- It’s heavily spacing dependent. One safe jump against 3f reversals like shoto dp is back throw , walk up slightly , j.MK.
- Is this an undocumented change in 2012? I’m testing it on AE PC 2011 right now and it doesn’t have any invincibility. Neither do the rest of his duck unders.
- She can get out, but she has to spend meter. Her EX starts almost instantly. Her regular parries don’t, and will just simply get hit by the kunai.
4.1. If she does the neutral jump in time, you definitely have time to block, even if you threw a kunai. In fact, you have time to punish her. In fact again, you have enough time to option select and still punish her.
4.2. A basic option select to punish her neutral jump parry follow up is to option select st.HK during your TC4. It takes a little getting used to, but you can basically just mash st.HK while you’re pressing LP MP HP. Either the TC4 will be blocked, or she’ll get hit by the cl.st.HK. Both are very easy to hitconfirm into the proper knockdown/followup. However, she can still do the neutral jump follow up and then dive kick away, or just do the other follow ups. - Probably, but I haven’t played enough Yuns yet. It seems like they’ve all left once they found out he’s not S tier anymore. Nor have I been playing much 2012 anyways.
- Kunai vortex is really hard to explain down to the exact detail. It’s more of a “keep doing it until you get a feel for it” kind of thing. After doing kunai vortex like a million times, you’ll just simply know how to space and time your kunai setup just right to purposely cross up, or stuff that dp, or etc.
6.1. Still not sure what the point of the HK cd “mixup” is for. Her command dash isn’t like Abel’s, and it has too much recovery at the end for most opponents to just see what side she’s on and then block correctly.
Found a hitbox safe jump that works similar to the shoto safe jumps. Actually the setup isn’t anything new, but that I’ve just tested it on a few more characters. Recall on Blanka you could do a sweep knockdown and then back dash , jump in. Pretty easy to do since you can just mash the backdash and then hold up.
But due to the spacing, the safe jump allows you to safe jump certain reversals you might not be able to normally, specifically DeeJay. While you can’t safe jump him with this backdash setup after a point blank sweep, you can after one Tsumuji loop. Safe anywhere on the screen, except in the corner when he has meter. The setup probably works on several more characters, but finding a way to safe jump DeeJay’s 4f reversal is good enough for me.
Great job Mingo. Very usefull
- Fuck 3 frames DP then.
- I don’t know, but I played a good Dudley this week end who could avoid some kunais with an EX Run. Haven’t tested more, maybe I was just having a bad timing
- Didn’t know that, thanks
- I have played some Yuns and I could always vortex them. I think that only one version of upkicks can get them out, but I’m not even sure
- I agree, but once you get it, it can be nice to know some variations. Like 3MK - instant kunai, neckbreaker - half step forward - jump kunai (stuffs 3 frame DPs), forward throw - HK CD - instant kunai…
6.1 Don’t you ever use a HK CD mixup? You should. I think you don’t realize how useful this is. People think that Ibuki has only kunais for pressuring them. The mixup I gave you is extremely useful (unless he mashes a 3frame DP of course), meaty, surprises opponent because he’d have to switch guards, breaks back charging. Moreover, when you happen to play a FT 5 or a quite long set against the same person, you can have even more fun by mixing HK cd & MK cd. He’ll think whenever you do a CD, it’ll be behind him, mindfuck him.
What I like with Ibuki is I that I can change my pressure whenever I realize my opponent figured out how to escape the previous setup. Mixing between kunais, safe jumps, empty jumps AND HK cd is too much variety for any opponent, unless he mains Ibuki.
You should give it a try, okay, I’m not sure this works against Kazunoko, Daigo, or any other japanese dude with a 1 frame reaction time (seriously, these guys live in 60fps, right?), but it’ll work on a lot of people as it is very surprising, unless you’re playing somebody who perfectly knows Ibuki. Played a lot with some top French players and I could hit them with this mixup, mostly because they were expecting me to do something else.
- I’m at the point where I pretty much only have to worry about my opponent purposely juggling themselves (reaction juggle) or FA-ing out (mix up vortex moar).
6.1. I forgot HK cd is good for breaking back charge. Thanks for reminding me. The single (very) useful use for this is probably to vortex Boxer after a forward throw, without having to resort to the walk back , j.LK safe jump. All other charge characters have a down-up move that gets them out anyways, or a teleport.
6.2. I would think after a ft5, your opponent will just simply mash dp whenever he/she sees you go for command dash into any meaty. I know I would, because the likely-hood of you not pushing buttons after command dashing is very low. Otherwise, you’d be putting yourself at the unnecessary risk of getting thrown by wakeup throw.
6.3. I dunno what dimension you’re living in but I think most of us are living in like infinite fps; something having to do with the speed of light. Unless living in 60fps and having 0.0167 ms reaction time are two different things (probably).
6.1: Boxer’s EX headbutt will punish your meaty attempt if you HK cd
6.2: After a FT5, I’d also make sure to mix a bit more with empty command dashes =)
My personal way of playing is that I don’t want my opponent to be able to mind what I’m about to do. This is why I mostly change my mixups every time so he doesn’t have time to understand them, and when he thinks he understood, I’d go for something else.
Moreover it’s funny cause I end up very often beating my opponent and seeing him raging cause he didn’t understand a single thing I’ve done in the match.
Of course I won’t say it’s the best way to play with Ibuki, but definitely the funniest imho. For example, watching F-Word playing does not really excites me since he “just” goes for the safest things (which is definitely efficient, of course), while watching Sako just makes me praise his godlikeness.
Guess it’s just a different way of seeing the game itself. Also, the result is exactly what I want: people playing against me just say “man this Ibuki is unusual”. It’s funny when I team up with a good Ibuki friend, people just freak out cause he’s more Mingo-playstyle while I’m more Izuna-playstyle, looks like two different characters!
6.3 by “living in 60fps” I was meaning having a 0.0167ms reaction time =)
6.1. I’m not meatying anything. I’m talking about forward throw , HK cd , instant kunai for instant vortex minus his good escape options.
Hmm well if only there was a way to quickly cross up after a neckbreaker knockdown, then we’d be in business. Then we can do some kunai shit on Bipson and only have to worry about teleport or EX headstomp.
A correctly timed neckbreaker - walk forward - jump kunai crosses up and stuffs shoryus.
For a visual tip, you’d basically have to walk until Ibuki’s back leg becomes the forward leg and then jump
He’s talking about making his opponent lose charge. If you do a TC^ and stop with the knockdown, you actually get a longer knockdown so you have more time to dash behind and start it.
I just tested it and works perfectly. Guess I have a new favourite jump in against shotos
Make sure you get the spacing, it’s kinda difficult to get it at first =)
I can’t believe how many people just mash reversal when they see me walking forward. Then they are surprised by the kunai. Scrub Fighter IV.
I wonder, why did instant kunai vortex ever go out of style? Sure it might be harder to time correctly to stay safe and still be combo-able, but the ability to start vortex instantly when it looks like you’re going to do a meaty setup or throw is invaluable.
It went out of style? I still do it during my vortex just to mind-fuck my opponents. After spending most of my time just doing safe jump setups, and regular kunai vortexs, they get REALLY curious as to why I’m standing so close to them. One guy actually said out loud, “What…the fuck…are you going to do now?”
I’m pretty sure I heard his head hit his buttons when I landed the instant cross-up kunai, lol. It can be difficult to time, but it’s quite fun, and not quite as obvious as her regular kunai jump-ins. Plus if you seriously fucked up, maybe you might have enough time to backdash to safety.
Hmm, I think I see now. It’s harder to time, harder to combo off of, and offers very little actual blockstun should your opponent happen to block it, meaning it’s almost never a true blockstring.
However it is fast and is very difficult to FA out of due to the ability to easily stay on the same side (at the risk of getting hit by a reversal).
A simple setup I’ve conjured up (probably old) is forward throw , HK cd , jump kunai. You can crossup, non crossup, and choose which side to land on depending on when you throw the kunai and if you add a delay between the throw and the jump. Probably not that useful of a setup since you can already just forward throw , walk back , jump kunai, but HK cd is good I think to force your opponent to lose charge and/or fuck up their inputs, making their mashing much less effective.
How safe is that setup from 3 or 4 frame reversals? I say use whatever mix-up works, even an “out of style” kunai vortex. The less comfortable my opponent feels about my playstyle, the more likely he’ll commit critical mistakes.
Haven’t tested it but I’m fairly sure it should be safe from most reversals, depending which side you land on of course, as it should mirror the standard kunai vortex.
You can also 3MK (slide) - instant kunai after a Neckbreaker or a Tsumuji
And after a forward throw, the HK cd - instant kunai is so useful to total mindfuck. Your opponent won’t know where to block.
eltrouble, you just remind me a Guy I’ve played this weekend at the local arcade, he was screaming at the middle of the fight “WTF HOW DO YOU REACT TO THIS SHIT???” it was sooo funny
I tested it tonight against my student, and she had a LOT of trouble blocking it. I went for the cross-up version the entire time, since I feel that the regular instant-air kunai is WAY too dangerous to just throw out there. In this case I was playing against a Honda, and one random wake-up EX headbutt (which hondas love so dearly), would halt my momentum instantly, and not even from a good read on my opponent’s part. I highly doubt people have trained their muscle memory to focus dash or block cross-up in reaction to an air kunai, that would take some SERIOUS training.
I know Honda is an easy target for safe jumps and kunais, but she couldn’t auto-correct reversal anything to hit me out of the instant air kunais. I’d say it’s pretty effective, although I probably wouldn’t use it on anyone with a DP, or a straight vertical reversal (fei long, deejay, guy). Anyways, I’m feeling like Ibuki v. Honda is starting to favor Ibuki slightly.
You can do a whole world of setups to land the instant air kunai. I prefer doing command dash, because I notice that many people either anticipate a poke or another command dash after the first one. They tend to want to do a reversal on wake-up…which…depending on the match…is a good thing, since you’re potentially safe from a counter-attack if you vortex properly, and you’re able to land a better punish combo.
lol at your arcade story. Usually people just vocally complain about Ibuki, as the match is being played.
“Ibuki is a goddamn Marvel character in a Street Fighter game”
“This chick is SO broken.”
“Playing Ibuki is like getting a free token. You’re guaranteed at least one easy win.”
“Why does her dial-a-combo do so much damage?”
"Fuck…you…"
Mike Ross: “I hate this stupid…gimmicky ass character…so much”
No shortage of Ibuki hate whenever she gets brought up in conversation. But I think we can all agree…NOBODY likes Blanka or El Fuerte players. Fuck those guys.
Haha eltrouble, glad we both play Super Ibuki Fighter IV: Make them rage edition