Shinobi Guide: For people who want to learn Ibuki!

http://tinyurl.com/unblockryu
Woohoo my guide is future proof****

Here’s what one of the hitstop animation frames look like, so you know what to look for when you’re practicing:

http://img141.imageshack.us/img141/6309/asdfvps.png

Full size image here (1080p): http://imageshack.us/photo/my-images/96/asdfae.png/

Nah, what about rev4? I’m sure there’s some stuff to add. Maybe some future unknown tech (hello Niko).

There won’t be a Rev.4
I put so much work into Rev.3 being good enough. By the time I come back to the UK SFxT will be out, and if I’m still with the same person I won’t be playing fighting games anymore (at least not like I am now).

That’s unfortunate. Without you the Ibuki forums is probably just gonna die out. We’re actually one of the most active character forums here, especially in terms of (new) content.

It’ll be very active when Rev.3 comes out, trust me.

Yeah for all of about 2 weeks, then those people that came just for the guide will bugger off again once they’re done asking questions. Mingo is quite right though, i have been to other character forums and it can take up to 2 days to get a response.

This board you can normally check back within the hour and except AT LEAST 1 response, if not 2, 3 or 4 during peak times :slight_smile: yay ibuki! (note: this is one of the reasons i stuck with ibuki when i wanted to give up - it was just too hard to get feedback and help from the other boards! )

ilu

Mingo, you’re awesome. I’m gonna experiment this right now :smiley:

I didn’t know there were different tools for this unblockable. Wouldn’t this be a truly awesome thing? Any Ryu would be mindfucked by the fact that you can use 4 different setups that lead to an unblockable =)

Good to know that ‘step forward, f+lk, jump lk’ works on Shotos. Is it safe to assume that it also works with all the other characters that shoto unblockable (EX nb version) works on as well?

Usually I just whiff moves like this to scare people into not doing reversals, along with whiffing normals to do safe jump setups. People tend to assume that EVERY jump that Ibuki does is a safe jump once she whiffs a normal after a knockdown. It is delicious.

It’s not safe to assume anything, but if you watch the video it tells you who it works on.

I didn’t test everybody, but I’m 99.9% sure it works on the same characters as EX neckbreaker version.

Sounds like this will only work against people who have no clue on the matchup. I know that if I’m playing Ryu or any shoto with a 3f dp and I see a whiffed normal from Ibuki, I’m getting ready to autocorrect or I’m fully preparing for a j.LK.

Most people don’t have any clue on the matchup. The few locals that claim they know the matchup, aren’t fully aware of the various mix-up options she has. From what i gather with playing other Ryus, they claim that the autocorrect DP isn’t a fool proof way out of the unblockable, but it beats just getting hit for free. But I can’t really tell whether that’s true, or if they’re just messing up the inputs for the autocorrect. To the lab.

Exactly. What’s your plan then when you play someone who can support their claims?

After getting unblockable-d to death by Izuna, I can confirm that anything you can try is better than getting hit for free. I’d say autocorrect dp is less about getting the inputs and more about the timing. Then again I don’t do that John Choi “cross cut” shit, although that probably doesn’t work against unblockables like it does for crossups. A better way of getting out of the unblockable is cr.MK because that’s plinkable, but it’s obviously very risky.

Can any body tell me if there is a list or a picture that has ever character put into a hitbox group? Like small medium large etc.

I don’t think that that would be possible to do in any meaningful way, for two reasons:

  1. Hitboxes obviously change with what the character is doing, so the image would have to be either absolutely massive or so simplistic as to be redundant (e.g. standing-still hitboxes only).
  2. Even if you don’t want to look at the specific data, you can often get a general idea of the hitbox size just by watching the character sprite.

I could be completely wrong, but I’d say it’d just be easier to learn through playing a ton of different matchups and looking at the data whenever something unexpected happens.

You cannot really speak about “small, medium and large hitbox” in this game. They all change a lot according to the opponent’s figting pose, crouching pose, or move.

The best example is to compare T.Hawk and Dee Jay. You’d say that T.Hawk is in the “big hitbox” while Dee Jay is “medium”, right? Well, you cannot Tsumuji loop T.Hawk because his hitbox has a strange shape on the upper body, while you can double loop DeeJay.
Plenty of different things like that exist in the game. Compare Rose and Sakura. Rose is taller than Sakura, right? Well, the second hit of MK Tsumuji will whiff on a crouching Rose but not on a crouching Sakura

There are too much details to take into account, I think it would be difficult to do an actual grouping of hitboxes =)

You cannot really speak about “small, medium and large hitbox” in this game. They all change a lot according to the opponent’s figting pose, crouching pose, or move.

The best example is to compare T.Hawk and Dee Jay. You’d say that T.Hawk is in the “big hitbox” while Dee Jay is “medium”, right? Well, you cannot Tsumuji loop T.Hawk because his hitbox has a strange shape on the upper body, while you can double loop DeeJay.
Plenty of different things like that exist in the game. Compare Rose and Sakura. Rose is taller than Sakura, right? Well, the second hit of MK Tsumuji will whiff on a crouching Rose but not on a crouching Sakura

There are too much details to take into account, I think it would be difficult to do an actual grouping of hitboxes =)

I think its a problem more with their animations than their hitboxes. Their standing hitboxes and crouching hitboxes and walking hitboxes are made so that they are kind of standardized, everyone has a big rectangle, or two rectangles in crouching’s case. Its when the hit animations begin that they all change completely and uniquely. (This is excluding a character’s idle animation / hitboxes)

Sizes do matter in some situations, for example: the jump forward after the the c.HK target combo, Ibukis target combo #1 (fierce, towards + forward). Both hits will land on a crouching T.Hawk, but not a crouching Cammy.

Also neutral jump, target combo #1 also works in this game. D: But only works on standing Big Characters… I think, might get it to work on some medium-large sized characters with pixel perfect execution. I’ve gotten it to look like it hit, but not actually hit. lol.

Edit: So I went out and tried doing the neutral jump target combo and started landing it some on medium sized characters, but rarely landing them. So I took a look at it, it turned out to be that it was because the character was idle for a bit (like 1-2 seconds), increasing their hitbox height. The combos were not landing because of timing or anything, but height.

[details=Spoiler]

http://i.imgur.com/VMWzf.jpg

http://i.imgur.com/kZ265.jpg

http://i.imgur.com/mGWUR.jpg

http://i.imgur.com/jUmkr.jpg

http://i.imgur.com/2xU4r.jpg

http://i.imgur.com/Qwpw5.jpg

http://i.imgur.com/RwUa9.jpg

http://i.imgur.com/HK4fF.jpg

The pictures are aligned so that they are at the equal height with the lines in the back.

This is probably just useless information, but it was bugging me as to why it sometimes worked. The timing of the nj.HP does not matter. It will always cancel into the MK, you just need 3 frames to activate it.

Not sure if you can test this with “ALL BLOCK” in training mode, since the CPU will always block at the last second before impact. Will it block sooner if you hit it higher? Does that mean it will get the target combo? What if they are just holding back? What characters? IDK and I’ll try it some other time. [/details]