Shinobi Guide: For people who want to learn Ibuki!

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I need some Ibuki 101 real quick…

Is cr:hp: really her best AA?, I keep trying to make :l: + :mp: work - In short I guess I’m trying to see if Ninja Bitch? has a solid AA.

WTF can she do vs. crossups? - I’m free on Jump ins, Any other game I’ve played I can block low after the initial jumpin juuuuuuuuuuuust finr but in the IV series I get owned, Am I just not fast enough on the stick again yet? (I’m relearning stick by the way)

b+MP

block

Yeah, I figured b+MP is my best bet, I just need to work on the timing…does she have a solid AA at all?

And yeah I can block that first hit just fine but then it’s guessing game time and I tend to get fucked by it.

She has 5. Ex Kazegiri, b+mp, far hk, close hk and crouching hp.

Noooooo b+MP isn’t solid, I trade with it often if I do it too late, I don’t wanna burn EX so Kazegiri isn’t an option for me…I’ll keep working on b+mp

B+MP is normally the best option. Occasionally S.HK and Cr.HP are good options but it depends on the spacing and position of the jump in. I generally stick to blocking and B+MP cancelled into CD.

Cool, thanks folks - I’ll stick to b+MP

Now wtf can I do about cross ups in SSF4? - Any game before SF4, this was not an issue but in SF4 and SSF4 I get owned cause I can’t seem low block quick enough or I get thrown.

Plus 1/2 the time I think it’s a cross up and they fail at it…so I get hit with a normal jump in.

If b+MP trades, just do hk.kazegiri for extra 160dmg.

Seriously your best bet is just to block. When you’re getting pressured, you have 3 non blocking options:

  1. mash EX kazegiri

  2. mash backdash

  3. FA backdash

  4. If blocked, you risk eating an FA or otherwise free combo when you land, even if it’s a 50/50 chance, you have to ask yourself if that 160 reversal dmg getting you out of pressure was worth that FA crumple into combo or ultra which will likely be upwards of 400dmg or more. Not to mention more than half the cast can 100% guaranteed punish you whether you throw a kunai or not (eg: Ryu reversal lp.dp into U1).

  5. Works at low levels of play, but eventually better players will option select, and the best players will option select almost all the time (eg: Daigo vs Mike Ross at Evo 2010). It’ll work for now but it’s not recommended to turn this into a habit.

  6. Works at low to medium levels of play, but eventually better players will option select this as well. I say it works up to medium level (ie: maybe around low tourney level) because it’d require anticipation or multiple option selects, which only the much better players will be doing all the time. Again it’ll work for now, but it’s not recommended to turn this into a habit.

Part of being a good/solid player is learning how to block and tech throws, and not just mash shit out at the first sign of danger. Mashing is not going to get you anywhere.

None of them are “solid.” She’s not a character with a one size fits all anti-air. If you learn how to use her 5 anti-airs, though, you will have a “solid” anti-air game.

Amen I still get caught by tick throws sometimes but not nearly as much as I used to. I don’t crouch tech (though I probably should) I just block, try and react to the throw interrupt the SSFIV pseudo block string. It’s obviously frustrating when you lose to a shoryuken that you know was mashed through your BnB (especially with Ibuki’s cr.lp cr.lp s.mk xx tsumuji link) but like Mingo says it’s better in the long run to block and tech solidly and be the cooler guy under pressure than the opponent who’s trying to mash out shoryuken.

true, i mean even if you randomly throw out and ultra praying it lands can throw your opponent off because they’re not expecting it but mashing is purely a noob-status quo

The odd random neckbreaker can be a useful tool though. From short range, it’s very high risk/reward but if automatically makes you far less predictable and can throw your opponents gameplan out of the window.

I remember countless Ken battles where you start off normal, get caught by a random SRK and it makes you think totally differently. You stop jabbing, you block a lot more and wait for them to whiff (which, of course, they always do). But if random is part of your plan, you can use that to your advantage.

If they see you sliding toward them, why wouldn’t they just block?

The same when Cammy does random Spiral Drill. Holy shit wtf that was random.

From short range they don’t always react in time, I’m not advocating the use of full screen HP.Neckbreakers. But it definitely makes some people more cautious which is great from where I’m standing as an Ibuki player.

b+MP beats everything except like Rufus/Cammy dives pretty free. It even makes her hit box smaller so u can make things like Dictator’s EX stomp and Cammy’s EX hooligan whiff. Neutral jump MK stuffs out a lot of shit as well. Air throw if they’re close enough or you know pre emptively they’re going to do some jump shit.

B+mp not solid??? thats news to me, shit beats everything… its just as good if not better than shoto cr.fp and/or rog cr.fp… second hit destroys nearly everything… the only jumpin ive had any trouble with is fast ones like divekicks (which shouldnt be normal AA’d anyways) and vegas jumpin hp… and even against those moves, it will win if the spacing/timing is correct.

i mean as long as were not trying to AA ex stomps and vipers flamekicks, her aa is straight golden.

-dime

i beat both with b+mk couple of times :slight_smile:

What are ibuki’s wake options vs. a grappler cause i’m having problems with that.