I agree with a lot of your points. Her AA is sooooooo good. I truely belive this is one of her best tools and can be very frustrating for the opponent.
Anyway on to your Bonsho comment. Can you tell me what you are following it up in general. On counter or normal hit.
Bonsho kick on counter hit crumple can be followed by these moves: launcher by itself ( 1 bar 400+ damage), cr hp lk dash combo (if you got the execution down. 1 bar 400+ damage), cr hp x launcher (if you want to use 1 bar 400+ damage), st mk x hk kazegiri (2 bars 500+ damage EASILY), and on close crumple use st hk x jf HK x HK kazegiri x switch.
I use the last two combos based on my range.
After I tag, I use Cosmic heel x HK ST x Tag x Cl HK x JF HK x HK kazegiri. It equals 545 damage from the st mk x hk kaze giri, and 587 damage from the cl hk.
On non counter hit you cannot combo since you are at +2 unless you want to use super, which I dont think is worth it.
On standing counter hit you are at +3 but to link into cl lp is VERY hard for me right now.
Oh I didnt realize it crumpled. Hmm It might be worth storing a charge once in a while then. This is why i was confused.
So I guess my question is if the kick is blocked or even if it hits what do you typically go into then? I understand it doesn’t combo. I was just kinda curious what your flow was like if it doesn’t crumple them.
It really depends on where I hit and what the opponent is going to do. If they are going to mash DP or something then I will just block or back dash. Since I am even on block or +2 on hit, then I try to continue pressure with some st jab or cl lp. If they try to continue blocking, I might grab or try to counter hit them.
So I have just read every post after mine. Ibuki is going to have many bad matchups it seems. I have played the game a second time yet, but I will let you know when I pick it up.
You are likely right. This is going to be a game of bad match ups all around like SF2 was IMO. That’s the one thing I’ve been saying since the first week. The frame data is just too crazy and weird for this not to end up being true. However it is a 2 character game. So unlike SF 2 when dhalsim can 8-2 gief. You can now pair your gief with someone that have a better matchups in those situations. So maybe you can pick a character that has some strengths where you think ibuki has those bad match ups. Speaking of Gief, right now I am struggling with Gief more than any character. This is probably due to my patience. But i’m sick of time overs as it is…
As for my Partner I’m committed to law on point. He does DAMAGE. I have a meter less combo with him that builds 1 meter and does 428 damage. That being said he has his own weakness’. He can get bullied by many characters up close and even sweep range. This is different as i feel very confident with Ibuki in these ranges. Though his biggest weakness is AA. This is one of ibukis strengths. People in this thread have complained about fireballs. Law IMO might be the best anti fireball character in the game. This at least forces someone to change play styles when I have different characters in.
Things like that arent the sole reason I picked him though. They do flashy shit together and have some awesome ways to extend combos no matter who starts it off. Team Ground Bounce. I Really like this team.
I just read the last few pages, and am not responding to anything specific… But come on… this thread seems so, uh… negative nancy.
Again nothing specific here, but Ibuki isnt that bad. I mean geez, the top ranked XBL player uses her on point. And yes, that means something, or at least its not a fact that can just be brushed off. Just saying she is very effective.
Just my opinion but fireballs isnt really an issue with her. Certain characters she can just c.mk or cf.mk and others she can just block or empty jump over (jump mostly too lofty for jump punishes, unless you jump hella early). She can play keep away or pressure you heavily up close. Yes that medium spot seems to be tough against a lot of characters, but her pokes are really better than its getting credit for. AA is godlike. Air to air is godlike. Damage is decent.
There is nothing wrong with being mid/upper mid tier. There is a charm to it.
Yes it is quite rough and I really feel that Guile has the advantage here.
I end up having to empty jump here and there, when he’s not charging down for flash kick. If I jump in early enough and catch him throwing sonic boom, then I will make him pay. Usually I will jump in from far enough away that he can’t ground AA me properly. If he hesitates in throwing a sonic boom, then dash in and start with the pressure. Ibuki’s dash covers like half screen in 18 frames which is pretty good. If you are good with hien, you could also try your luck with it since its safe on block and does massive damage on hit with 1 bar.
You could jump over sonic boom with hammer kick as well, but its not easy.
I once got this player scared of throwing sonic booms cause I was able to get in so well.
If guile ever throws sweep at certain ranges, then after the first blocked one, you can launcher the second part for free. Furthermore Guile has 950 HP and no 3 frame attack so make sure you take full advantage of that.
After taking a look at Guile’s section in the strategy guide, makes me realize how more powerful he is than I originally thought. His unique attacks are very powerful. For example he has a high angled kick that causes float on normal hit which I assume strengthens his AA even more.
Also, I don’t know if this is common knowledge yet, but every character in the game has a super jump which means that Ibuki has one as well. It has the same number of frames as her normal jump. Except her neutral high jump is faster than her normal neutral jump lol.
It is performed by tapping down and then any jumping direction. I don’t think the actual jump is farther, but she will jump higher.
Does she really have a super jump ? or is it just a way of cancelling into dashes/raida etc… ? she doesn’t seem to jump any higher for me and I haven’t heard her little scream either, maybe im just not paying enough attention but I think its just a name not actually a high jump. Im most likely wrong.
Its actually quite easy to tell. She does jump higher, and there’s actual extra smoke from a high jump. I don’t think she jumps farther though. The high jump is the same speed as her normal jump and there are no other visual cues, which is why the jump/super jump mixup is so powerful from cr hp.
hey im new to ibuki…i was wondering if you guys can help me out a bit. can you tell me what her bnbs are,what her anti airs are,what to practice as a beginner in training mode and what i should look for going into a match
A confident, practiced Ibuki is art. So fluent, so active, just beautiful…
A forward motion of blur and confusion. I hope to one day get to this stage, however I am currently playing her more defensive/counter style while still learning her ranges and poke combos/cancelable normals, etc.
I just can’t get over how the really good Ibuki’s seem to just walk forward with standing jab or spin kick and just stay in the opponents face without eating a ton of damage…
Apologies if this has already been covered but why is it on ABC tag she often runs past the person so when I hk I’ve run past them and it whiffs? Not sure if its an online thing only?
No ive had a similar issue a few times. I thought it was more the forward movement of close HK that causes her to move past the opponent, but idk. Her tag in animation is kinda wonky at times. I find it pretty easy to mistime and press the button before she recovers from the tag.
I tried it out again and with me she doesn’t have any extra smoke but asuka and ryu do whenever I’ve tried the super jump now I’m seriously confused! So I’m still saying its just a name… With ibuki anyways.
Playing aggressively is not some unattainable ability available only to the upper echelons of players you know. It’s only a matter of practice. Go to training mode and practice effective pressure strings, mix ups, and combos. Study her frame data and that of other characters. Know when you have advantage and when you don’t. Learn how to punish every option your opponent has to deal with your pressure.
The most important parts of playing any rush-down character is having good game sense and reading situations correctly. There is an art to noticing subtleties in your opponent’s play and exploiting their tendencies in particular situations. Some tendencies are universal, and everyone has habits. Observe your opponent. How long will he block before becoming impatient and trying to escape? What does he like to do when he’s knocked down? This game sense, combined with practiced attack strings is what results in the fluent Ibuki play you’re talking about.
But before that, learning to execute the necessary attack sequences and things of that manner is necessary. Go to training mode. Learn every pressure string you can and practice mixing up your attack patterns. Practice pressuring the dummy as though it’s a real opponent.