ok something that would actually work in a match though:D j/k…although im not seeing this happen to much…considering there is to much mind game in jump ins for the guy to just get hit by a j.fp…
but hey if you can pull it off more power to YA!!!
But anyways, I developed a new metagame with Ibuki.
After knockdowns, jump at them and as soon as you see a quickrise, chuck a dagger. If they get up late, throw the dagger as late as humanly possible. Trap them in blockstun and cross them up with her chains, or her C.Roundhouse -> Roundhouse launch, or even a Raida.
Also, since the dagger pushes them, you can crossup with the dagger, get on the other side, and use a Roundhouse kick, SJ cancel it since the 2nd hit will be blocked/connected, and then jump up. Yeay.
If you’re scared of crossing up, just throw a dagger to overlap their body and connect a Raida.
good shit…like i found after the c.rh, s.rh launch if you jump and lp and keep holding forward…when you land you will be on the other side…nice cross up…
also you can do it with lp knife…so after the s.rh launch super jump upforward throw knife lp, keep holding forward, when you land it will be on other side…another cross up…
the timing to do this is weird at first so ya…but eventually you will get to it…
Just to revive a little Ibuki action. I’m not too great with ibuki, just started using her, i’m more of an avid yun and wanted to try someone new. Been playing with ibuki for a little bit, been trying to scour the internet for combos, juggles and strings for her to use effectively. I was watching the TOSF 3s Tourney Preview video and it showed a combo of Ibuki juggling Hugo with lps and launching him off the floor from what I think is an lp? I’ve looked through this whole thread and gamefaq faqs and keep seeing roundhouse launcher, but I don’t understand how this launches an opponent. Can someone please help? s.RH doesn’t launch (just a kick to the head i guess) and c.RH sweeps them. I’m sorrie if I sound like a scrub or a newbie, but if someone could clarify how RH can launch, it would be helpful for this beginner Ibuki player.
LOL, do you play magic? Have never heard anyone outside of mtg use the word “metagame”. You also use it in a different context than us. You’re not gonna start using the word “savage” are you? My Ibuki savagely raped the competition today! :lol: Just curious…
Metagame is used by rpgers, and not suprisingly carries over to magic and other games. Generally it’s defined as playing with human foresight instead of staying in-game. In RPGing it’s commonly considered cheating since it’s more of a storytelling than gaming, so metagaming wouldn’t help. In SF playing a metagame is crucial to having a solid gameplan and finding when opponents are more or less subseptible to certain approaches. The drawback is when you tailor your tactics to specific players instead of what would work normally. Apoc’s last post or two really ties into this so i won’t go more into it, although i think it is the wrong word usage, i would use guessing game =P.
I’m not sure if there is a real meaning to the word “metagame” since it’s not a real word. But, in magic(mtg), if someone asks, “what is the metagame?” It means what is the current strategy being used. And to beat the metagame means to try and find a way to beat that strategy. So the word applies more toward strategy and not tactics.
I am no Ibuki master but I’ve had this game on DC for a LONG time, not to mention I used Ibuki alot in SF3/2i, and only TODAY did I find out she has an extention on her standing FP.
That alone is worth using her for me. That extra punch looks too wicked.
But if i do c.rh,s.rh,EXdpmotion+k, then i can super into SA1 right?
Can i also add in an EX dagger before SA1 while doing EX dpmotion+k before the EX dagger?
EX daggers should be used during jump-ins. Super should be used (outside of chip damage) when you need to counter a crossunder. Never use SA 1 purely to tack on damage unless it will kill them, because Ibuki needs that defensive threat.
As for using the flipover, I personally would use it after juggling with b+Strong->Fierce, but this requires GOOD timing.
between sa2 and sa3 … which one would you recommend for someone who just started … i just started playing 3s like 3 weeks ago :lame: , although i have been playin cvs2 pretty seriously for quite a few months now and mvc2 for years so i havent had any trouble picking it up :rolleyes: … but then again this is a lot different, but the basics r the same (exspecially cause i use p and k groove in cvs2 ) … so far this thread has helped me a lot combo wise … exspecially the xx combo’s , but i havent really found an sa i would like to stick with for ibuki … so basically i am asking which sa you have found more realiable in basic combo’s
sorry if i sound lame but i am in class so i dont even know what i am talkin about :lol:
If it’s between SA2 and SA3, I’d go with SA3. It has a tiny meter, so you can do it whenever you feel like it. It combos nicely, and it does a tasty amount of stun.