I’ll add you tomorrow, I’m getting ready to head to bed now. I still can’t perfect her vortex, may be watching you do that on me will help me with my execution. I’m a visual learner mostly. I have a feeling I don’t completely understand her vortex, gotta read up on that more. I thought I did, but I feel like I’m missing something.
Ex upper cuts whiff in the face of proper okizeme. Of course stuff like spinning bird kick or pinwheel kick will get you but, only ex.
I think my main problem with transferring to ibuki is learning not to do attacks from crouch. She has better setups from standing and combos from her overhead. rape.
Can Ibuki combo into her ultras without doing sjc? Because I simply cant do it at all, anot with viper, not with her
You know, that is an issue for me too. Chun’s crouch game is phenomenal and that’s messing up my Ibuki. I should probably work on that too.
Nope. SJC or bust.
Guess I’m fucked then, practiced it with viper for months but never was able to pull it off a single time in a match. Luckily viper had plenty of other combos into ultra.
Same here, I got destroyed online.
I’m used to playing characters that have reach, so it’s a bit of an adjustment. Any tips for approaches?
I thought her command dash was game was going to be one of my favorite aspects of Ibuki, but it’s not the case. I was hoping to do some GG Slayer dash shenanigans over untech knockdown opponents, but the dash has too many recovery frames for that. On the other hand, I see a lot of potential in reset cross-ups. Go for a big combo -> dash cross-up -> big combo into ultra for huge stun and life drain. I’ll be experimenting on this a lot.
So far, I feel she’s going to be quite strong in the right hands. Her speed and trickery alone makes up for some of her weaknesses. Top level Ibuki is going to be scary.
Against vega use ibukie b.mp (?) anti air. Gets him nice and high during his wall dive IF he tries to cross you up. Its also very vertical so it can get him when hes right above you. Um I guess I should have tested c.hp aa (?) but b.mp comes out quick. The whole point is that this aa will shut wall dive spammers down. Its all you need to do with some of them.
I’ve been playing ibuki now pretty much solely for the passed week and would like to share some of my findings:
Zoning game: I’ve found that lk and mk command dashes are great to use as ‘psych’ moves. I think to make this work effective, though, you need to be a) comfortable with knowing your opponents options and what -can- happen when you do one of these dashes and b) your options after the dash. Against the majority of the cast I like to establish my AA game early so they have to really think about getting in on Ibuki. This means I’ll do a lk dash, jump back kunai, lk dash, back dash, lk dash, etc untill the opponent gets tired of being teased. They will usually get frustrated and go for a jump in. b+mp is gdlk in this situation. And as been discussed before, buffering hk dash so you get the chance to cross under for the guaranteed Raida is good stuff. Also, you can do the dash under and go for a mixup games instead of the Raida. Once you have established your AA game, you can, for the most part, focus on the ground game now.
Ground game: Even in her ground game, I find the command dashes very useful, ofc paying attention to who your opponent is and what they can do from certain distances. c.lp and c.mk pokes are what i default to most of the time. I’ll also throw in c.mp (since it’s cancellable) from time to time. if you hit confirm the c.lp you can also combo this into s.mk > whatever. I like to play dash mixups - by this i mean do maybe 2 x c.lp then a lk dash to be right back in their face. Sometimes I’ll switch this up and instead of lk dash do hk dash to cross them up. Careful here as any random poke WILL knock you out of the dash (if timed right). But again, situation awareness will take you MILES here.
Another aspect of her ground game that I use quite a bit is her FA. I think Ibuki has a great FA game due to it’s speed and her quick dashes. A quick FA backdash can often set up some whiff punishing situations. Not to mention you willl somtimes get the crumple from the FA, and if you happend to backdash you can still followup with neckbreaker or U2 (probably U1 too, but not sure). On normal crumples or crumple then dash forward, I tend to go for a reset combo (depending on the game situation. Ofc an ultra off crumple when the opponent is at 10% health would be wiser). The reset I go for is lp mp (1 hit) c.hk s.hk (jump cancel) into HP reset > lp mp hp neckbreaker. Often times this combo itself will put the opponent in stun. If it doesn’t they will be REAL close to being dizzied. It also does good damage, and will likely fluster your opponent. Then, next time that situation arises, you can do the same reset setup, but isntead of doing the HP jumpin, just empty jump in and block. Against shotos or other chars with DP type moves/reversals, you will more often than not catch them trying to mash out a reversal. Now you have free reign to punish to your heart’s content (unless they FADC of course, but if you are using U1 you know you can punish a blocked DP fadc on reaction).
I’ll update with more infoz when I get time, but I wanted to share some of the stuff thats been working really well for me. Hope it helps.
My thoughts so far on her ground game are this…you will lose footsie wars, period. Also, until I see some frame data I think Ibuki’s are just mashing normals and hoping for the best. The real way to play this character on the ground as far as I can see it
YOU NEED A KNOCKDOWN. This is everything for ibuki. you need to get them on their back, and then pressure them on wakeup. Learn how to do vortex from all the knockdown options. Throw, backthrow, neckbreaker, sweep, tsumuji low finisher. If you do not know how to pressure their wake up, and mix it up with overheads, you will not with with her.
- Long range pokes buffered into LK dash or neckbreaker. If you are dancing, buffer dash, if they are moving forward, buffer neckbreaker. Options for these normals are cr.mp, cr.lp or st.mk if you get an opponent who does standing pokes.
- slide is not safe except on perfectly spaced blocks. it may be safe against jab spam, but def not DP. it doesn’t really matter though because no one can reaction DP it on block unless you space it terribly. Once we get frame data I am looking into what to follow this up with, but be careful not to get thrown here.
- MK tsumuji seems somewhat safe on block, and you can get the low finisher and a knockdown. I will look into reversal options for it today, but it does have decent range and pushback. Just try not to whiff it entirely, you want it to at least put them in block stun.
- none of your pokes have enough range to out range them except for cr.mp. maybe the Heavy buttons do, but they are slow and if you whiff you are done. I wouldn’t recommend it. This means, you aren’t going to be counter poking them with much.
- trying to catch the recovery of THEIR normals will be even harder. jab is okay, s.mk is okay and can cancel into specials. if you get a st.jab, you can combo a sweep, but there isn’t any time to hit confirm and sweep is certainly unsafe.
- command dashes are good to move towards them, but you can run into pokes easily. Also, their recovery is lacking, so i wouldn’t recommend ever using HK version to approach if they like to throw or mash jab.
Overall, from mid range I find my only options are… cr.mp buffer special, well spaced slide, MK tsumuji and command dashes. She has long jump range, so maybe there will be some mindgames about jumping deep and crossing them up while they dance in front of you. Maybe i’ll try that too.
The big keys are…
- don’t get impatient
- don’t jump in with kunai, its never good.
- don’t spam neckbreakers because its only a gimmick and won’t work for long unless you are EX’ing a fireball.
- save your EX meter as much as possible.
For the record I only use EX meter for EX neckbreaker on fireballers, EX kazegiri on wakeup if I need it, and EX tsumuji corner combo to raida. Super is godlike and you should want to have it. This means on characters that don’t have a fireball and KNOW how to pressure on wake up, I basically never use any EX moves.
i’m very salty with Ibuki too. anyone wants some matches online?
I try doing that combo after a crumple but I’m to far away do u day in that input the combo? Ima noob so excuse me. Also do guys use her super or just
use the ex moves? I’ve been using the ex moves
since ex neckbreaker does slot of damage but I can combo in the super pretty easy(jump on there head+super) so I’m leaning to using it more. Thanks for anyhelp guys
I try doing that combo after a crumple but I’m to far away do u day in that input the combo? Ima noob so excuse me. Also do guys use her super or just
use the ex moves? I’ve been using the ex moves
since ex neckbreaker does slot of damage but I can combo in the super pretty easy(jump on there head+super) so I’m leaning to using it more. Thanks for anyhelp guys
I’m salty as shit too, I’ll play you. I’m sure you and I both could use the practice.
f+hk, f+lk, cr.mp, cr.mk, are some of the pokes I use :3
s lp,cr lp are pretty good too.
Ibuki has been giving me serious bitch-ues and this really helped! Thanks!
EDIT: How to beat Seth on Hardest???
Just a minor thing that might or might not be helpful.
if someone jumps close enough above you as in trying to cross you up you can hit s.HK and use the top of her launch kick with enough time to do any kazegiri after.
Excellent EX information from another thread that might be worth adding to first post. The notes/spacing information is particularly useful as I learned a few things that I never noticed.
Follow and support the thread here:
SSF4 EX Compendium - http://www.shoryuken.com/showthread.php?t=234142
Credit: bokchoy and contributors
You listed Target Comno 6 as 150 damage 190 stun, this is only true if you press C.hk as soon as S.mp connects. If you let the second hit of S.mp hit and then do C.hk it will do 210 damage 240 stun.
Just something i though i’d point out
Another easy to use combo I’ve been using is J.hp S.lp S.mp HP Raida, does 358 damage 492 stun