Do her pokes still suck?
I’m loving sfxt ibuki, once she gets in she’s hard to get off of you and ex raida being a grab is godlike XD idk why you guys are whining, godlike damage, same normals, better block strings, no dp fadc ultra to worry about. What’s not to love? :{
EX raida is only a grab if they are standing though which is weird and its too easily punishable on block. I think her block strings are probably alot better as well. Only real thing that I think is unfair is that her f+mk is -4 on block. I think that’s way too much. Vega’s overhead is 22 frame startup is comboable after hit and zero on block, and has more range. Why is hers -4!?
I don’t know man… She may turn out to be SSS tier, but Ibuki without vortex just doesn’t feel right. It’s like a Dhalsim without full screen pokes.
to a sf3 player an Ibuki WITH vortex didn’t feel right. It’s all relative
true that, but her “vortex” was basically a balance to her bad neutral midrange game in sf4… in 3s she had decent pokes and a parry for opening people up… therefor no vortex needed.
what i dont know is whether they gave her vortex to make up for her shitty pokes or they made her pokes shitty cause of vortex… LOL
anywho im a little more happy with her sfxt iteration after my last session, but then again i was playing against wacker players that were giving me free “ins” so yeah.
-dime
Her bonsho kick is really good. It moves her forward and is safe on block. When it counterhits against crouching characters they are at -29 so you could do cl HK x JF HK x mk x raida for 408 damage without meter. combine bonsho kick with tsumiji loops/ hammer kicks/ and close frame traps with grabs and you can probably open up people pretty well.
I just found out that the second hit of HK tsumiji is reversable on BLOCK. Its one frame, but that still sucks! The third hit high oh HK tsumiji is not reversable though. The third hit high on mk tsumiji is reversible.
Does anybody else notice how good her Hien is for tagging out? If it hits you get a free combo if they block you get a blockstring/mixup. Im not exactly sure on the frame data but from the games I have played it seems like a safe method as long as you don’t get antiaired.
Edit: Her win quote to Law is: “Dizzy already? I thought I had low stun”. I thought that was pretty cool lol
Anybody have general strategy for playing Ibuki? Didn’t play her in 3S or SFIV, but I have experience in those games so I know her moves. Wondering how I go about landing hits tho- what do I poke with, what do I AA with, how to apply knockdown pressure, what do I tag cancel with, what are my safe blockstrings, how are her moves moves on block, etc. My partner is Ken and I’m planning on playing Ibuki on point.
Far poke is cr. mp, aa is back mp (has upper body invincibility… pretty godlike in this game), knockdown pressure is hard in this game since theres forward roll. Tag canceling with kazegiri works well. Check out the ibuki brady guide, ibuki was one of the preview ones. http://www.capcom-unity.com/official_capcom_blog/blog/2012/03/03/street_fighter_x_tekken_brady_guide_preview!
Thanks. Unfortunantly the link didn’t work.
How is tsumuji on block? Also, is ex tsumuji a good tag cancel?
Lk tsumiji= -3 on block. Mk tsumiji = -1 on block. Hk tsumiji= 0 on block. EX tsumiji is +4 on block.
Thank you!
So, whats the advantages of lk and mk tsumiji then? Seems like I might as well use HK for more damage and to make strings safe.
Can’t cancel st.mk into hk tsumiji. But you can JC it off of TC4.
I thought you could just normal cancel after TC 4, it has to be jump cancel?
oh you can -.-! i feel like a noob. but anyway, doing the tiger knee motion is easier for me timing wise.
i’ve never been good at tiger knee, so its helpful for me to just normal cancel
I love this character her moves are easy to learn plus she does damage if played correctly
Neckbreaker goes under fireballs. I guess that a good trade off since its slower.
I think Neckbreaker has always gone under fireballs.