New ibuki thread

that’s pretty much why i kept to defensive play, too many times would i rush down too much and just get poked to death if not randomly poked with a combo starter and lose half my life.

Is it true you go for the stun combos? I’d think that stunning a character fast would involve massive rushdown. I personally go for whatever combos set up the most comfortable scenarios for me and most of the time that means no resets because i’d much rather not make a gamble like that cause it’s just as likely for me to get some dmg in as it is them.

got any help with the yun vs ibuki match up tearbane (you said you play pyrolee)? I can control a rushdown yun pretty easily, but a run away meter builder still beats the crap out of me (sa3 f.mk 4 times takes over 25% of ibukis life, such a lame super that is :slight_smile:

Tearbane has a good Ibuki… Probably the best I have seen. :wink:

Oh well… I hate 3s.

Is there any significant differences between her 3 air chains? I tend to use fp->f.fk, but I see tend to see jp->f.fp in match vids more often. Any tips?

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Her jab -> fierce is good for rushdown. :wink:

yeah, her jab -> fierce is definately the most versitile as it can be comboed into easily and probably the starter for her most dmging combo.

i only use fierce -> foward when i plan on meeting someone in the air as its probaly her highest priority air chain, and for deep jump-ins.

i’d like to know what her short -> foward is good for. I use it normally as a very close jump-in which is normally a meaty attack on someone waking up.

Awesome, good to know. Sounds like I need to switch my game up a little bit.

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Ibuki’s 6Sh, 6Fo is used for a quick jump in. You could use a O.S.Ja or a O.S.Sh after you land. But the reason why it is good is because when they parry the 6Sh or the 6Fo, you tend to fly back a little which makes it hard for a punish.

man i really want to play the so cal ibuki players just to see how well i’d fair against you guys, i know i’d get my ass whooped but i’m damn sure i’d learn a thing or two :stuck_out_tongue:

quick questoin though, since i play ibuki with SA1 do any of you guys abuse the the fuck out of the chip dmg? It’ seems when i get a full meter i almost always use it (at the right opportunity of course) whether they block or not. I do pretty well doing this, but maybe i should sit on it?

what do you think?

Her sa1 chip damage is real good IMO. =]

I think it really depends on if you can get away with it or not. SA1 does good damage for chipping. I typically try to actually hit the super, but if they end up blocking, that’s fine too.

But then again, I suck. So…

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nice little intro to your help in this thread…:rolleyes:
lol you didn’t have to speak the truth ya know…
its just that ibuki is still underdelevoped by a lot of people, and they have not seen at her best. (not saying we are there at all…)

Adaptability is something that everyone should learn, and i have yet to conquer this skill in 3s… but i am getting there :smiley:

and also block like crazy. the reason why i die so much is i guess waaaay too much. if i blocked a lot more, i would win a lot more. yi keeps pounding that advice into me everyday… and i need to take it. i do better blocking than guessing.

Also, ibuki is so flexable, there are millions of ways to play her.
Teabane and my ibuki are nothing alike.

I think the most important feature is the fact that you can perform the j.JP->f.FP chain at max height, rather than needing to land it deep, and still have plenty of time to land and follow up.

All three of them are equally easy to parry, IMO. But like Tearbane said, the SK->f.FK seems harder to punish.

However, you mostly have to hit with FP->f.FK and SK->f.FK really deep in order to get enough time for a follow up or get a safe landing (when blocked).

JP->f.FP does almost the same damage as FP->FK too, but JP->f.FP also turns the opponent around if it connects – meaning a follow up will do even more damage, because their back is turned (making the over-all combo stronger).

It could also be a priority/hit-box thing too, but I haven’t noticed much a difference in terms of priority. The hitboxes are definitely different though.

I think it comes down to weather or not you expect a parry.

I’m just warning you with SA1, if you go for chip, becareful, cause down in So. Cal., you’ll get punished for using it the wrong way, and the wrong way is a lot of ways…just a fair warning.

Reversal super always/usually, gets Ibuki really badly. But, one good thing about SA1 is when they are low on life. When they are you can make them believe that the chip will kill and half way through they’ll start to parry then die. That usually kills them good.

yeah i’m slowly learning what distances are punishable, and which characters can punish, it’s also good to sometimes mash the buttons when your far enough to mess up the timing of when you land. Alot of times i’ll catch the person with the last couple hits cause they tried to do yuns dash punch or uriens shoulder tackle.

How safe is SA1 if you don’t mash? If I have 3 bars I’ll usually jump short and throw one just for kicks. I don’t mash and about 1/4 to half a screen away. I try to stay low too.

extremely safe if you don’t mash, thats about the only time i DON’T mash, and the good thing about not mashing is your still free do a move like you were reseted, so basic do whatever you feels best, i normally, throw, raida or crouching jab when i land since it’s the safest things to do. just be careful agianst shotos and other characters with quick upcuts. It’s fucking lame how they almost have a 50/50 chance hitting you with that on reset.

here’s something i stole from a tourny vid that i use all the timenow. I like f.mk so much that alot of times i do it twice in a row as pressure, but alot of times it gets parried… BUT did you know if you stack the head stomp (reverse DP backwards kick) it’ll put you in the air BEFORE you can get thrown AND gives you the free lick if they did try to grab you. So if you have a super handy make sure they never try to grab you again after parrying. (just like everything else i wonder about in 3s, but is SRK safe to do after parry. Man i realy hate worrying about stuff like this lame lame move :slight_smile:

I think after two f.mk’s you do mk head stomp, and after one you do sk head stomp. Try it out :P. So many weird things combo into the f.mk if given the right distance.

If you don’t mash with SA. I, she should throw about 12 knives. If they block them all, that’s about 12 chip damage, which is almost the same damage as a throw, or a jumping fierce, or a far standing RK. Keep that in mind when deciding if the chip damage will kill them or not.

Also always remember to use FP for the super as well. Using SP or JP to throw the super is like an invitation to rape you.

Jumping strait up, throwing a FP knife xx SA I just above head height, from just outside of sweep distance – will put them all the way across the screen if you don’t mash (and they block).

Same if you tiger-knee it from just outside of back+FK range and don’t mash (and they block), you’ll be at about head height, and they’ll get pushed back full screen.

It’s still extremely risky though, since if you guage the distance wrong (and they aren’t pushed back) then you’re screwed.

You’re screwed if they parry the whole thing too, no matter where you are or where you land.

You can combo the reverse DP+K stomp (Hien) into a SA. I, also. But that’s risky if you’re anywhere near the corner (again, use FP for the super), or if you land the Hien too deep/close. Max range SK-Hien (just close enough for both kicks to hit) linked to SA I will sometimes push them full screen distance, and sometimes it won’t, the distance is sort of hard to guage accurately. If it doesn’t push them back then you’ll get punished.

Ibuki’s UOH (FK+MP) takes her off the ground too, fast enough to avoid throws IIRC and might be a bit safer than her Hien (RDP+K).

If you use SA. III then it can be linked after the UOH vs crouching opponents (JP version of the super).

I wouldn’t try that trick with toward+RK though, since the lag at close range will most likely get you killed.

What would you suggest about a matchup against Hugo?

She can’t really do a whole lot of damage from far away, but being close it pretty dangerous.

If Hugo is right on you during your wakeup, what do you normally do to get away?

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tell me more about yami shigure .
the super is simple , low damage , tiny bar …
did good stun damage !

Her overhead (f+mk) into SA3 does suprisingly nice damage.

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