New ibuki thread

Whiff into throw has allways been the best throw setup IMO.
Better than walk up throw.
Better than tick->throw.
Better than air-reset->throw.
Probably just as good as immediately throwing after opponent gets up.

So yeah, that mp,hp->throw should be very effective. I’ll try it out.

Those things you said about wake-up situations tend to be true on middle to high-level play. The lower the comp level, the more risks they’ll take. A wake-up super/DP is anything but guaranteed. So if you want to play smart, be economical with your meter, and not take risks that are not worth the payoff… then you should probably just sit there and watch what happens.

And sitting there most of the time will be a mind-game of its own, since you can condition them into thinking that it’s safe to pressure you (cus either you’re afraid or don’t know any better) and then you can abuse their trust when it really matters.

EDIT:
Look at Daigo’s randomly infrequent fp.DP xx SA3

Nate: 2nd hit of Close fierce target-links into crouching roundhouse -> standing roundhouse. So it’s like close FP(2hit)>d.RH>s.RH.

I like to use that one about as often as back+MP>d.RH>s.RH, which isn’t too often, but I do use them.

If some one gets parry-happy on wake up, I’ll usually try one of those, or do a fake-out into throw.

I don’t use far FP all that often either. But it’s nice to throw out if you can tell your opponent is inexperianced with fighting Ibuki. What is really nice about it is you can cancel it, or just do another FP for that back-fist thing.

the higher level of competition, the more you see people as turtles. people turtle, cause they actually think about the game, the match, the characters, down to the attitude of the opponent. they do not let thier hands do the playing for them (with the exception of execution).

i’ve gotten headaches from playing matches before, and its not the frustrating kind. its that feel of racking your brain trying to win in a close match. its actually fun, because it is a learning experience. Hell, I want to learn as much as possible, and learn from every match when i win or lose.

the japanese learn from thier own mistakes, and fixes it, where as the americans blame it on “I parried that!” or “That was a super!!!” this is one of the reasons japan plays one game a match in tourneys… best (strongest by thier words) player wins, no 2nd chances for losers. sorry

:confused: :eek: :eek: :confused:

The “i parried that” Sounds a lot like pyro :lol: :smiley: :lol:

i know, i quoted it from him :lol:

i have a lot more like

“What was that?”
“I was blockiung low!”

and my personal favorites by pyro is "OMG, that is sooo scrubby!"
and “How does that work?!” :lol:

that last one is funny as hell

I love these controllers!

lol ya right… :lol:

I was told that in some japanese video, an ibuki was parrying and then dashing through to avoid follow up attacks or supers. Does this work? It seems kind of risky to me.

Crazy…
I think the answer is “it depends”. I think it could work if the followup is not instant (say a DP or Ken’s SA3). Could be useful in some situations if it truly does work.

Zenfire is correct. It depends entirely on the situation.

I’m going to try and summerize it as best as possible :

P1 does an attack that they can super cancel

P2 parries the initial attack

P1 super cancels the initial attack (because they can)

At this point, P2 is left with a very limited ammount of options.

P2 can block, hit with jab, short, a super, or a throw. And that is ALL they can do.

If P2 does anything other than an istant hit attack (jab, short, super, throw), they will get nailed by P1s super.

The exception to this rule is instant-hit-uppercuts and Ibukis dash.

Since uppercuts hit instantly, they will stuff the super. And Ibukis forward dash will actually move her through the opponent and out of harms way.

HOWEVER: Some rules apply to this as well!

Even IF Ibuki manages to dash through the opponent, some characters hit-boxes are so weird that they can STILL hit Ibuki, even though she is BEHIND them.

If she does get hit while behind them, does it kind of pull her back or does it just knock her out of the way? Essentially, would you eat the super or just take a hit and fly out.

Is s.rh, sjc. SA1 kind of slow? It seems like it takes a second for her to get out of the rh animation, even when it is super jump cancelled. This kind of throws me off.

I think it depends on the super, but I’ve never seen a whole super hit her when she is behind them.

When I tested this, the vacuum effect tried to pull Ibuki into the super, but instead she pushed the opponent instead of going through them.

Kind of like when you sweep a dashing opponent, they will fly forward instead of backward.

The s.RH has to be close (launcher). It comes out pretty quick, seems to come out slightly faster than a s.FK anyway. And, I say this because the s.RH is easier for me to combo it off a jump-in FK (than it is to combo the s.FK).

You should probably jump strait up to connect with this and try to toss it mid jump or almost at the peak of your jump. Basically, you want to be just above them when the knives start flying.

Odds are, if they are too close to the ground or falling too fast, you won’t hit with all the knives (the will hit the ground too quickly).

For some reason I thought you could do SA1 after a far s.rh if you jump cancelled it. And it would combo. Maybe I’m confusing it with SA3.

It only combos the first few hits outside of the corner, so it’s a waste of a super.

You can combo it in the corner that way, and you have to delay the super for a split second (Ibuki should be about head height, or just above when the super is activated). And you have to use the FP version of the super.

However, this is an incredibly risky tatic (to do the combo in the corner), since if you don’t kill your opponent you will be left wide open. You’ll land in front of them, and recover well after they do.

This is all assuming you can even land a neutral standing far RH on your opponent in the first place, and cancel on reaction into your SJ>SA.I.

You have better odds of comboing it off a launch, or after an ES Kazekiri (dp+K).

man, it’s been a while since someone posted something new!

well i was just wondering if someone could send me that nate vs urien video

i play a urien player all the time, and i just want to compare strategy and what not through it (and watch the real ibuki player in action :P).

btw whats basic strategy against yun. I know that parrying dive kick into s.rh is essential, and that when gj is done while blocking, you can c.jab him away after he does the overhead kick. And i basicly just let him come to me, but if he does the run away build meter tactic, i tend to lose more often :. Thats basicly what i REALLY need help with is the run away build meter yun.

anyway, just trying to make this forum lively again :stuck_out_tongue:

Red parry Yuns B&B target chain, either on the SP (3rd hit), or on the elbow. Don’t try to red parry those palm chains, he can delay the strike.

If the Yun is dive happy; do air-throws or parry in the air into throw to piss him off.

Beast with the Kunai and EX Kunai after knockdown.

Standing jab seems to work better for me when I’m trying to stuff his GJ, but crouching is probably infinitely safer.

Find where he has his biggest frame advantages and biggest frame disadvantages. Than try and abuse them as much as possible.

Oh, and try to learn to parry his flying punch (rush punch, or whatever it’s called) when he has his GJ activated.

Other than that, I have no idea. I get more problems from Mokoto and Alex players, and sometimes Dudley.

The latest Super Battle Opera videos I downloaded had all the best japanese Ibukis and all the best japanese Yuns, plus Pyrolee as Yun, and all the Yuns raped the hell out of all the Ibukis. :frowning:

And for those of you who leech my vids occasionally: Don’t bother asking for the SBO Ibuki matches; all the Ibuki players did was get owned. There is one single round where an Ibuki managed to win, the rest are all losses.

Hello!

sorry, but this is my first post here on this site.
I joined only to ask some questions to post specifically on this thread, I hope someone will be able to help me.
I was looking for tactics for playing with Ibuki on SF:IIIrd strike and found this, which looks highly professional.
The only problem is I can only understand a limited amount of the tactics you speak about.
Is there a place on this site that can help me understand the various accronyms/abbreviations used in this thread?
I really can understand so little of it,
this is a shame because I enjoy SFIII very much,
but recently, here in London, many people have become a lot better than I (I’m not great , I just like the game lol)
To combat this I would like to understand more of the advanced concepts in the game and how to defeat these guys.
Some general questions I have though (forgive me if they were already posted elsewhere, I didn’t have time to search the entire site):
Dudley - Recently Dudley has been desicrating me, he has huge strings which can get me dizzy very quickly, is there a general way to defeat Dudley using Ibuki?

Ken - I hate ken (not as much as I hate Akuma), there are some guys that play with ken, but they’re not the typical kind of ken I would normally see,
they dash and jump in a lot, and do a lot of high/low attacks and vary between them, and do huge combos ending in his Shippu Jinrai Kyaku. I don’t see how I can beat him, he seems like some sort of buffed up Cyber Akuma lol

Vids - would anyone happen to know of any good sites I can d/l movies of Ibuki doing combos or general advanced Ibuki players?
(again, sorry if this was mentioned before)

This is all I really need to know, once I know the abbreviations/accronyms you all use I can read over this more clearly and hopefully beat these guys >.<;

Thanks in advance, and hope to hear from anyone soon.

bye

First, most of the accronyms/abbreviations used in this thread (and the other Ibuki threads), can be found on gamefaqs.com

The basics would be :

SA I = Super Art One
SA II = Super Art Two
SA III = Super Art Three

JP = Jab Punch
SP = Strong Punch
FP = Fierce Punch
SK = Short Kick
FK = Forward Kick
RK = Roundhouse Kick

s. = standing (example: s.JP = Standing Jab Punch)
c. = crouching (example: c.JP = Crouching Jab Punch)
j. = Jumping (example: j.JP = Jumping Jab Punch)
sj. = Super Jump or Super Jumping (example: sj.JP = Super Jumping Jab Punch)

xx = cancel into next move
> = chain or link into next move
sjc. = Super Jump Cancel

vs = versus
DC = Dream Cast

ES/EX = Extra Special (special move that uses meter / yellow flash).

Movies and Vids: a-cho, GoForBroke, Game Combos, Video Opera

man no kidding!

i’d have to exclude alex though, and replace that with urien, unblockables and 4 shoulder tackles are crazy good at killing ibuki.

True, but for some reason I just plain have fun when I play vs a Urien.

Mokoto and Alex only serve to piss me off. :sweat: