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

for me personally its alot easier to do that than sjc u2 from st.mk…

in fact for me atleast st.mk xx u2 is the hardest sjc that i do.

the way i practiced agemen xx cd >hk xx cd was to just put dudley on neutral jump and then try to never let him land before getting hit… it made my timing super nice on the agemen mixups… unfortunately that was 6 months ago or more… now my timing is back to being ass…

-dime

Just found a corner safe jump setup which works on Yun, and all other characters that are safe jumpable.

raida , backdash , j.HP

Looks like we can finally put the raida vs kazegiri juggle in the corner dispute to rest. I don’t think there’s any need for corner kazegiri anymore unless in the rare case you didn’t do a big scaling combo before cancelling into kazegiri and for some reason you can’t get the damage back after safe jumping.

You need to make a Mingo thread with all of your information consolidated so I can leech off of your work :slight_smile:

Has anymore work been done for this? For some reason this thread just got forgotten about, I guess people aren’t interested because of the difficulty of it.

Anyways, I’ve gotten +5 on Ibuki with MP Kunai jumping forward. It’s rare, usually it’s only +4, but when you hit her tip of her shoe it’s +5. You can tell if it’s +5 when you do it right, it just feels different? lol.

Not only is it fairly difficult, it’s a shitload of more character specific nonsense, plus spacing nonsense. Most people have trouble memorizing which characters are tsumuji loopable as it is.

Yeah, it’s pretty gay to be honest.

Cody is at least +3 with MP Kunai jumping forward. I don’t remember if earlier or not I got it at +4 on him but he’s pretty hard to hit with it anyways.

Makoto +4, spaced out +5 and can do ST.MP->ST.MK -> Tsumuji loop.
Yun +5 with jab +4 with MP, +7 minimum if spaced correctly. Tsumuji works.
Yang +4 up close,+5 with jab kunai +7 if spaced. Tsumuji loop works.
Dudley +3 and second hit of MP in TC4 whiffs, fuck that.
Gen +4, +6 when spaced out using HP Kunai.
Dan +5, +7 when spaced using HP Kunai.
Sakura +5, +7 when spaced using HP Kunai.

Brb, gym. Hopefully I don’t forget about this.

Oni +7 with jab Kunai. Can get +7 from MP but it’s usually only +5 (cause of hitbox). Can always do MP->MK->LK Tsumuji loop if ST.MP hits (kunai hits toes, which is always the jab version or properly timed MP).
Sagat hitbox gets too wide after CR.HP so Kunai hit’s too early for any follow up.
Cammy +7 with jab, can link full tc4->jab->knee->special.

So is that corner or midscreen? What does “when spaced” mean?

All these test are done either mid screen with MP Kunai unless otherwise noted. I don’t know why the original author tested out with the characters point blank from each other but that’s how the original test are being done.

Properly spaced is a little further back than “point blank”, so it’s usually with her fist (CR.HP) near the opponents head.

Friend came over so I’m delaying the testing a bit.

Deejay +7 and you can hit ST.MP -> ST.MK -> LK Tsumuji -> ST.Jab -> ST.MK -> Special. Dope damage and pretty easy to get advantage after kunai.
Guy +4 from Max distance CR.HP into HP kunai, not worth it.
Hakan is kinda weird. +4 after MP Kunai but TC4 wont come out, you get the other useless one. If jab kunai hits like the middle of him (Ibuki has to jump a little bit higher than normal) you get +3 but you can land a full TC4 into LK Tsumuji loop.
Zangief is kinda weird at the moment. You can get +6 from a max distance CR.HP into HP kunai. It’s kinda hard to time but if you can hit it, you can get ST.MP -> ST.MK ->LK. Tsumuji -> ST.LP -> ST.MK XX Special.
Vega +4 and can hit TC4 into Tsumuji. From max distance into HP Kunai, you get +6 and can do ST.MK(no ST.MP first) into LK Tsumuji -> ST.LP -> ST.MK -> Special.
Balrog +4 most of the time and +5 on rare occasions. +4 lets you do TC4 into Tsumuji and when you get +5 you can do ST.MP->ST.MK -> Tsumuji etc.
Fei long +7 with Jab Kunai. Both TC4 into Tsumuji or ST.MP->ST.MK ->Tsumuji work.
T.Hawk +4 off of Max range CR.HP into HP Kunai, not worth it.
Adon +4 and can hit full TC4 into Tsumuji.
Rose +4.

That should be everybody, gonna bold character names cause this is kinda messy.
This was pretty easy to test.

Tell me how to put that data in chart form and I’ll put it in the Ibuki charts.

Hey guys, i just want to kno if anyone can give me the exact input for the low kunai (like as if you did a kunai while standing) and the sjc u2 after a tc4. I thought this wud be the best place to post this since its an adv ibuki thread.

You can TK (tiger knee) the kunai: :qcf::uf::p: but you must remember that there’s a height requirement. In other words, if you press punch too early, you won’t get the kunai.
Or you can “IA” (instant air) the kunai: :uf::qcf::p: this is what I do.

TC4 xx SJC U2 is what you would expect: :lp::mp::hp::qcf::uf::qcf::3k:
Alternatively, you can input the :uf: last, such as :lp::mp::hp::qcf::qcf::uf::3k:

You should probably read the Ibuki player guide.

Ok cool, and yea i shud lol im really new to Ibuki and this forum. So i guess ghe only thing im messing up on is timing and inputs for the u2 sjc

Played an annoying Blanka today so here I am researching some guaranteed safe jumps. I didn’t test it with everyone, but I’m fairly sure they should also work against Sagat and Cammy. I think.

  1. Neckbreaker , cr.MK , j.HP (I think we should all know this one from Super SF4)
  2. EX Neckbreaker , b+MP , sj.HP
  3. HK Tsumuji , far.st.LP , j.HP (watch your spacing; use j.LK if you think you might cross up)
  4. MK Tsumuji , cr.MK , j.HP (tip: MK Tsumuji recovers faster than you think; much faster than HK Tsumuji)
  5. EX Tsumuji , cr.LP , j.HP (kind of iffy on this one; I think I might have accidentally waited an extra frame somewhere to make it work)
  6. Raida , HK.cd , sj.HP (if Blanka is in the corner, use neutral sj.HP)
  7. EX Raida , HK.cd , sj.HP (same as regular Raida, obviously)
  8. Forward throw , cr.LK , nj.MK
  9. Sweep , backdash , j.HP (spacing dependent; sweep has to be done within 2x cr.LP range (ie: cr.LP , cr.LP , sweep) or with you or Blanka’s back to the corner)

The sweep safe jump might just be the easiest safe jump here, as you can pretty much just mash backdash and you’ll still time it right. All the more reason to have a strong corner game. I think I’ll be using U2 in this matchup from now on.

Other notable mentions go toward Raida/EX Raida as timing a special (command dash) is generally easier than timing a normal, imo. On the bonus side, Raida throws Blanka across the screen and closer to the corner, where you can eventually use the easy sweep safe jump setup.

Fun fact: it takes about 3 Raidas to put your opponent into the opposite corner, assuming your back is already in one corner.

I definitely have to write this down.
Thanks for the tips. I don’t wanna get annoyed by Blankas anymore in 2012.

Played an autopilot Seth today and noticed that the standard Raida (corner) , backdash , j.HP didn’t work. Went into the training room to find this replacement setup:

Raida (corner) , cr.HP , j.HP

Replace j.HP with nj.HP if you’re too close. And of course, you can swap Raida for EX Raida.

For future reference:
(EX)Neckbreaker: face up, legs away from you
(EX)Raida: face up, legs towards you
(EX)Tsumuji: face up, legs towards you
Sweep: face up, legs towards you
Forward throw: face down, legs away from you
Back throw: face down, legs towards you
U1: face up, legs towards you

Pertinent knockdown information since in this stupid game, everyone has different wakeup timing depending on face up/down and legs towards/away from you. Note that regular and EX makes no difference for your opponent; the only differences are spacing and your recovery.

Edit: while I’m at it, here’s another safe jump for Ibuki’s common knockdown, MK Tsumuji:

MK Tsumuji , forward dash , nj.HP

This is very easy to do, but is easy to see, just like the dash up safe jumps off Neckbreaker for DeeJay, Chun, Cammy, etc.

Edit2: added safe jump section to the Ibuki charts https://docs.google.com/spreadsheet/ccc?key=0AqClL3kJPchYdFlDd0VhMmt4R0w3TVdJQ2hHX29GLUE#gid=9

If you guys want to help test some safe jumps, feel free to tell us your findings and I’ll add it to the chart.

WOO more safe-jumps in time for the 16th please =D
Although the Japanese use calculators for safe-jumps, you actually spend time to practice them.

I posted an excel sheet last time helping to calculate safe jumps, I’ll have to look at it!

Anyway I’m working with command dash - mixups these times, I’m trying to add some mixup variety to my game so I’m trying to find good timings to hit meaty.

I only found (/got told) two at the moment:

MK/HK Tsumuji, whiffed st.HK, HK cd - st.MP
HK cd goes behind, but if you happen to use this mixup too often, try to mix with MK cd so your opponent will expect you ending up behind him

MK/HK Tsumuji - LK cd - HK cd - st.MP
Same as before.

Please note that using HK Tsumuji will make it situation & character specific. Sometimes it won’t go behind your character (corner or HK cd input too late).
Please note as well that you shouldn’t use it against a masher. This is obviously super unsafe against shoryus.

Use it once in a while. When your opponent won’t expect it. When he’s expecting a safe jump or a kunai. We all know that good opponents won’t mash DP against Ibuki because they know well-timed kunais always stuff it. Play with that and mindfuck your opponent.
But don’t do it too much. Or sometimes start the mixup but don’t HK-CD, throw a kunai instead, so your opponent can’t say “whiffed HK ==> COMMAND DASH INCOMING!!1!!1”

(This is also one reason why Izuna’s unblockable against Ibuki is awesome: people won’t mash anything, so your unsafe unblockable will hit them. Unless they know this move.)

On this specific subject, I find it very funny to mindfuck your opponent with Ibuki. Any good player will play in a patient way against you, so the best solution for you is to go faster than his reactions.

Farasol Umejuarez ww.
Anyway the walk forward -> Kasumi Gake stuff is pretty good especial Farasol’s st.Roundhouse trick |(which moves Ibuki forward), but the best thing is that you can do this after a Roundhouse Kazegiri if they quick stand.

Not that getting hit by EX Kazegiri, which has a 50% change of working, is even worth considering as a problem. =) When people start using the Dudley dash or Ibuki dash I switch the OS to Raida so I can’t get punished but I can still grab backdashes.