New ibuki thread

heh, after you mentioned to throw out raida for wake ups, and what not, i’ve found it works half the time. I’m not to sure about the players where you live, but here the people barely seem to parry, much less take the chance of trying to parry an ibuki in the middle of a combo (my guess is because they don’t know ibuki very well. and that they just don’t know what to expect.)

and ex ground slide is amazing how many times i use it and rarely get punished. if the person is walking towards me to pressure me back with an attempt to poke or walk up and throw. Alot of times i’ll throw one out when they are just outside of throw range and i’ll connect that 90% of the time. Just make sure it’s the EX cause the normal is just slow enough to block on reaction easily.

I still have ALOT to go before i can stand up to the better players at my arcade, but i do believe i am getting results. I’m beating alot more people that i used to be on the same level with, and having closer fights with the really good people. I must say, thanks for putting up with inane questions :stuck_out_tongue: (and helping me not give up on ibuki)

but anyways, i was wondering if rushing down someone in the corner is a good idea, or if it just depends. I noticed that it’s good at mixing people up, but you can’t really do much but poke, which doesn’t take away much damage, and if you happen to get parried, or blocked from UOH or something, it’s bad news for you cause of ibuki’s crap stamina :(. I noticed alot of time in tournie vids, that when a good player gets someone in the corner they only poke a few times and then they back off a bit. And if the person stays too long, they usually end up eating a nasty special or something.

the next step i think you need to do is dash and raida or s.mk>raidaon the other side of the when they wake up. otherwise, throw them if you have them too scared to parry your ibuki. the throw knocks them down, and you can resume your mix-ups from there :smiley:

glad to hear you are making good progress :smiley:

if you have them in a corner, don’t get too close to them. (maybe a little inside sweep range). jump straight up and jab dagger (mix up timings on this like at the top of your jump and when you are coming down) and see what they do. you can substitute the dagger with a roundhouse or fierce, which both work very well, or even jab because it stays out there the whole entire jump, even if you do it early!!
also with the jumping straight up, zone in on them and do toward+mk and toward+hk more (depending on the character), and ibukis jab traps, mixing it up with throws and s.mp and even raida if they try to parry out.

hope this helps!

i try that, but alot of times i’ll end up eating a random jp or sk either without switching sides, or right after switching which really does discourage me from trying it again. Is there any specific timing? or is that the basic way to get out of that?

lately my vs wakeup tactics consist of late jap dagger crossover into chain against anything without a DP wakeup. Or againt characters with DP i try to lure out the DP as hard as i can. One of the best ways i do that is jump early so that i land right when they wake up, and hopefully it’ll bait them out. the only problem with that is that it’s pretty hard to time it so you land when they wake up and DP ibuki = ouch :(. I mostly crouch and wait, or c.sk bait.

one other thing, does anyone want to trade videos of matches with ibuki in them? I’ve got quite a few, and i’m sure there’s still alot i don’t have. just IM me on aim: LimeGreenNinja

people can do wake-up shoryuken ibuki for good damage, but this is where you learn to mix up attacking and blocking. do your crossover attempt, and if they shoryuken you, you learn what they will do when put into a situation. DO it again, and you are prepared to parry/block (if you are on the ground) and then punish them…
you have to have a feel if they do a wake-up attack when you are next to them by dashing or crossup attempts.

try late dagger and then dash behind them and do wahtever. ( didn’t you mention this earlier?) it does work really well.

and add a jab after the dagger when you land and then dash through them. (sometimes you will dash through them, other times you will still be on the same side. if this happens, throw them immediately)

honestly, most people do not have the reflexes to shoryuken after this set-up. and if they do one time, mix it up and then go back to this again, to trick them.

a remark was made about ibuki being all or nothing earlier… i don’t think it is that, but more like 60% attacking, 20% dashing, and 20% blocking… these are rough estimates, but i think it gives you an idea of how much dashing you can do without being punished. And if you can dash and punish after, that adds a ton to ibuki,s arsenal.

the next thing i want to learn is how to effectively use her flip over move (dragon punch with, what else, a punch!)

anyone know how to effectivly use this?

i do it with c.lk, s.mk (when blocked) , and s.hp (far) so far.

btw… i have nooooooo vidoes of ibuki :frowning: i had a 5 on 5 coop cup, one of the earlier ones with shoa (xioa), but it doesn’t work anymore… i cannot download anything, and can only read CDs that have been burned for me :bluu:

the only time i really use it iis on acciden haha and it always just points out how awful the move is. I mean i can accidentally do a hien or dragon kick and be perfectly safe, or even take advantage of my random mistake, but not with the air flip

once before i’ve done the air flip into SA1 over a waking up person and they blocked it of course, but it did get some nice risk free chip damage in (jumping in the air and doing SA1 is just as useful, but definately not as flashy haha :P)

and rarely have i seen the air flip used in big tourny vids so…

dunno what else to tell you about it :\

man, this thread is bustling with activity :stuck_out_tongue:

I keep tryig to use the flip, too. I’ll use it sometimes from full screen to see if they do a move, if so, SA1 because it turns you around. That really only works against scrubs, but it’s safe.

If you do rh launcher, s.mk xx flip (don’t remember which, maybe fierce) you will come down right on their head. When you’re there, do ex daggers xx SA1 and the daggers will come from behind them. You do both motions from the direction you started out facing. It’s a neat trick but people never really stand around while it happens. I’d like to find other setups that space you correctly for this.

You can use it to replace a straight up jump, low dagger.

It recovers really fast so you can do an empty flip and throw pretty safely. Maybe flip, jab, dash? or flip, raida? I don’t know if the moves will come out fast enough.

My idea with is is genereally that it is such a weird, slow move that it throws off the pace of the match. Which kind of adds to the confusion. Only real problem is dragon punches and similar stuff.

The only use I’ve found of the flip so far is to cancel into it when some one parries an attack.

Normally I’ll try for a jab Raida, but the flip is nice for suprise/confusion.

“All or nothing” was more of a referance to the fact that Ibuki has to be aggressive from start to finish.

I never use her back dash, and her stamina doesn’t leave much room for waiting or baiting.

Usually the only time you see some one play a defensive Ibuki is when the opponent is down to 10% life or less.

But, yeah… Those figures sound accurate to me.

How can you not use her back dash? =\

I don’t recall seeing the japanese using her backdash more than once in a blue moon. It really is a pretty bad backdash. Good range but soooOOoo slow. It’s usually better just to walk backward with her, i’d assume. Her walk speed rocks. Besides that, i rarely see a high-level ibuki player giving up much ground without a fight.

her backdash is good, but she is still pretty fast walking backwards. You can just walk out of throw range/bait out a jab srk, and them punish. Still, you can use the back dash, but ibuki is alll about putting pressure and staying close as well.

Yeah, like vapulus and nate said. I just don’t use it.

I think the one time I actually did was vs. a Hugo or Alex player (can’t remember which). And I only used it because I knew jumping would get punished, but staying on the ground was dangerous.

Then again, I’m pretty sure I lost. So I stopped using it, heh.

Sorry, I just now realized how bad her backdash is. :frowning:

her backdash isn’t that bad, its just that its not as useful other characters backdashes. i use it sometimes in the beginning of the round and some other times… but its something that doesn’t need to be focused on as much as her command dash or regular dash.

Come to think of it, I don’t like a lot of the characters backdashes.

I think this was capcoms way of “encouraging” players to be aggressive.

Sammy’s solution was just to screw you over in general. :lol:

Can someone tell me why in GOD’s name Xiao does:
cr.hp jumpcancel into ex knives or air-chain
after a close st.hk ??? Is there some crazy mixup after? cus if there is then he failed each attempt cus nothing useful happened after. I base this off of coop-cup 1 matches. The reason why I seem outraged is cus I can’t figure out how it’s better than the cmd.dash mixups… then again, I’m not that smart.

because it’s sure fire damage, if you follow up behind a reset, your going for a mix up which basicly gives you a chance of connecting something rather than definate damage.

i use ibukis backdash about as much as i do any character, but her’s seem to have different advantages (haven’t been able to prove this maybe you guys can help). First advantage is it seems like she is considered in the air when she backdashes so she can escape grabs, or sweeps, which is something that comes in handy if your both low on health and you don’t want to take chances. The other i’ve noticed is that it comes out quick when ibuki is waking up, i’m not sure if this is when she rolls or if just does a normal wake up.

today is pretty boring so i think i’ll go test some of this stuff out.

I thought the c.hp did reset. Do the knives or air combo hit them during the reset? I was going to say that the knives let you cross them up when you land.

Her dash is definitely in the air. I’ll sometimes dash back on wakeup because it will screw up any combos they tried or go over a low attack. Also, Ive been megaton pressed during it.

The c.HP resets after close s.HK.

Ibuki’s c.HP is super jump cancelable, so it gets Xiao into the air fast to throw the ES Kunai. The ES Kunai doesn’t combo, but it’s meaty. And since Xiao is super jumping toward the opponent, it’s a good tatic for pressure since it keeps you close to your opponent.

Plus, Ibuki will land on the opposite side of the opponent, effectively crossing them up. And the c.FP does pretty good stun.

Obviously the c.HP isn’t the strongest thing Ibuki can follow up a launch with. However, doing a s.FK -> command dash is risky since Ibuki takes 50% additional damage during the command dash.

It’s possible and easy to follow up a launch with super jump up, sj.FP, sj.toward+FK (air target combo). However, this knocks your opponent away from you, so it’s not really beneficial for pressure/rushdown, and is really only useful for damage and stun.

It’s also possible to land a superjump toward, sj.FP, sj.toward+FK (air target combo). However, the timing has to be exact, and there is always a risk of you crossing up your opponent with the super jump. I’m also not sure if this works on all characters, I’ve only tested it on Akuma and Alex so far, and it works on both of them.

But, I prefer this method because it sets you close to your opponent, does large damage, does very large stun, and it’s easy to land a meaty attack afterwards.

[Edit] PS. If you try for a jumping toward air target combo after a c.HK, s.HK launch, it seems like you will always cross up. So, I think this also only works from just a close s.HK launch (but I’ll probably be testing this more later tonight).