Toward+HK only works if he does the Fierce or EX MGB’s.
The startup on toward+HK is 12
blocked MGB:
LP: -3
MP: -9
HP: -15
EX: -15
So literally you’re only going to be able to land either a LP or walk-in throw (if you expect a parry attempt) after a blocked LP BGM.
After a blocked MP MGB I usually try to do either MP->toward+LK if I’m in range or c.MK otherwise. Not particularly good punishment but, ehh… the start-up on c.RH is 8 so it’s really risky to try and punish the MGB with it, unless you’re just really good at timing it.
Although, in regards to the EX version I’d recommend learning to parry the last hit so you can punish with something better.
I always punish HP or EX machine gun blow with s.MK to EX qcb+K. s.MK is her quickest and longest ranging cancellable normal as far as following it up with EX qcb+K. Most times if he’s close enough you should be able to hit the full combo and knock him down. Even if you aren’t able to hit him fully he’ll be too far away to punish with anything serious.
After playing with resets after standing HK a little more… does anyone prefer to use standing MK to reset instead of back+MP, FP? I have heard of people preferring back+MP, FP… but it doesn’t work as a reset for all characters. I don’t know if MK works against everyone. There’s so much info on this thread… I didn’t find this information initially.
Also, it seems you can’t be as tricky with the qcf + k crossup trick with a MK reset, compared to back+MP, FP reset. When I was practicing a few days ago, doing qcf + LK after MK reset would have Ibuki in front of the opponent clearly, while doing qcf + MK would have Ibuki behind the opponent.
Unlike the back+MP, FP reset, where the opponent would float a little more… the MK reset gave me a little less time to change position and confuse the opponent after qcf + K. Therefore, it’s a little harder to fool people by doing another standing HK reset. Even with that gone, I still like the options I have after resetting with MK (crouching LK to qcb + p or qcb + k, standing MK to qcb + p or qcb + k, parry and retaliate, SAI if I could ever do it correctly or SAII)
Anyway… just wondering what were your thoughts on those two resets. Of course, I would always prefer to use the superjump to HP-MK air chain if the opponent was close to stun.
Well…b+MP,HP reset only works on like 4 characters consistantly any ways. Those being Twins, Oro and Ibuki herself. Only works on short characters I guess because of their hitbox in the air. Everyone else there’s only a very specific point in the air where the reset works (maybe have one or 2 frames to get this in) or they just fall straight to the ground as a knockdown. Then there’s the big characters like Urien and Hugo where it pretty much can’t be done at all.
So best bet is to just learn to use b+MP reset on those 4 smaller characters. Everyone else…you can try to go for it if you just feel like being flashy but if you want consistant results you should just stick to s.MK reset or follow up with air chain.
Against Urien and Hugo you can still do a similar reset but it’s still hard to pull off. Close roundhouse then superjump forward and at the top of the jump throw ex kunai. Ibuki passes barely above them and the kunai make hugo/urien bounce higher in the air so that you land first and can walk under them or fake it for the crossup into another launch or whatever.
Usually after the standing HK i go for b+mp, FP, if its on the bigger characters i try to go for the jab reset and dash through them. Either that or I go standing MK, command dash with HK and continue from there.
As stated, the problem with b+MP HP after a launch is the reset isn’t guaranteed on everyone, it’s only guaranteed on the tiny characters (oro, ibuki, twins). Sometimes (like against Dudley and Chun) they will either get knocked down or reset kind of inconsistently.
After c.RH, close RH chain then I usually either go for the back+MP, HP string anyway, or if I know it won’t reset regardless then I do MK into either MK or RH command dash.
The reason is because c.RH close RH launches them a bit higher than just RH and you only other good option is to SJ vertically and do an air chain, which I don’t like doing (I don’t like the vertical SJ).
But if I land just close RH without the sweep then I much rather do SJ diagonal toward (meaning :d: :uf:) FP t+FK, then dash-through mixup which is consistent on everyone except Chun/Alex/Elena. It adds a lot more damage and stun than the back+MP, FP chain and it moves them a lot closer to the corner.
You can determine which side you end up on after the diagonal SJ if you: first take a step back when you land, then dash to end up at the opponents front. Or command dash when you land to end up on opponents front. Or just either immediately dash or take a step forward first, then dash to end up at the opponents back.
Any tips on stopping Yang’s fury in the corner? I don’t want to rely too much on her DP as it can be blocked and then punished and then I end up back in square one.
Also, I notice alot of times after I get up or block a hit, my shorts don’t come out fast enough before i get thrown again. Is that delay on kaillera or what? Or am I just not MASHing the short button fast enough.
Against Yang’s fury in the corner…just like most other corner pressure in the game if you can block you can survive. Don’t look at it as you need to get out on the first knockdown. Sometimes you just have to wait the mind game out. Low block should be the first thing you think to do but watch out for f+MK and UOH overheads. f+MK wont kill you but UOH when timed right will set up for decent damage and stun.
Yang isn’t going to kill you unless he gets at least 2 good combos in and you can throw out quick pokes like c.LP or s.MK to try and beat him out of his slashes/command throw. Even if you get command thrown…Yang’s command throw forces you out of the corner so unless you get stunned you’re not in a ton more trouble other than being knocked down with your stun bar up. Definitely don’t look to try and parry your way out and it’s probably almost safer to red parry the slashes. Option select parry is already risky vs. Yang when you’re not on the ground and even more so when you are. Guess parrying on the wake up will just get you killed unless you are almost certain what he’ll try.
Dive kicks can be a problem too. If they’re real good they’re going to try for ambiguous dive kick cross ups and that can set you up for a world of hurt. Getting good at parrying dive kicks definitely helps since you can set up for close s.HK launch reset and get yourself out the corner. A well timed DP can stop a poorly timed dive kick and a poorly timed dive kick can also be stopped by a simple block and punish. Good dive kicks are good dive kicks and you kinda just have to hope you understand which way Yang is coming from and react according either by parrying the next move, trying for throw or just continuing to block if everything else starts to get risky.
As far as trickies you can try to play the mind game and reset yourself out of the corner. dp+P and rdp+K both reset Ibuki back into the air. So if Yang is working poke strings you can catch him when he tries to throw a c.LK or c.MK and reset yourself back in the air. If it works right you’ll trick Yang into starting a combo but because you reset in the air he’ll be doing slashes or EX slashes only to have you fall back on to your feet and blocking. Which means that if he isn’t watching his slashes you can catch him on the recovery and punish. At the very least make him more wary about throwing slashes all day in the corner.
About the throws…It could be Kaillera…but mainly due to the fact that throws come out hella quick. Most everyone’s regular throws come out in 2 frames and the quickest “short” Ibuki has is her c.LP and that still takes 3 frames to execute after she gets up. Meaning if there is a slight hesitation before the opponent throws you you’ll poke them out but if they throw you near the exact frame you get back up that c.LP won’t always be out in time to stop them. Learning how to tech a throw (escaping the throw once you are grabbed) is definitely important in a wake up situation.
You can easy mode this by holding crouch block and tapping LP+LK a few times on the wake up to escape a throw. If it works you escape the throw. If it doesn’t you’ll most likely just poke them out of an attempt. Which is because when you do this the game will just register the command as a c.LP if you dont get grabbed. Can’t use this all the time though obviously since it forces you to stick out an attack which can be parried and punished.
After nailing someone with an EX uppercut, how do I stop them from just uppercutting me? Last night when I was playing I would do an EX kick wake up on Ryu. On the way down I would swing with my punch and kick, but they were quickly stuft with an EX shoryu.
Chuns C.HK. It seems to stuff a lot of Ibuki’s pokes and attacks. Its really hard to get in on a chun who spams this.
On the shoryu, I believe you can parry, not 100% on that though, otherwise, you’ll likely eat it. (Try a kunai)
For chun, jump in to parry, go from there. Don’t dash or you’ll eat it everytime, if they’re just sitting there spamming it, try qcb+k, you should land over the kick and do your damage.
Otherwise, poke with Kunai’s and bait them to you.
On the shoryuken wiki Ibuki doesn’t have any match up data. Can someone help me with Yun? I just played a guy online and that fucking SA3, FUCKING SA3… i hate it.