Ken’s speed and Ibuki’s vitality doesn’t do me any good. =(
I will mostly just throw out standing mk and connect into raida. :rolleyes:
Ken’s speed and Ibuki’s vitality doesn’t do me any good. =(
I will mostly just throw out standing mk and connect into raida. :rolleyes:
you can’t think like that
hmmm, other things you could do for mix up is walk up and back + strong > fierce, and walk up again and do that or throw. make them think you are going to do something, and do something else… but thats what you should do anyways…
learn to bait with ibuki, and then kill
oh, and learn to tech throw on reaction with the option select (down + lp + lk)
this will help you!
use uoh and toward + forward, and then block/walk back and block. i dunno, there are a lot of mix-up games, but be defensive about it. don’t attack too much is all i have to say.
Every single thing you just said is jab srk bait.
N - This is SoCal, people. It ain’t no farm league.
its too difficult to illustate a match and how to fight against a person in that much detail bebop. each match is different, and requires you to play different, even if it is against the same char. you know that, i been reading the forums as well and you look like a smart person to me from your posts.
yes, so.cal is really good. i was playing with our “team USA” frankie, pryo and tom last night even lol but this is a regular thing to me. and so is losing to them
what do you want me to post? jab, wait to see what they do, and then do the following, and if they do this, do that, and this if they counter with that?
its wayyy too confusing that way. things i say in here i use in my game, true, but i do not use them randomly. but how can i explain when to use them?
the last thing i said in my post was one example, but then i said to learn to tech throw and bait. once you have that, your options are more open tham before.
and sure, bait them to get that jab srk out, why not? punish that shyt!
edit: btw this is my first time writing so much in one thread, am trying my hardest, somewhat lol
oh, and thats to haduken king for my av
more mix-ups
just fyi… here are some more mixups for you.
either launch them with s.hk or parry a jump in from them and jab, dash to other side while they are still in the air and raida them from the other side when they land.
umm, crap, brain freeze right now, more later.
Yeah, dude, you could make the new york times best seller list with this novel.
I agree, you can’t play ibuki while constantly afraid of the random dragon punches. So much of her game is offensive, and while a person can do that to all her mixups, the same is true for any character. If you get too aggressive, you’re always vulnerable to shit like that, the problem is that ibuki is especially vulnerable because she has to be attacking most of the time to stay on top. Of course it’s smart to bait, but the opponent has the disadvantage of making a guess that could end up costing him 25% of his life, plus he has to have perfect execution during the crossups. I’m not so gung ho against ken that I’m not holding back at all during the match–I will occasionally back off on certain resets or mixups for a split second before throwing to protect myself from a potential dragon punch. The fact is that, while I’m not an expert on ibuki, I’ve never seen a defensive ibuki win, and I suspect that’s just simply the way it is.
Of course, that begs the question, “why would anyone play ibuki?” She sucks, but in the right hands she becomes incredibly confusing, is really fun to play (in my opinion), and it sure is fun to watch.
Doing nothing (blocking) is just another one of her mixups, probably the most important. A well placed block generally gives you more damage than a good trick. Speaking of free damage, what do you use to punish with? Is it better to go with straight damage or less damage but starting a new mixup?
Close Knockdown + Damage is king.
N
yeah, the best way to learn ibuki is definately through experiance. Some of it, is learning her tricks, but most of it is just knowing every character in the game, and then figuring out the people who play them. After you learn these things, you can normally figure out a way to aggrevate your opponent (notice how i don’t say ‘win against’ :P).
just practice practice practice, and make sure you practice against a nice variety of people. And be prepared to lose ALOT
ok here comes another long post, so bear with me here…
ibuki is an offensive attacker. she deals weak damage and take damage hard. knowing this, you cannot simply blind attack your oppenent, even if you have a large majority of mix-ups in your arsenal, which i think ibuki does have.
look at what she does have. the ability to deal stun damage, as well as her speed (walking and attacking speed), a command grab that people can block against but cannot parry, and of course, her dash that can go though people. unless i play hugo, q, and scrubby uriens, i try (and i repeat, i try) to play on the defensive side while advancing when i have the oppertunity. depending on the player, i wait for the opening instead of creating one. and i study my oppenent while playing to learn what thier poking patterns are like. i am finally getting down parries (took me long enough!) but if you are going to pick up ibuki, prepare to spend a lot of money on her. it is definatly an uphill battle, but it is doable.
todays 3s scene has gotten better, and everyone is evolving thier characters and thier gameplay. little tricks i used to do half a year ago don’t work now. people are parrying/red-parrying left and right… but wait a minute… ibuki has something in her arsenal that catches people who try to parry or think they know what you are going to do… RAIDA! i have never used this move on its own so much before. it does not have to be in a combo to be effective! and the best thing is you can mix it up with a throw as well (and dash for confusion). of course shoryukens beat the raida. however rdm dragon punches aren’t random any more (at least here in so.cal) they try to do ume-shoryuken (psychic uppercut), meaning they try to predict when you are going to throw out a move and shoryuken it. this is why you cannot be on the offensive so much…
blocking is very important to ibuki. the worst damage you can take is a throw, unless you play makoto and yang/yun with thier command grabs. (even then, yun is not a big threat with his super is activated. just keep blocking and take the damage if he command grabs you.) but eventually, you will want to mix-up attacking and blocking. knowing when to do it is the tough part.
so like an endless loop, just study your oppenents and character matchups
ClosetRemy: there is nothing wrong with backing off from an attack string… it is actualy one of the safest things you could do with ibuki… this stops you from becoming predictable, giving you one-up on your oppenent as they do not know what you are going to do next. like i said before, i had to slow down my ibuki by a lot to make any progress with her.
sandu: as for free damage when you have the oppertunity? hmmm… i would say s.mk into raida over the launching them and then trying to mix it up after. this pushes the oppenent into a corner, so it would limit their overall options on what to do when they get up… just my opinion…
btw… a well timed standing strong stuffs any shoto low forward or strong. again, this goes back into studying your oppenent and predicting what they will do/baiting them to throw something out.
this thread is coming along rather nicely. good questions/comments guys.
p.s. i need to listen to my own advice and not try to parry as much. sure, if you parry them you get a great reward with ibuki, but its a huge risk. i guess this is the reason why the japanese only parry when they need to…
quick question, does ibuki’s wake up dp. kick have good priority?
and what exactly are good tactics against people who rush you down. I’ve noticed that i seem to do extremely well against characters that don’t rely on being the offensive constantly (chun, hugo, urien, ryu), but when i’m rushed down, i usually take a mean beating, and playing defensively doesn’t really help all that much.
also there’s another pretty good ibuki player at the arcade i play with and him and me almost play an almost complete opposite ibuki. He’s more about the rush down chain combos (he seems to fare well against other rush down characters, maybe this is what i should learn to do?) and i play very defensively constantly baiting, and only pressing when i have the oppenent knocked down (i think i learned it from playing my frends hugo, and urien constantly)
i was kinda seeing it as there are 2 ways to play ibuki, and the best way to fight the metaphorical fire is with fire.
wake up dragon kick
ibuki’s wake-up dragon kick/ex dragon kick is like any other shotos wake-up ex or and other wake-up…
it is not a smart thing to do, and you could probably get away with once in a while, unless you play here in so.cal where you can’t do it at all lol.
as for people who rush you down, you can use the oppertunity that they won’t block as many times as a defensive person would. use raida in this case.
and there are many ways to play ibuki… no matter how you play ibuki, you are mostly on the offensive… it just depends if you are constantly attacking them or backing off once in a while. i shouldn’t have said that i don’t go for the flashy combos like i said in my earlier posts, because i do use them. but i do not use the same ones over and over again.
right now, i am trying to focus my game within sweep range and knocking them down. you have a lot of options after this than the lp-mp-c.hk-s.sk then superjump and follow up, but that is usefull as well…
again, i’ll repeat it, i can’t believe how many people i catch with the raida by itself, not in a combo.
but again, i am not expecting anyone to play the same stlye ibuki i have, just letting you know what has been working for me.
something new
i wanna get peoples feedback on breaking poking strings and then dashing to other side and knee into raida or just throw… i have been trying to do this and it seems to work as long as you don’t do it all the time.
so up close, i would jab then dash through them and do mk into raida. (use this on the continuous jab rushdown)
try it!
also, ibuki is deadly jumping straight up and hitting fierce/roundhouse/late dagger. lemme know if this works for you
later!
I use the poke, dash, raida also. I find it works well when you jump in: jump attack/late dagger, jab, dash. This is especially good with cross-up daggers because you end up switching sides twice.
thats also a good way to utilize her dash through standing oppenents.
S.A. 2 setups
plz list some of your S.A. 2 setups here as well… i like to use this super once in a while in casual, and need more ways to land this
any weak attack (jab or short) into short command dash into super
if (and it is a big if) they are crouching and you do lp > mp > hp, where the hp whiffs on the crouching oppenent, do super right away and it will get them (you can omit the jab if you walk up and do the back + mp > whiffed hp. i think this works cause they will stay blocking in a crouching position because they think they are being attacked) this cannot work on dudley, akuma, hugo, urien, and any other character that gets hit with the fierce while blocking low
i have not tried this yet… any way that you can dash through thier body while they are standing and super (as long as they don’t jump), but this is unreliable, so that why i have not tried it yet.
anything else?
RAAAAAH. MAKOTOS EATS IBUKIS FOR BREAKFASTR!!!
just kidding
this is an awesome thread.
i didnt know you could do so much stupid shit with ibuki.
sup andrew… it’s allen
slide kick, then let the opponent get hit or block it… then right when you recover… sa2
nice posting btw…
keep it up!
Untested, but it sounds cool in theory: Combo into a taunt that whiffs, super upon landing. Also, sometimes when you do that back+mk chain into the toward+mk, the overhead will cross them up (not sure if this only happens in the corner or what), and that should scare them sufficiently into blocking or something.
ok, after spending about 5 dollars last night on ibuki, i found some interesting things.
mk and hk hein (reverse dragon kick) do have good uses. you can use them on its own and a lot of people won’t expect it. if you get into a walking back and forth poking game with your oppenent, you can use this move.
launch them with s.hk and jab as they are falling down. depending on how far away they are, you can regular dash to them (sometimes ending up in front or behind them as the guessing game here) and raida them.
against rushdown characters:
yun:
while he is in genei-jin mode, do not go for the parry unless the person playing yun is predicatable and you see the oppertunity. if you are worried that they will command grab you, just take the damage then, because the command grab scales down the damage a lot. don’t be in the air as much with yun compaired to playing against other characters because he has that standing forward (his launcher), and wierd timing on his uppercuts (shoulder rams) which can also link into genei-jin. try do do more straight up jumps and attack with fierce/roundhouse/jab/late dagger which can all beat him if he jumps in the air looking for a dive kick.
makoto:
you can be more aggresive with her because you can be a lot safer with jumping in at her with the late daggers and forwards. avoid staying on the ground for too long in one area because her dash into command grab is too fast and good. you can also over jump her and throw a late dagger to delay your landing, which would mess up thier timing (very good to use against shotos as well if they try to low forward you as you land behind them). when they are in the air and you are on the ground, mess up thier timing with dragon kicks (do it early to beat thier axe kick/or do a late ex dragon kick if they attack with a jumping forward or roundhouse) its better to play in the air against makoto because her mix-up game is all on the ground
ken:
use toward + roundhouse on them more to beat out his random c.mp,s.hk,and even s.mk. use the jumping over their head and late dagger to mess up their timing. learn to late dagger over them and super immedaitely. careful with dashing through them because of kens uppercut, and jab and strong them to death. if they are empty jumping at you in hopes to either parry or late attack, standing roundhouse (the far roundhouse) them and super jump cancel in case they parry. ken has a thing where players who use him like to lock you into a corner and throw you, so wait and time fierce raida (think ume-raida! ibuki needs her player that is controlling her to have ume to help increase the odds of winning with her lol)
chun:
that damn kara-throw is more annoying than her c.mk into super IMO. learn to tech throw and use raida on here as well like in the ken match-up. avoid using toward + roundhouse on her because if will whiff most of the time. late daggers is the best option for an air attack because chuns back + fierce stuffs anything else. just release the dagger above the area where chuns fierce will hit. use toward + mk more on chun also. if you see the chun you are playing likes to jump a lot but throws out her 2-hitter fierce towards the top/coming down from her jump, super jump towards her and air throw/jab/roundhouse.