I tested that setup and it works on a couple of characters but I didn’t test everybody
Upon further testing of Ibuki’s unblockables, they work on:
- Ryu
- Ken
- **Akuma **- option select neckbreaker to catch teleport.
- **Hakan **- only if he doesn’t have U2.
- **Guy **- only if he doesn’t have meter or U1.
- **Dictator (Lord Bipson) **- option select neckbreaker if you want to punish teleports and EX scissors, or just option select block if you want to punish EX pc and EX dr. If he doesn’t have meter, Bipson is free.
- **CViper **- option select (U1?) to punish EX seismo. Simply option select block and punish EX bk, though you’re at a far range so you can’t really combo much. There’s probably a good option select to get you closer as the EX bk whiffs. The unblockable gets stuffed by simple hp.TK, so train your opponent to block on wakeup first.
- **El Fuerte **- option select neckbreaker to punish EX guacamole.
- Fei Long - option selecting will be tricky. Flame kicks all whiff in front of you. Reversal rekka seems to get him out, but it whiffs and is obviously punishable. LK chicken wing will actually keep you on the same side and hit you (though it is U1 punishable, I believe?). MK/HK/EX chicken wings all whiff and send him flying away. Additionally, Fei can also backdash out. So there you have it. Option select neckbreaker to punish everything but flame kicks. Option select block to punish flame kicks. And lastly, of course, his U2 will get him out. So switch between vortex/unblockable to keep him guessing.
Special notes:
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I tested all characters with the EX neckbreaker unblockable (EX neckbreaker , mk.cd , wait few frames , j.LK). I’m just going to assume that this setup is the same as the regular neckbreaker, meaning whoever works with the EX neckbreaker setup will also work with the regular neckbreaker setup.
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On Sagat, the unblockable setup looks incredibly ambiguous. Basically it looks like you’re going to hit in the front, cuz Sagat is so damn tall. But then bam you somehow hit him in the back instead. It’s not quite an unblockable, but it could be useful. Same thing happens with a couple other characters (eg: Cammy, Ibuki) where it looks like it should hit the front but Ibuki ends up hitting the back. But with Sagat it’s much more deceptive.
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Some characters look like it should work, but it doesn’t. Specifically, characters such as Cammy and Chun. They may simply need a slight timing/spacing adjustment. This will require extra experimenting.
I’m starting to think we need a dedicated thread for Ibuki’s unblockables. I don’t think DevilJin is going to update his first post. And we seemingly have unblockables that work on more characters than Cammy’s unblockable. Not to mention it can basically lead into an infinite, unlike Cammy’s or Chun’s which rely on throws.
Of course, all this only applies to SSF4, not AE, since neckbreaker timing is changed there. And maybe EX neckbreaker too, I assume?
Okay so I did some testing and I came up with some new safe jumps that will work on Guy, DeeJay, ect. These safe jumps setups are very good when you wanna keep your opponent in the corner. Now it seems Ibuki can safe jump every character in the game, lets see how far this will go.
I also have some command dash meaty setups in the video as well.
[media=youtube]VgJHd-8sfoo[/media]
PS-Mingo that unblockable setup is sooo hard to perform
The regular neckbreaker unblockable is tricky. Coos says to whiff st.LP to help with the timing but I usually still can’t get it.
But recently I’ve tried her EX neckbreaker unblockable and the timing is hard to mess up it seems. Either that or my opponents never want to block on wakeup. Basically after an EX neckbreaker, I’m able to ride that knockdown to victory, if I have enough meter lol. I haven’t played any pro players yet, but I honestly don’t see how they can get out of this cheap setup.
I like those safe jumps of yours. Especially against DeeJay.
Some nasty stuff going on here, I like it!
Just want to ask when you say 1 or 2 frames after the M.CD do you mean go forward 1 or 2 frames or stand in place 1 or 2 frames before you jump?
Also could use some more in depth Dictator strategies, I get such a headache dealing with him the most. Thanks in advance. Going to try some of those tips Tempest posted to see if they help.
Hold forward for ~1-2 frames before jumping.
For Dictator, all I can say is be very very patient. You can’t really just force yourself in. Don’t forget that if you get knocked down, he’s going to execute his official Bipson pressure on you (lk.scissors spam). At midrange, the two biggest things to worry about are his st.MK and lk.scissors. Either stay well out of this range and/or neutral jump to bait/punish scissors. His st.MK can be whiff punished but is difficult. If you can get him to resort to st.HK usage, then you can use your cr.HK to beat it.
awesome safe-jumps. I needed something to use against Dee-Jay. Also, thanks for advice on that unblockable mingo I was also having troubles with it.
Btw I tested Fei’s lk.chicken wing to get out of unblockable: it is indeed U1 punishable on block. You can also punish with st.LP, but the spacing was too random so you dunno if you’ll do cl.st.LP (for TC4) or far.st.LP (for st.LP , st.MK bnb).
If you wanna be pro about it, you can use TC4 + f+LK option select (sorry, forgot the Ibuki who mentioned this), and you’ll get the extra f+LK if you did far.st.LP, to maximize your damage.
Also blocked mk.chicken wing is also U1 punishable, but the initial spacing (before you block it) has to be just right.
Since SSF4 AE DLC is coming, I wanted to know about her vortex in AE. I see that we can’t use neckbreaker vortex anymore or am i wrong?
^^ You’re wrong.We just need to adjust our timing.Don’t worry about that.Also if the AE trailer for the consoles that was leaked is legit,we’ll be able able to play both as ssf and ae ibuki.
So after watching Sako fight Zangiefs at Revelations it really made me think twice about the way I was fighting Gief. I personally never really try to vortex him as I was always getting lariat out of it. But after watching Sako I came to realize that he was indeed vortexing him with a sj kunai that was timed to hit on the get up frames(there is I believe 1 or 2 frames when the opponent gets up that will have them in standing frames even if they are holding down on get up) and hit the top back part of giefs head. I was also very afraid to jump in on Gief at all even on a clean knock down but again…Sako was timing his jump M Kick to hit at the top back area of the head on the wake up frames and was stuffing lariat while scoring a counter hit. It even looked like if Gief blocked it he would be put in enough block stun to get away from those churn butter Giefs.
If someone knows more in detail or if I am completely wrong I would like to know as I am plagued with having a scene where 20% of the players are using Gief. Or perhaps the Zangiefs had very little experience vs Ibuki…
I dunno about you but I’ve been vortexing Gief since day 1. I haven’t seen Sako’s WNF combo video yet but I’ve been using j.MK hitbox safe jump vs Gief also since day 1. In fact, I think I was the one to suggest it, many months ago, somewhere in the old matchup thread.
In more detail: a well timed/spaced j.MK on Gief’s wakeup will stuff Lariat and you’ll land/recover in time to option select and punish backdashes or EX green hand. I don’t think you can counterhit Lariat since that thing pretty much has full startup invincibility. Timing and spacing j.MK perfectly is the difficult part. If it is timed incorrectly at all, Gief can crouch Lariat and knock you out of the air. If j.MK isn’t aimed at Gief’s head, Lariat will also knock you out of the air (and/or trade). An easy solution to this is to keep Gief honest by mixing in kunai vortex here and there so he won’t know whether to try crouch Lariat (at least 4frame delay from regular Lariat I think), or reversal timed Lariat.
Learning the timing and spacing for j.MK and kunai vortex can be scary, since if you mess up, you’ll either eat a Lariat, Lariat + EX green hand, or SPD. Once you get the hang of it though, I’m sure you can dish out some serious damage via tsumuji loops to punish Gief’s non-blocking attempts.
Just curious about the unblockable. Can you get an auto corrected DP to hit it? I think since it is out of the corner you might be able to.
Back when I tested it in super, yes it was possible, but I wasn’t able to do so very consistently.
If you do the motion :d:, :df:, :f:, hold :df: + :atk: you can get it almost 90% of the time. The key is if you don’t hold it then it may not come out correctly.
Still that unblockable can be sneaky if your foe doesn’t know about it.
Well if your opponent wisens up that much to your unblockable setup, you could also switch back to kunai vortex. Very easy to do if you switch up the mk cd for hk cd and go from there.
Ok, I have a question about that complete SJC mixup (Kazegiri > FADC > cl.HK xx SJC xx MK Dash > cr. HP xx SJC etc.)
I’ve been practicing SJC and can get the TC9 xx U2 easily, TC6 (I think cl.LP > MP > D + HK > HK) xx SJC > HK Dash
I just cannot get the mixup combo. Any tips?
Which mix-up combo are you talking about? You talk about 3 different things in your post which is a tad confusing.
The first one lol sorry. The one where you ex kazegiri, fadc, cl hk, dash, etc
I found an easy way to SJC the Crouching HP, after you hit Crouching HP let the stick go to neutral then do the SJC and it comes out way easier. Of course that is if that is the part you are having trouble with. Unless if its the CL HK then you are going to have to practice to time it and make sure you P-Link it. To SJC the HK I find it easiest to start from down back position then finish the SJC to get the timing down easier. Anyways hope this helps.