who else can whiff punis a 20frame move with a stmk u2? can move in and whiff punish boxers crhk with a flk and punish his dash punch on block with a stlp? has the composure to do the loops even if dropping the combo means loosing the round? can use raida to whiff punish random pokes? has the ability to quick anti air bmp when the opponent jumps over to the other side in random situations? can do a quick forward walk stlp to punish a not so improperly placed rekka?(an error window of one frame) can do crazy ass mixups that no one has the gal to do against a tough opponent?can perform super hard block strings to bait counter hits in seemingly impossible ways? i dont know what kind of vidoes you’ve been watching, but saying that sako is not the only one who can play like that is pretty funny( or am i missing something? please post links), most of the strong points that he brings in her game are not even character specific, its the culmination of all the years of experience he has gathered playing fighting games. almost every single character he plays oozes of his unique play style and only HE can play the way he plays with his main chars. and when i said he beat tokido and mago, i meant that he beat them in SETS, not in a random ranked match on xboxlive.
tbh he and iyo are the only people whose fundamentals are s tier that have chosen to main ibuki, they do not randomly rush in and now how to stay out of an oppnents ideal poke range even if there is a lot of movement on the screen, mind you this is very very difficult to develop and only people like daigo,mago,momochi,valle, choi etc with years of experience can play the same way.
maybe you should be paying attention to the finer details of the game when the time you watch a video for you having come to that conclusion. trivial stuff like who won and his execution and setups do not matter all that much in a game like sf4, fundamentals are everything.
Do any of you ever try Tsumuji loops online? I’m messing them up too much and it’s really costing me, so more of the time now I’m just being safe and going for her simpler BnB’s.
as a “guide” its pretty horrid. but eventhub guides are good for one thing, its useful to take note of the properties and usage of the special moves for all of the characters, which is what their guides are normally based around.
Alright… Obviously I main Chun but I’ve been learning Ibuki for about a month (actually trying to get decent with her) so I was just gonna ask if I upload a vid to here do you lot crit it? Or do you only use the video thread for “pro” Ibuki’s. Cos I’d like some decent advice about my Ibuki and what the hell I am doing right (probably not a lot lol) and what I need to change…
Also how does everyone get in using her? You can space her slide to be safe but I can’t seem to do it so I end up just FADC’ing to get close or jumping?
Oh yeah hi everyone, unless this place is a cold and harsh place for new Ibuki’s then I expect a load of “hilarious” replies and I’ll leave you all alone
What i do is I wait for the opponent to come to me because at first I start by jump back kunais to get some meter and to get them to come to me and then if i see them trying to build meter of their own I slide over to them and if it connects then I go into vortex but if it doesnt then Im in there face and I start Tsumuji Pressure and some overhead Mix-Ups.
Yeah sure you can ask for critique there. We used to have a separate thread for video critiques, but some mod demanded that we must combine them for whatever reason.
Getting in depends on the matchup (eg: how can they keep you out?), and situation (eg: do you even need to get in?), but generally speaking you’re still playing footsies to get in. Not necessarily like footsies-based characters like Chun or Fei, but imo as Ibuki you’ll be primarily looking to whiff punish or sneak your way in, such as dashing up throw or super jumping over your opponent, or otherwise using your mobility to stay outside of their antiair range. There isn’t really a clear cut answer of how to get in as a rushdown character. You always have to take the matchup and your opponent into consideration.
Going back to your slide comment, what are you doing with the slide? In other words, what is your gameplan? Why are you doing slide in the first place? Are you using it as a poke? Predicting a fireball? Using its lower hitbox property? Are you aiming to hit your opponent with it or are you just using it to move around the screen? If it’s blocked, what are you going to do? If it’s hit, what are you going to do? You should be asking yourself these kinds of questions, and be constantly adjusting during the match. There’s a lot more to slide usage than just “I wanna get in.”
If any of this is confusing, just let me know.
Welcome to the Ibuki forums.
Slide doesn’t setup vortex unless you link far.st.LP or f+LK afterward into combo + knockdown. Unless you mean random neckbreakers, which I do not recommend and will not get you very far.
Cheers… Yeah I’m gonna say my Ibuki is not awful but then again you lot will probably think she is… I just struggle with her normals and trying to play footsies in comparison to my Chun. Right to answer you slide questions…
I slide to go under fireballs as a way to close the distance and hopefully tag em and I do slide as a footsies tool. Thing is I play against a really REALLY good Ibuki (not with mine but as my Ibuki practice for my main) and he is always able to space the slide so he can press something after it and I have to block. I can’t seem to get this down, I can’t seem to work out the spacing to give me any advantage at all from the slide so I end up having to backdash generally after I slide in…
Basically I was asking what range is her optimum slide range? Anyway I’ll upload a vid cos although I don’t feel I’m awful with her (given my time investment in her that is) I really need to get some help to understand how to get past my current barrier. I’m enjoying her as an Alt to Chun but unless I can really get a handle on her I feel I’m wasting my time using her in comparison to using Chun.
Also I play her kinda defensive (as that’s what I’m used to) to try and frustrate my opponents into letting dash in, once in I kinda go for pressure reps if they block (or just dash up grab to set up a vortex) and standard neckbreaker combos if not… Then on their wake up I run a kinda pattern of options (rather than always trying to kunni vortex)… Anyway you’ll see, cringe and tell me I’m best off sticking with my Sakura and Chun lolz
Thanks for the reply
Full screen neckbreakers o_O I don’t do that cos I know from fighting against bad Ibuki’s how free that makes them… Surely neckbreaker is a combo only special and not a footsies tool… right?
Buktooth who mained (or still mains?) Ibuki, also gave some Ibuki specific tips, one of which included slide usage. I think it’s appropriate to add it here:
I completely agree with Buktooth’s assessment. There are two spacings I think to safely use Ibuki’s slide:
Being at full or near full screen, either to move around quickly with a lowered hitbox or to dodge full screen fireballs. If using it to dodge full screen fireballs, Ibuki already has several options anyways, such as neutral jump, TK kunai, f+MK overhead, and FA, just to name a couple.
At midrange where you are 100% postively sure it will hit your opponent, or your opponent will block it, and at max range. Considering that a deep slide is punishable on hit, and a whiffed slide is also quite punishable, and that your opponent almost always has a faster walk speed than you and will be constantly moving around, Buktooth is right that using slide as a solid footsie becomes difficult if not impossible.
I am really doubting this. Slide is -5 on hit, -10 on block. If max range slide is around +4 on hit, then max range slide on block is still about -1. What buttons are you using? Chun’s 3f cr.LK is an excellent answer to any follow up after blocked Ibuki’s slide.
Ibuki is kind of a technical character, compared to Sakura and Chun whom are far easier to play imo. Sakura can be played as a very basic rushdown character, and Chun can be played as a very basic footsies character. Actually, my friend plays a decent Chun, and literally the only two combos he knows is jab spam into fierce, or crouch tech spam into EX lightning legs.
I think neckbreaker can be used somewhat like Cammy’s Spiral Arrow as a footsie, in that you can use it to quickly catch people not blocking low at a distance, such as outside sweep range. I’ve used it like that a few times when making a read (this is important) and trying to catch my opponent. But that being said, you don’t want to be just throwing it out, hoping it hits, else you’re in for an ultra punish.
I dunno how you’re going to punish pokes with a 15f startup non-invincible move, but for fireballs that’s what it’s meant for since it is completely projectile invincible.