do your standard EX neckbreaker setups even against DWU except that if the opponent does the DWU, you’re already in the ground and have enough time to do a meaty, high/low, or baits, so the wakeup game is still in Ibuki’s favor. She’s still very good IMO.
That’s how I figured it’d work out. If DWU was like…2-4 frames it’d be an issue cause any setup you’d try would leave you at -something.
By setups do you mean including kunai stuff or just jumping ambiguous crossup stuff? I was under the impression dwu screwed kunai royally. Like get punished for trying it royally.
Standard EX Neckbreaker setups are regular jumpins or super jump jumpins. Kunais are very bad unless its from a reset.