SF3:3S - Gandido teaches Ibuki

Just curious…docould you do a chain xx flip, dagger, land SAIII, so that the dagger hits right before SAIII so they have to have good timing to block/parry both, and if they block low, SAIII combos? Assuming that the dagger has to be blocked high, that is…geez, i really need to learn some more Ibuki.

I thought you meant the Kubi Ori unblockable (WILL NOT GO INTO DETAILS)

unblockable?

Ibuki players:

I cant vouch for how the japanese do it but here’s the method I use.

knockdown, flip from a distance, jab kunai XX SAI.

the jab kunai is thrown near the end of the flip right before she has hopped over the opponent. (Otherwise you wont have knives coming from both directions.) Also the kunai will fly over if you use throw it too early or use strong/ fierce.

This setup and only works on characters with large hit detection boxs… ie alex, hugo. Also, Im not even sure if it’s actually unblockable since it’s only been tested on scrubs so far.

Also: Can someone explain to me the properties of her SAIII? For example, is there a certain period where you cant block her super on reaction?

It’s always been blocked on reaction to me. :frowning:

Does she have any ghetto triangle jumps?

Hey, make with the unblockable Kubi-Ori! At least give up a hint! Email it to me if you have to! Instant message me! I gotta KNOW!

N

Just started Ibuki

I’ve started learning Ibuki as my new Character and am having a hard time winning

I’m not a begginer and can parry quite well

At the moment I use SA 3

I use these combos: d+lkx2,(EX)qcb+k

lk,mk,(EX)qcb+k

mp(no cancel)SA 3

lk,mk(no cancel)SA 3

f+mk(no cancel)SA 3

For anti-air I use b+mp/d+hp/hk/dp+k(EX)

HCB+lp+lk if they try to parry

What I think I’m missing is some Advanced anti character strategy

I have a problem with All Shoto’s except Sean/esp.Akuma
Dudley

Please give me some advice to bring my Ibuki up to the intermediate level of my other characters :slight_smile:

Im learning with Ibuki too and I need some help. All I do is lk,mk,fqcf+hk(ex) and I’d like to know some others please! :slight_smile:

ummm…you guys should read through the whole thread…there should be some shit in there for b&B…

but her other good b&b…are lp,mp,hp, dp+k (ex or normal)

after the hp you can cancel a lot of shit…hcb+p, dp+k, dp+p, hcf+k, qcf+p…

and if you barely started playing ibuki be prepared to get owned for a while…her learning curve is really high!!! and she takes damage like a bitch, and you must be patient when you play even though she might have rushdown you still must be careful cause you dont want to get hit LOL…

ummm other things… her walk up jab is really good and hard to parry if you just keep walking up jab, and you can also play mind games if they try to parry throw, or just jab walk jab throw…her f+lk is also good and just as annoying, her f+mk and f+fk are also pritty good and hard to parry cause timing is somewhat weird…and the f+mk puts you in a good position on the opponent gets you inside…ummm her dash, can do some confusing shit if opponent is knocked down just dash over their body for cross up the cross up again and do something dp throw hcb+p…its confusing even when opponenet is standing and you crossing him up…too much shit just experiment…

i also find that her ex dp+k is really good and should be somewhat abused…well just use it smartly dont fucking do it continuously…but a lot of options open up from the kick…including the mp in the air as you fall down that they have to block high or the knife or super which does ok block damage and leaves you safe most of the time…oh ya this is probably only good if you play with SAI cause you will be burning bar a lot with ex dp+k’s…

some mixs ups you can do after the dp+k ex version…this is mostly if your in on your opponent or when your opponenet is knocked down and you meaty him with this shit…and wake up…so ya…

dp+k ex, mp in air (or knife), land dp+k ex again, knife or mp or super

dp+k ex, mp in air (or knife), land dash to other side dp+k ex, knife or mp or super

these are 2 basic ones and a lot of other shit can be substituted in after you land from the dp+k ex, theres WAY TOO much mix up and mind game shit with her…

ya some basic shit with ibuki…hope that helps…

just remember be patient…and dont get hit…LOL…

im outi

Roberth

Do u mean dash as in f,f or her dash kind of move qct+k? cos when you dash with other charactersit justpushes them along the floor doesn’t it??

Anyways will try it out tomorrow:)

Thanks a lot!

Ibuki’s regular dash (f,f) goes through opponents as he said, so it’s useful to cross someone up as they get up.

jump in Lp+Hp, standing Lp Mp Hp taunt, that will just mess people up

Does this work?

w00t.

Ibuki: launch with Roundhouse, early Forward -> Strong arc-flip, crossup-kunai/SA I.

Sets up pretty well, although it’s FAR from air-tight. But it can get some pretty nifty results.

NO combos that connect into the SA2? :slight_smile:

ya there is but it will not do FULL damage cause only the big ball thing hits them…instead of the grab…

im outi

Roberth

Actually, j.fierce, land, SA2 does the GRAB version :slight_smile:

OK I saw it on SlimX’s 3s combo vid, really nice! :slight_smile:

bottom line is, Ibuki is a ninja…people dont mess with ninjas…and the people that do …

I got a good combo, but it is still hard to do for me.

lk, mk, dp + lk cancelled into SA2. Nice, but I still prefer the grab version. You can add a jumping attack at the start.

On another note, I can do a lot of other things but the air chains are hard for me to connect. Any help on this?