I don’t think Ibuki’s footsie game is that bad but she needs to be within closer proximity then some characters. This makes characters with farther reaching pokes like Chun-Li, Rog, and Bison extremely hard to footsie from farther ranges and her jump angles are really awkward and leave her in the air far too long that they are really unsafe options. She has to use the command dashes to get in or somehow land that untechable knockdown. Once your within Ibuki’s footsie ranges its really favorable for her as far c.RH, s.RH, s.Jab, s.Short, and s.Forward have some really good range to them. Far s.Jab is 3f and is +4 on block and puts her within s.short, and s.forward range so you can do a lot of things at this range. You can spam far s.jab into a tick throw or kara throw, frame traps with jabs, shorts, or forwards. Tsumuji if you want some space from your opponent or command dash mix ups off of her normals. Take note of s.Short and s.Forward’s range as they are really deceptive and s.Forward has good active frames to it. I got a hold of Ibuki’s hitbox data but I’m contemplating to screen shotting all of them since the specials you need to see them in motion to get an understanding of them. I might just screencap the hitbox data for her normals if I have the time.
If you can footsie with Viper you can most assurely footsie with Ibuki.
I did notice that the video examples are all shakey cam, which works, but if you’d like, I could record all of the combos (even the target combos, I suppose) from a capture card so its more clear. Entirely optional, but the offers there.
I noticed in this thread that a lot of people have been asking exactly how the Vortex works.
This video is A-m-a-z-i-n-g at telling you exactly how to set it up. Listen carefully to what Justin Wong says:
[media=youtube]ZNCtX1Fw_Yg[/media]
You basically Super Jump BEFORE they wake up and LP Kunai at the very top/Apex of your jump so that it makes it difficult for your opponent to guess where it is going to go. This sets you up with enough time to begin a combo of your choice
lk, mk, neck breaker
lk, mk, raida
lp mp hp neck breacker
lp mp hp raida
you basically want to avoid the raida or rapid kicks unless they will be pushed towards the corner because it spaces you further away to continue the Vortex. IMO, lp mp hp neck breaker is her bread and butter combo. I also like lp, mp, down hk, hk but it does not set up Vortex. I usually follow that up with another Target Combo or a throw.
Add me and i’ll play you guys.
I need to work on my combo execution and getting vortex going.
I haven’t been able to find a good rhythm for her vortex yet. It’s pretty much hit or miss for me (har har). And her ground game, I’m terrible at it. Funny thing is Im not too terrible with Viper but viper can close distance quick with tk after a good c.mk. With Ibuki, I dont know, I know im not a great player by any stretch but I’ve never had such a time crouching and attacking :sad:
Guess that means I just have to play more.
If anyone would like to spar over xboxlive I’d love some games, I find it difficult to learn to play properly against all the online hijinks.
ok i dont know what happen because it happened fast but i punished blankas U1 with ex neckbreaker and i tried testing it out in training but no luck can someone else try this?
man … you wrote it before me i was thinking the same idea … i wanted to ask some ibuki players if they did this against some characters with good footsie did they find it practical …?? another question is vertical super jump cancel against ((no d+hp anti air character)) is it useful…??
I also use them quite a lot, but you have to be careful not to OVERuse them, since experienced players will punish you heavily if you develop a habit of anticipating with an FA.
Normal neck breakers go under Seth’s sonic booms in arcade mode (not tried against an actual Seth yet). He’ll throw them out all the time if you’re at a distance.
Nice thread, loads of good info. I was 95% that I would be playing Makoto in SSFIV as she was my 3S main. I never really played Ibuki in 3S, but I can honestly say that playing her in SSFIV is the most fun I’ve had in a SF game for ages. Deffo going to be using her as my main this time around, Cammy will have to share top spot.
Ibuki has some nice 0 frame advantage moves on block. C.MK. B+MK. MK Tsumuji. Agemon (B+MP). Ive found that C.MK is amazing for Neck Breaker setups… it puts you at just the right distance so that you can CH most anything they do with either C.MP and S.MK… into NB. It’s a 50/50 mixup because you can either try for the CH or do nothing, so for them to try and DP it is too risky. Either way you look at it if they SRK and whiff, you punish with a nasty combo. If they press any buttons to try and punish your C.MK (which is safe anyways) you can punish with a counter poke into NB and start vortex. Just something I noticed.
Also Far.FP is a nasty poke too. Fucks focus attacks if you do both hits, and if spaced right you can only hit with the second hit… Ibuki’s footsie game is actually pretty good.
Well for now i think my combo/vortex game is pretty decent and i can stun quickly. But what im really lacking with ibuki is a decent footsie game. Any surgestion on ibukis “bread and butter” move than i can practice just to set up in other combos and links.
The one iv seen on alot of videos is c.lp2, s.mk, neck breaker.
c.lp2,s.lp,s.mk,neck breaker <---- at least i think it was the s.mk after the s.lp =/
Been reading this thread and trying to play Ibuki, but a lot of the lingo I just don’t follow. I’ve been trying to find some of it out, I guess I can google but I figure I’ll ask here in case I can’t find anything useful (sorry, I really tried searching other threads and just found too much info and not enough answers).
What are footsies?
What is the point of “tiger knee” kunai? I mean, Kunai is just jump and QCF, I am missing something.
DP = dragon punch? RDP = reverse dragon punch? TC = ?!?
I am really not that great, I have a lot of issues with dealing with people throwing (I can’t tech very well) and people applying pressure/cross ups. I have no idea how to get out of them. I mean, I can block the whole time but then I always end up getting thrown and then getting pissed off.
Bison, Blanka, Honda and Balrog (Boxer) own and and all characters I play, all of their stuff is just too damn safe (or I don’t know when to counter).
Anyone want to spar some time today/this week (on PSN)? I can use a lot of pointers and would love to actually play some people.
Sorry if I am asking too many questions that are answered elsewhere, it is my first post. I honestly searched the forums and couldn’t find easy answers.
TK Kunai allows you to do a kunai the instant you jump, which you realistically can’t do otherwise. It can be used in combos, but just jump and kunai like you’d regularly do would not combo/let you continue the combo afterwards.
alright whats the deal with the crouching fierce into SJC kunai into combo link that were posted? I can link the c. fierce and SJC kunai for 2 hits, but when i land there’s such a huge recovery theres 0 time to connect anything at all…
I’ve done the Kunai high, ive done it lower to the ground, nothing. I’m using the right kunais for the appropriate area and it just seems like the kunai toss causes a huge recover when she lands and any button i press no matter the timing leaves me dropping the combo. What am I missing?
I have problems with this as well, I just recenetly start defaulting to the s.lk, s.mk, neckbreaker after this one, as it’s fast and usually catches them before they recover / while they try to react.