If time allows, dash push them to the corner and then TC4 xx EX tsumuji , HK kazegiri. After that sometimes I fast kunai or crossup with j.LK or continue pressure with TC3 and other block strings.
Otherwise, I do FA3 , TC8 (launcher). After that, either empty/nonempty jump/superjump with/without kunai, or SJC lk/mk/hk command dash mixup. Whichever option though, I always continue pressuring.
I don’t know Momochi personally, and I’m pretty sure he’s already going. You don’t have anything to worry about. It’s not like I can just send anyone out.
Why? I heard that some Japanese players are coming over for the SBO qualifiers in the US. So why not attend EVO as well?
Seriously, you guys remember the TC #'s? I never bothered because I learned them in 3S.
Who’s using Ibuki’s alternate costume (high school outfit)?
Since I originally chose Ibuki as my main I felt this question was best served here. I was really wanting to main a character that could combo into the ultra, I’ve never pulled off the SJC successfully. My question (very important for me) is should I stick with Ibuki or should I move on to Cammy (another favorite)? Sorry for including another character in this thread but it’s hard for me to decide on what road I should take.
The combo to ultra isn’t that hard. It just takes practice. Do the target combo and after the FP do a 360 from DF all the way to F. At least that’s how I do it.
I suggest Ibuki since she’s higher on the tier list. But really you probably shouldn’t base your char preference just on ability to combo into ultra, unless that’s really what floats your boat. Especially for Ibuki because the normal methods of hitconfirming into ultra make the damage scale like hell. Unless you’re uber pro and can use cr.MP or st.MK as a hit confirm SJC to U2, but you’d have to be like Daigo to do it consistently.
Thanks guys, looks like I’ll keep practicing with Ibuki then but I’ll put some Cammy into the mix to get a taste of both of them. I should also say I enjoy Ibuki as a character and what really draws me to her is the amount of options she has for offense, it’s really amazing. I just need to learn how to utilize them, so thanks!
From what I’ve read over here and there, Ibuki is supposed to be high tier, problem is IMO she’s very strict to be good with much like how Viper is supposed to be high tier as well but she’s just harder to use in a different sense compared to Ibuki.
I want Alt. Costume 2 but I’m going cheap since I have the Japanese Collector’s Edition and the bare minimum for a PSN Shop credit is a 1,000 yen card for $17.50 USD…The bug does bug me as much as I am imagining Ibuki doing a peace sign lol. Could have made her have a more “feminine” build but it’s all good.
Have you guys been able to find any good use for her Bonsho (Forward HK) or her back MK command normals? I’m trying to figure out if they are useful and when I should be using them…I don’t see them used often.
Her Bonsho Kick is pretty quick plus goes over crouch kicks, no idea of the priority and if it actually hits Ryu’s cr.mk and b.mk reaches pretty far for good pokes.
As an added bonus, if you score a hit with it, you can combo after it fairly well if you got the spacing right so it’s worth giving a try to sometimes.
The main problem is the ridiculous 10-13 frame startups for these moves. You’re going to have to condition your opponent to block using frame traps and whatnot, otherwise they’re just going to mash jab out of it.
Bonsho Kick counter-pokes Sakura’s Cr. MK. Sakura is now tied (with Balrog and others) for having the 2nd fastest movement speed in the game. I’ve played a handful of good Sakura’s who’ve tried to outplay me by spacing pokes and keeping out of situations where Ibuki cut-and-dry wins.
Ibuki is not a great poking character. She has a great anti-air, a decent zoning tool, great mixups. I think in footsies vs bullies like Bison, Chun, Balrog, Ryu, and Sakura it’s important to learn counter-pokes vs their pokes of choice to avoid being backed into the corner.
High priority counters like Bonsho Kick, Cr. MP, and carefully spaced MK can be effective (take advantage of pure priority). Overhead doesn’t have good priority but avoids many pokes. Cr. MK has a good hitbox vs moves like Chun’s St. Strong where she extends her leg first, and it recovers fast enough so you can anti-air jumpins (or focus hasanshu).
Far MK works pretty well vs people with fast movement speeds or big epeens who think they can just walk up to you and throw. Dash up Cr. LK xx LK tsumuji loops is a safe alternative to slide and random neckbreaker when those types lose confidence or when you know someone is predictably going to walk backwards. F + LK adds to your options and has decent priority if you get stuck between midrange and close range.