not sure if anyone figured this out yet, but here’s a good gimmick that everyone should know :tup:.
cr. fp, jump cancel, early lk [no crossup] or late lk [crossup]
not sure if anyone figured this out yet, but here’s a good gimmick that everyone should know :tup:.
cr. fp, jump cancel, early lk [no crossup] or late lk [crossup]
Ok, so I was playing some Ibuki tonight, and all I got to say is, “hellz to the ya!” Im coming from a Blanka, Bison, Akuma background, but I am LOVING Ibuki thus far. I just need to spend some more time with her in training, but I definitely see myself using her a ton in the near future.
ohhh yeah, now this is the thread I was looking for
This is just some rough data for command dashes in block strings. Might add some more later
-s.mk, lk dash is -7 on block, -3 on hit
-s.hp, lk dash is -4 on hit, and also -7 on block.
Meaning that against shotos, mash dp>command dash. Note that this is just rough data based off which reversals hit Ibuki if she blocks directly after command dash. Also, this doesn’t mean that lk dash on block is useless, just a note to understand the risk.
Yeah just like in 3rd Strike the point was to use the command dash sparingly so there was less time to punish. Like if u want to do a s.MK into command dash while they are blocking u better make sure u know the opponent has no idea you are going for it. Mainly because the animation for it is very deceptive so if the opponent is looking for something else you’ll have shaved off those recovery frames and get a free mix up. Though if your opponent is actively looking for the command dash then yeah on block you are pretty fucked. If you s.MK on a counter hit then do dash you are pretty much safe and get a free 50/50.
Gonna play SSFIV for the first time tonight at a local gathering… I want to spend more time experimenting with the possibilities rather than the technicalities. (it’s not like I can do training mode when everyone’s waiting to play) So, I have a few questions:
Can the Kunai be TK’d?
What move is Tsuijigoe similar to? the first post doesn’t mention any active frames. I imagine there would be… What’s the difference between this and jumping normally?
Same with Kasumi Gake … No active frames right? Just a command dash?
Yes kunai can be TK’d.
Tsuiji Goe is basically a jump that always forces Ibuki to turn around. Meaning its main use is designed to cross people up when u are in front of them and drop down on them with a kunai or her kunai super. A regular jump doesn’t turn u around and her Tsuiji Goe puts her pretty high in the air so it can allow u to do shenaingans from a distance like leaping over fireballs while building meter with the kunai.
Read this for the start up frames on Kasumi Gake. http://levelup-series.com/cicada/SSF4_IbukiFrames.pdf Yeah Kasumi Gake is just used for mind games since it leaves u negative a few frames even if the opponent blocks it.
hmm her command dash puts the opponent in a blocking animation? Interesting…
So, If I wanted to do kunai after Tsuiji Goe, would I have to input the command in the opposite direction? or the regular direction (because she’s on the same side of the opponent)?
DevilJin, does that mean that her :dp: + punch has the same recovery as a normal jump when you land?
Uh, no command dash doesn’t put them in blockstun or anything.
Kunai after Tusjigoe is just regular qcf+P towards the opponent at any time during the animation, it’s kinda of unintuitive at first but actually nicer because you don’t have to worry about switching directions depending on where in the jump arc you are.
Well all i’m saying is that u can use it after say hitting someone with a s.MK to create feints in your block strings and force them to react. It’s the temptation that she can be hit that forces people to break off their guard early which then u can land a throw or another counter hit combo.
You don’t have to change the directional motion of the kunai if you are on the same side of them. She’ll throw the kunai behind her but it’s as if u jumped forward. Though if u make the Tsuiji Goe cross the opponent up then u must change the directional motion of the kunai in order for it to release.
Probably. Looks like it.
cool. thanks
How do you tiger knee the kunai?
d df f uf+punch?
Also what is the best anti air?
b mp is godly but the damage is so low :s
Yeah u got it for tiger kneeing kunai.
I hear EX raida if u time it correctly works in certain situations. Otherwise Ibuki is not Sagat. You’re not supposed to be getting 200-400+damage off anti airs. You’re picking the wrong character if that’s what you’re looking for after everytime someone jumps in at u. U can’t look at Ibuki as just waiting for someone to jump in at you. Tournament players know the quickest way to kill a rushdown close ranged character like Ibuki is just to never jump at them and zone them after u get a health lead. Ibuki is about landing damage through moves that cause knockdowns they can’t tech from like neck breaker. Actually most of her damage setups is off neckbreaker. Even if u miss a combo setup with super jump LP kunai afterwards just mash jabs at people until u can combo into another neck breaker. Each neckbreaker does 250 stun so if you’re doing combos on top of that u just hit them with 3 combos and they’re pretty much stunned.
Only tried this in training mode, but cr.hp has a similar animation, but against a vertical jumping sprite, the hit box seems lower, which means it will come down to timing/execution. Damage is a bit more, so it might be worth it.
An alternative, may be to instead figure a good follow up offense/defense after stuffing their jump in, such as a throw. This was a strategy I used with Chun Li when using cr.mp as an AA.
If you want absolute max damage off of an anti air the best u could get is close s.HK anti air into sjc’d super. That actually does a lot of damage but I haven’t really tested the priority of close s.HK as an AA yet. It seems decent though. I know it can be cross ups pretty nicely.
Im not looking for big damage but i find 36 bit low,maybe i am doing it too soon and i dont get the double hit.
In no way am i looking for a sagat or ryu damage combo
I played cammy before…
something worthy to note for those who like to use cr.mp as a mid-range poke - this can combo into lp neckbreaker. Best way to use is to poke at mid-range, or after whiffing a lp kunai cross-up, hit confirm into lp neckbreaker.
I need help with Ibuki, i have NO IDEA of how im suppose to actually use her. is she rush down like viper? more footsie based or just plain old shenanigans. what else is there outside of the kunai vortex. Im just completely lost and need abit of direction at the moment. the shortcut inputs in this game doesnt help either as she has specials in nearly EVERY direction and when i try do something like the command dash, I end up getting that DP kick instead which pisses me off. Im losing ALOT of matches due to stupid things and im not liking it, ESPECIALLY to T.Hawk! That match up is F-ing retarded.
DevilJin, help me out mayne!
Well i just had the same rendez from when i first started using cammy.
get used to losing in the beginning and absorp as much info as you can,play to learn her.
You will lose in the beginning but after a while you will be a beast