New ibuki thread

Thanks, Xenozip.

I can read over what has already been wrote and hopefully learn some more stuff.
I got beat up bad again last week sigh
by an amateur with Ken and then a pro with Makoto :frowning:

I forgot to mention the basic motions:

qcf = quater circle forward (example: 236+punch)
qcb = quater circle back (example: 214+punch)
dp = dragon punch (example: 623+punch)
rdp = reverse dragon punch (example: 421+punch)

HCB and HCF are just half circle back and forward (respectively).

–

Against Ken and Chun-Li, the best thing you can do is try and neutralize their pokes.

Toward+RK, toward+FK, SK-Tsumuji (qcb+SK), UOH (universal over head – FK+SP), and SK-Hien (rdp+SK) should help to neutralize them.

If they jump a lot, learn to parry and counter.

If they are constantly trying to zone you, then counter by being as aggressive as possible, and don’t leave them room enough to move around. Always pressure, always rushdown, and always attack/hit first.

any makoto tips? besides NEVER jump in :
her dash is evil and so is her j rh, fk, and bicycle kicks :frowning:

basicly what i do in alot of matches against her is zone her out until I otg her, then do as much mix up as I can to do some decent dmg, always keeping her meter in mind when she is using SA1 (eating wake up super is so aggrevating :frowning: ) and do the rinse, lather, repeat method

oh btw! who was it that said they NEVER backdash with ibuki?!?! Her backdash on wake up is SO godly, It considers her in air, and also puts her back quite a bit, so if your afraid of chunli’s c.fk to super or throw mix ups when you wake up, backdash that shit! Just be sure to not use it too much, as it very much is still punishable, but i’d have to say it’s better to eat a meaty straight on attack then it is to eat a c.fk XX super and or throw which puts you back in the wake up guessing game :P. Even in the corner if you predict a throw / low attack you can do the backdash, but i’d say a jump would be better in this case as you can do the fierce forward combo on the way down.

Well, we could take a walk down theory lane if you wanted. But, in reality I got nothing on Mokoto with Ibuki. Probably her second worst matchup, if not her worst. :bluu:

Plus Mokoto and Ibuki aren’t the usual players that people play in tourneys, so it’s rare to find match vids of those two.

All I can offer is the basics:

Parry>Throw
c.SK>EX-Tsumuji
Jab>JP-Raida.
Vertical jump>Kunai
SK Tsumuji at max distance.
Constant poke/block strings when you have a window (c.JP, c.SK, c.FK).
Zone, mix-up, cross-up

Since Mokoto wants in, you have to keep her out, which is not an easy task.

There you go scrubby~!

You have something better to contribute that isn’t just theory stuff?

Tearbane’s Ibuki is pretty sick…
We are always battling back and forth for best ibuki…

He turtles a lot more than i do, and does more safe moves than i.
I on the other hand have no fear in jumping in on the oppenent, (i’m really, really good at air parry and throws in the air), and will get them through that, and waiting out with far roundhouses if they turtle, and close in the gap.

A lot of sick shit I’ve done or seen, I have to admit I got off of Tearbane. But i put my own little twist to it :slight_smile: And I have my own sick shit that I created too.

Its pretty funny, cause we play a lot together. We give each other our 2nds when playing against other people, and we have different styles.

Its tough to do ā€œtheory fightingā€ when explaining ibuki… A lot of times, I don’t know what I am going to do next, and just let my hands do the work without thinking. I think this is why Tearbanes ibuki is a little better than mine (when i say little, i mean very, very, very, very, very little :lol: )

He has it a lot more planned out. His goal is to stun you as fast as possible, cause he always wants to do a stun combo on you. I get so caught up on what to do next, I have literally frozen in the middle of matches, because there are a lot of things you could do, from most damaging combo, to most stun, to tons of mix ups.

But rememeber, I was the OG Ibuki, and Tearbane started after watching me play lol.

FYI… toward+roundhouse is an awsome move. move in an out by zoning them, and do this, you would be surprised how good this move is.

whoo, glad to hear that a defensive ibuki is not only doing well, but also almost besting yours, nate :stuck_out_tongue:

Every time i check these forums i hear about the rush down ibuki. And so i always thought that the way i was playing was totally wrong.

the funny thing though is when i go to the arcade trying my hardest to press on the enemy, i’d frustrate myself with how poorly i do. i realized i seem to do ALOT better letting them come to me, or acting like a master fisherman, and baiting the bejesus out of them :lol:

got some questions that have been racking my brain for a while. Ibuki’s kunai unblockable: i’ve been trying to do this for some time now and i hear from different sources different things. and some stuff i just plain refuse to believe cause of knowing ibuki. (i know this should have been the first thing i learned with ibuki considering everyone let’s me know she has an unblockable constantly :bluu: )

alright, do i need to use the EX, or the jab kunai to do this?
is it best to do this on a waking up oppenont (disregarding random DP’s of course)?
and what scenario type of otg would make this handy?
i really couldn’t see the use of it on a jump in, unless the person is obviously shown they’re a turtler.

oh and i have a handy tip that i’ve been finding useful, Wake up jump, i don’t know why this works so damn much but i adopted it from twelve because he has no wake up game. basicly you jump verticle, and land with a late kunai or the fierce foward air chain, or just predict and parry DP or whatever (never happens if i mix up my wake up game) and you probably know the rest of ibuki’s vertical jump mix up.

p.s. nate are you and pyrolee still trading games or is it one sided (just wanting to know cause my competition over here has a great yun i seem to have fun trading games with :P)

I want some dirt on Mokoto though, damn it.

It’s all well and good to go into Ibuki tatics and strategy, but I just get smashed every time I run into a good Mokoto. Which is why I don’t post anything concerning Ibuki vs. Mokoto, because I know I’d just be talking out my ass.

I want to hear experiances from a player who consistantly shuts out Mokoto using Ibuki.

man, i’ve been trying to master the close s.rh into back strong -> fierce -> dp kick (mainly for when i parry jump ins)

but after finally getting it down i’ve noticed that it’s way less practical than a sj cancel into fierce forward, it takes off a tiny bit mre dmg, but most of all does more stun.

please tell me there’s a use for this as i’ve probably wasted well over 24 hours getting this down. At least it looks really cool when i execute it, and i bet i’ll hear a ā€œgod damnā€ at least a few times from someone when i use it at the arcade :stuck_out_tongue:

That combo is pretty basic and it looks cool. :stuck_out_tongue:

I would do it like every once in a while, I’d rather do resets . ^^

That combo lands them pretty close to you, so if you’re an aggressive rushdown Ibuki, then it’s ideal.

However, I find it more valueble to practice SJ cancel toward, FP>FK chain. Since it does around the same ammount of damage, does a heck of a lot of stun, and plants them almost right next to you.

Since jumping toward them after launch doesn’t work on everyone, I guess it’s useful to master other follow-ups as well.

And, if you whole Ibuki game revolves around suprise, mix-up, and confusion; then the more follow-ups you master, the better IMO.

Depends if you like to keep the pace with rushdown or with resets.

It’s definitely a crowd pleaser, too. :stuck_out_tongue:

2 things.

The strong-fierce combo is better (to me) because it leaves the opponent grounded and in front of you. The air-chain version does the exact opposite, it flips them to standing AND puts them far away. The way I play, it’s much better for me to keep the pressure by grounding them with the strong-fierce. Otherwise you get damage, but your momentum is gone. Also, you get more time to hit-confirm with the strong-fierce combo, as the air-chain must of course be jump-cancelled immediately.

Secondly: If you want to know about unblockables… sheeit negro, you should know where to look! You know about My Style!

Anyhoo, the setup I use most often is just off of a throw. They’re grounded, and most of the time it’s quick enough that the opponent does not roll. Just walk up to them, super jump across, then throw a jab kunai at the apex of your jump, RIGHT BEFORE you cross over them officially. Then swing the stick back once in the OPPOSITE direction (which should now be toward your opponent again) and super-cancel into SA1. So on the stick you’re doing QCF, HCB. Howsomever, the game should register it as toward-toward, because you change directions between the QCF and the HCB.

N - What, you thought I just played Twelve all day?

man thats a whole different unblockable i think.

and my execution for that makes it seem almost impossible to do unless i build a meter off the one kunai i throw because as so as i super jump forward i considers me doing a tiger knee and so the super almost ALWAYS comes out :frowning:

well i’m sure this is possible with some tedious training (i’m still trying but like 9 out of 10 tries i still get the damn super :frowning: ), but the unblockable set up i was looking for was the kunai on one side and then land right next to the opponent close enough to do a jab-strong-fierce XX raidia or ex slash kick :x

that or going crazy, i can’t stand playing twelve too much because of his inconsist wins

random parry XX otg XX rape

like in the sbo2 vid with chikyu vs that chun :frowning:

EDIT: well i’m still having alot of trouble with the unblockable, but it’s made me practicely master it’s principle, i can only do it if i normal jump so the jab kunai totally misses. but i remember seeing a match where an ibuki won a match cause of this mostly because she tricked the person into thinking she was only doing a kunai and tried to attack, and then got raped by the super

this has also made me want to double fireball every super i do (except for the one that get comboed into). maybe i’ll win less rounds with a C doing so :stuck_out_tongue:

That’s part and parcel of a whole other technique I use with Ibuki. After a knockdown, crowd the corpse. Then tiger-knee Super directly over them on wakeup. If you vary the timing by the slightest hesitation, you end up either directly in front of them or right in the back of their neck. Either way, you’re safe AND you geta 50-50 shot at landing it. Rock the Casbah.

N - Did I mention the video is up? www.top-players.com

Not if you jump toward the opponent, instead of strait up.

I’ve been saying this for a while now. The air chain does work if you jump toward the opponent, on most opponents (not all). But for those it does work on, jumping toward them lands them right next to you.

I have a chart showing who it works on and who it doesn’t.

There You Go Scrubby~!

Well now, aren’t we progressive in the Ibuki thread.:bluu:

You have to forgive me for I can’t contribute because I don’t know where to start.:frowning:

You can ask questions and I’ll can help you with what ever you need.

I don’t usually rush down with Ibuki because of the fact of what happens to Nate when he plays good players (5 Star China, Frankie3S, Pyrolee, Victoly and other people). I rush down depending of the situtation and if I ā€˜feel’ that the opponent is going to turtle. I just know when to destroy who plays me, or when I’m just going to hide.

ONE THING THAT EVERYONE FORGETS~! Ibuki has no hit points, why would you want to rush down all the time when you don’t have to, and lose you’re life…come now…there you go scrubby~!

:lame: ! There You Go Scrubby ! :lame:

Jeezus god, I just read all the posts here and you guys are months behind the newest stuff with Ibuki…maybe Nate can help you guys…

Better yet, come to Family Fun Arcade and I’ll teach you how to play Ibuki…

:lame:! There You Go Scrubby !:lame:

Well, it’s cool and all for you to pop into this thread and call us scrubs. I mean, that’s pretty much what SRK is about lately anyway.

I just think it’d be really cool if you’d post a few tips every now and then too, instead of just basically saying ā€œyou suck, get better – but no I won’t tell you howā€.

Doesn’t even matter where you start, and you don’t have to go into every little detail. Just one or two tips once in a while would be cool, whenever they come to mind.

I just thought it was a little rude to come here and say we’re a bunch of scrubs, and then not contribute anything. Not to mention the fact that you’re a top Ibuki player, and thusly your opinion of who’s a scrub and who’s not might be a LITTLE biased.

And being only ā€œmonths behind in the latestā€ is a far sight better than being total newbie scrubs.

Not everyone is on the West Coast either dude, so it’s not like we can all head down to Family Fun and learn from you. It would just be nice if you posted some stuff whenever.

Well thank you for you great anaylsis of my recent posts Xenozip. :o

Anyways, 3rd Strike isn’t about whoes combos rock and whoes setups are the best, its about the individual and his/her ability to adapt.

Here, practice this combo:

  • s.Rh, JC(towards them), Fi, Fo, Land, Jump, ex.fb+JaSt (right over there head). At this point, either start the combo with:
    – Ja, St, Fi, HCB+Fi
    – s.Rh, JC (let your imagination run)
    – b.St, c. Rh, s.Rh, JC (let your imagination run)
    – Many, many options.

Another essential move for Ibuki is the b.St, b.Fi, fb+Sh is good because you can pick a side to start your combos which can be very confusing for the opponent.
I.E.: Either go behind them then walk back to the starting side and do a s.Rh and a creative mix-up or stay behind them and do a mix-up there…let your imagination run…there are all kinds of stuff you can do.

All these combos are just there to help you, you fit it into you game some way and develope you’re own style of play. REMEMBER~! Adaptibility is the way to win.

:lame: ! There You Go Scrubby !:lame: