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
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
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).
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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 ā 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 donāt 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
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 ) 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 chunliās 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 iād have to say itās 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 iād 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 arenāt the usual players that people play in tourneys, so itās 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 isnāt just theory stuff?
Tearbaneās Ibuki is pretty sickā¦
We are always battling back and forth for best ibukiā¦
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, (iām 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 Iāve done or seen, I have to admit I got off of Tearbane. But i put my own little twist to it 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 ātheory fightingā when explaining ibuki⦠A lot of times, I donāt 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
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, iād 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. Ibukiās kunai unblockable: iāve 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 letās 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 DPās of course)?
and what scenario type of otg would make this handy?
i really couldnāt see the use of it on a jump in, unless the person is obviously shown theyāre a turtler.
oh and i have a handy tip that iāve been finding useful, Wake up jump, i donāt 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 ibukiās 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.
Itās 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 donāt post anything concerning Ibuki vs. Mokoto, because I know Iād just be talking out my ass.
I want to hear experiances from a player who consistantly shuts out Mokoto using Ibuki.
man, iāve 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 iāve noticed that itās 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 thereās a use for this as iāve probably wasted well over 24 hours getting this down. At least it looks really cool when i execute it, and i bet iāll hear a āgod damnā at least a few times from someone when i use it at the arcade
That combo is pretty basic and it looks cool.
I would do it like every once in a while, Iād rather do resets . ^^
That combo lands them pretty close to you, so if youāre an aggressive rushdown Ibuki, then itās 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 doesnāt work on everyone, I guess itās 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.
Itās definitely a crowd pleaser, too.
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, itās 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. Theyāre grounded, and most of the time itās 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 youāre 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
well iām sure this is possible with some tedious training (iām still trying but like 9 out of 10 tries i still get the damn super ), 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 canāt 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
EDIT: well iām still having alot of trouble with the unblockable, but itās made me practicely master itās 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 iāll win less rounds with a C doing so
Thatās 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, youāre 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.
Iāve 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 doesnāt.
There You Go Scrubby~!
Well now, arenāt we progressive in the Ibuki thread.:bluu:
You have to forgive me for I canāt contribute because I donāt know where to start.
You can ask questions and Iāll can help you with what ever you need.
I donāt 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 āfeelā that the opponent is going to turtle. I just know when to destroy who plays me, or when Iām 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 donāt have to, and lose youāre lifeā¦come nowā¦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 Ibukiā¦maybe Nate can help you guysā¦
Better yet, come to Family Fun Arcade and Iāll teach you how to play Ibukiā¦
:lame:! There You Go Scrubby !:lame:
Well, itās cool and all for you to pop into this thread and call us scrubs. I mean, thatās pretty much what SRK is about lately anyway.
I just think itād be really cool if youād post a few tips every now and then too, instead of just basically saying āyou suck, get better ā but no I wonāt tell you howā.
Doesnāt even matter where you start, and you donāt 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 weāre a bunch of scrubs, and then not contribute anything. Not to mention the fact that youāre a top Ibuki player, and thusly your opinion of whoās a scrub and whoās not might be a LITTLE biased.
And being only āmonths behind in the latestā is a far sight better than being total newbie scrubs.
Not everyone is on the West Coast either dude, so itās 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 isnāt about whoes combos rock and whoes setups are the best, its about the individual and his/her ability to adapt.
Here, practice this combo:
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 thereā¦let your imagination runā¦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 youāre own style of play. REMEMBER~! Adaptibility is the way to win.
:lame: ! There You Go Scrubby !:lame: