"Stop Being a Freebuki!" (Advanced Play Thread)

I think someone should test that out ASAP, and post the results here.

loyalsol is right about focusing out. i can do it in training mode using the same setup as clakey, only deeper kunai. doesnt matter though because akuma can block… however the dash can sometimes autocorrect, dont know if thats good for us yet.

HOWEVER, superjump lk crossup cant be focused out of, so, theres that, also ibuki has ambiguous empty jump mixups that completely screw over focus if they guess wrong.

-dime

and hey guys i need yall to test something out for me: awhile back when i was using chun, i found kara dashing, which is decent for chun cause it makes her dash have less range and recover 1 frame quicker. ibukis kara dash doesnt have a range modifier… but it seems to recover HELLA quicker… seems like 2 frames. anyways kara dash is simply a focus dsh cancel done extremely quickly.

for those that dont know, dashing out of focus makes every character recover 1 frame faster, although it seems like more with ibuki.

the input is: F+mp+mk>F

just test out dasing and throwing or jabbing with both normal and “kara” methods, and tell me what you think, im going to be throwing this into my game hella.

-dime

I usually just sweep on reaction if I see someone trying to focus out of my meaty kunai or crossup lk;) I really don’t see what the big discussion is about.

I don’t think its the focus attacks that we are worried about, I think its the moves with super armor like balrog’s rush punch that we want to make sure that we can beat.

Well for balrog’s ex rush punch. After neckbreaker you can bait him with a jumping hk. The change in trajectory from Ibuki’s jumping hk will cause his ex rush punch to whiff every time allowing you to sweep or dash ultra 1

You should test against characters with great back dashes because they tend to be the most problematic with the focus dash on wake up. I know characters like the Shotos have problems F-Dashing out of cross up normals, but others can dash fast enough to escape.

Though I wonder if the target combo attacks would work or could someone dash out of the way before the second hit.

Unfortunately I am 90 miles away from my copy of SSF4 so I can’t test it as of right now.

Aganst most characters it is a problem because they can recover or get out of your range before you can punish them for it. Even characters with ok back dashes it is still good enough to avoid the cross up.

Also don’t forget there are other characters with armored moves. Guy and Fuerte come to mind.

You are starting to see people do it more and more against Ibuki because it is working. I can find dozens of videos I have watched where this is the case.

[media=youtube]iam_17D2GdA[/media]

(Sorry that they are all Ibuki vs Akuma. Those are my two characters so any time I see a video with both of them I watch it. :slight_smile: )

I figured I’d make a video:)

[media=youtube]9z5-YPoiqY8[/media]

Thanks =) Didn’t know you could Raida after hitting Ryu’s Shoryuken, this solves a HUGE problem I’ve been having in that match up. Though, I’m sure everything else is well-known, 'cause they came to me naturally outside of training mode.

Just to point out you need to use Balrogs dash upper. It recovers the fastest by at least 2 frames over all the others and also activates sooner. No rog is going to use a dash straight to wake up.

I am going to have to mess around with this when I get back to my copy of SF4, but I know for a fact this is an effective way to get out of the Kunai.

Thanks for the video Niko. It was very helpful.

I decided to put something up that will help you guys in to cultivating your vortexes.

Neckbreaker knockdown, whiff cr. lp, meaty j. mk is a safe jump vs all 4 frame reversals(minus Guy and Blanka), and 5 frame reversals that hit on the 18th-19th frame(Dan, Guile, DeeJay, Gief, Dudley, Rose, Fei, Seth, Gen, Ibuki)

vs. Guy: mk tsumuji knockdown, whiff st. lp, meaty j. mk/sj. lk xup is a safe jump vs him

vs. Blanka: Neckbreaker knockdown, whiff cr. mk, meaty j. lk/j. mk is a safe jump vs. him

The key vs. 4 frame/5 frame reversals that hit on earlier frames is to make block these set ups first, and then you can start kunai games with them once they know that you they can’t escape. I’ve got a lot more from all the situations as well so let me know if you need a safe jump for another type of knockdown. Figured I’d get rid of the trouble knockdowns first.

edit: also, from all of these setups, you can OS sweep and catch backdashes and still get the block since you are hitting them meaty

Yeah, option select those crouching roundhouses!

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nice thread