I got 7th at the Super Arcade tournament by Level Up on Saturday doing pretty much this lol I didn’t get the game til yesterday.
As for footsies. Ibuki is really good now. Her spin kick is +0 on hit, -1 on block, does 60 damage, has 4 frame startup and only 19 total frames. What’s great about it is that it has the same range as Ryu’s cr mk, but is just better in every way other than comboability and not being a low.
You can combo spin kick into lk or EX tsumiji only (or super or cross art if you really wanted to waste the meter), although during footsies it is probably best to use it with mk tsumiji so that you are not -3 on block, and because it will frame trap them. If they start doing anything after getting hit by the spin kick, then mk tsumiji will hit them which can cause a knockdown and you get a free way in. You could then cancel spin kick into raida dash cancel to get in from far away in which you can start your pressure when they expect tsumiji to come out.
Bansho kick, sazan, and reverse spin kick have alot range as well and can both be used to get it. Sazan being much safer on block and easily comboable on hit is great. Bansho kick can be used to counter crouching low attacks from afar while allowing you to combo on counterhit and get in. Lastly reverse spin kick can TC into the overhead which is mainly used to get from really far away to really close since I doubt that anyone is going to get hit by it since it is so slow, but it is +4 on block and +7 on hit.
On top of all this you can dash in from really far away since her dash is pretty fast and goes really far. Plus you can shut down enemy air attacks really well with agemen.
@ soulsynapse- I also use the same strategy when it comes to combos/pressure. It works really well especially when you add spin kick to the mix, and now I am trying to add sazan/bansho kick/ reverse spin kick.
When you have a person that is good enough to actually alpha counter that “pressure” will get you killed -.-
This made me lol.
Obviously comboability and lows are really good. But what I meant was in the literal sense that the other properties of the move are better. Such as frame data. Not being low also means that it can’t be countered by launcher.
Yeah I get it. Its a better poke. Im just busting your chops.
Though if you can poke that into lk tusmuji reliably then i would say rocking those high damage power gems off landing 4 specials is the way to go on one of her gems. Its something i need to try out with her. So far jab pressure has been relentless though. And when I get pushed out Ive been using B+mk >F+mk to get back in. But that doesnt work on a character like Julia. Maybe I’ll see how f+lk works on Julia.
I read in the guide that her super’s a 1-frame startup, but then it has this whole other explanation about how the opponent can always block it and there’s 60 cinematic frames, and I got confused. Is it effectively the same as Julia’s, where it can punish any unsafe move?
Yes. You can also antiair with it but ibuki’s back MP is so good that you really shouldn’t.
How are you guys doing against Hugo? I don’t even know how I should fight him
Fighting hugo:
Step 1: Walk up and Jab
Step 2: Jab again
Step 3: Repeat step 1 and 2.
I’m having trouble dealing with rush down. A friend of mine plays very aggressively and always pushes me in, mostly after a knockdown. My biggest problem is knowing what to do on wakeup. I’ve tried to get one of her specials out but it seems like thats pretty unsafe. Rolls work fairly well, but I need some other wakeup options. Any advice?
Sooo… Im wondering why more people don’t play ibuki… Definitely one of the best characters this time around…
I really miss the invulnerability frames of EX kazegiri. We don´t have nothing reliable on wake up. Shit.
I never had that problem since I pretty much never used it. I’d rather rely on the cross counter any way which is a guaranteed hit. And besides Ibuki has a 3 frame (st or close jab) move to punish anything negative or zero (assuming the opponent doesn’t have a 3 frame attack which many characters actually do not) or at least reverse her roll as being on the defensive and a 4 frame move that she could use from much farther distance (spin kick).
You do have have reversal super which is a 1 frame startup too, and it does have a ton of i frames.
He can do a well timed ex monster lariat or just alpha counter if you’re doing that.
Yeah, I know what you mean. It’s not like her ex dp has ever been great for wakeup but did they really have to take all of its invincibility this time -_- How do you feel about her backdash? As long as I’m not backing into a corner, the i frames have been helpful. Just have to watch out for when people start OSing it.
You should be able to anti air B+MP and then follow it up with a standing MK or crouching MP into ultra though.
Im taking a couple day break form her. I am still having a hard time getting into TC4. All of her other pokes into specials just dont do much damage. I switch characters and I have no trouble doing damage. I dunno. I think I chalk a lot of it up to her floaty jump and her active frames on jumping attacks.
What is the combo you are using as a bnb and what damage is it doing?
Combo wise I just hit confirm into TC4 or TC6. What I am talking about is how she has 7 normals that u can jump cancel and 3 target combos that can also be jump cancelled. Essentially making most of ur blockstrings safe. And easier to extend combos… Haven’t found a way to reliably do that yet tho…
Edit: just looked through the bible and she has the most out of the entire cast… She must be able to use that to extend her combos… For more damage!
Hi guys, I´m trying to play Ibuki in SFxT and I´m having a hard time as well.
I just can´t find the way to play her and do damage…Also, kazegiri doesn´t have any invencibility so when they knock me down I´m pretty done without any option at least to respect me on wake up.
I would really appreciate some tips or guidelines to find out the way I should play her.
I wish cl.rh still beat cross up attempts. people jump too much in this game