The Shinobi Secrets: Ibuki Video Thread

Just noticed that FWord does always the same thing after Tsumuji: MK command dash (or is it LK?) - jump kunai. So I have to add this one to my post-tsumuji mixups.
Anybody can confirm me if it’s LK or MK CD?

[media=youtube]qZo1Z3CDDu0[/media]

Training Mode session.

Transcript(?):[details=Spoiler]
I found out that st.Roundhouse HJC CD, cr.Fierce HK CD only crosses up if the cr.Fierce is done early on large characters. Similar to 3rd Strike you can simply delay your timing to go on the other side.

Kazegiri xx Kasumi Susaku must be done after the final hit of the Kazegiri. You won’t always be able to do this as if you’re too far away the final hit won’t connect, but you shouldn’t cancel too early.

100% it’s harder to do Tsumuji Loops on the Xbox 360 than at the Arcade or on PC. I don’t know why and it’s not really worth looking into as I’m sure there’s nothing we can do about it.[/details]

About your training session:

Watch out that juggle cr.HP to SJ does not hit on all characters. Against Ryu or Rose for example, you’ll crossup with a cr.HP - j.LK/MK , while against characters like Ibuki, Sakura, or Abel, you’d need to SJ for it to crossup (and as you noticed, big hitboxes like Abel need some extra effort to crossup correctly). I got scammed sometimes by superjumping and end up whiffing -> get punished.

Huh? It works fine on Ryu/Rose. Unless you mean the j.LK/MK -> If you jump after the cr.Fierce, you don’t get a safe-jump.
They can auto-correct DP it with 4-frame-or-less DPs. I was doing an HJC Kasumi Gake which is the most consistent set-up.

I don’t think doing a j.LK/MK is any use on characters with good DPs, and it’s much easier to see too.

EDIT: Looks like I can do st.Forward/cr.Fierce HJC Hashinsho pretty consistently now…
[st.Strong, st.Strong, st.Forward HJC Hashinsho] does 478 DMG
[st.Strong, st.Forward xx LK Tsumuji, st.Jab, st.Forward HJC Hashinsho] does 468 DMG

Hmm? I would have thought a Tsumuji Loop here would have been beneficial.
[st.Strong, st.Forward HJC Hashinsho] does exactly 478 as well (although it’s a useless hit-confirm).

EDIT2: New Data/Tested on Ryu

3-frames [st.Jab, st.Forward HJC Hashinsho] = 433 DMG
4-frames [cr.Short/cr.Jab HJC Hashinsho] = 396 DMG
4-frames [f+Short HJC Hashinsho] = 406 DMG
7-frames [st.Fierce HJC Hashinsho] = 436 DMG
5/8-frames [st.Forward/cr.Strong HJC Hashinsho] = 446 DMG
9-frames [cr.Fierce HJC Hashinsho] = 476 DMG
9-frames [Raw Hashinsho] = 468 DMG

^ Ibuki is able to get 433 DMG after a 3-frame attack.

cr.HP xx jump kunai
SJC FA
kara special (not kara throw; that’s as easy as plinking)

Besides tsumuji loops and canned SJC execution, I can’t think of anything that’s actually that hard.

Btw I think it would have been better if you put your camera on the same level as your TV. Recording at an angle shows too much brightness or something.

Thanks.
cr.Fierce jump Kunai is crazily hard, I’ve been trying to give it a go. Way too spacing and character specific in my opinion haha. I could do some testing for SJC FA actually, sounds very fun to do.

Kara Special? Well, kara-Raida and kara-Neckbreaker are pretty easy in my opinion, but they may be because of all the 3S Makoto practice I’ve had. Kara-hayate etc. being one of the most important things. Since everything can be kara’d off of Kasumi Gake… Actually I’m going to check to see if kara-Hashinsho is possible.

Sorry about the TV. That’s a Phillips 57" 21:9 and it’s wall-mounted. I couldn’t get the laptop to be high enough. Next time I’ll just use AE PC or something with a microphone attached.

CR. HP Kunai is cake once you actually stop and learn it.

I just noticed in those two FWord videos: do all Akuma players mash dp after seeing blocked st.MK or something?

No, but do all Ibuki players input (mash) Tsumuji after st.Forward or something?

EDIT: Just realised that Damascus was talking about Tsumuji low-ender and not a blocked Tsumuji…

That’s pretty interesting. According to SRK wiki, st.MK is -4 on block. This means it’s not even good for blockstun; ie: if you wanted to do just st.MK and not cancel into tsumuji.

Maybe it’s spacing dependent, but that also means there’s no real danger of mashing 3-4f dp’s since it’ll punish st.MK on block and counterhit MK/HK tsumuji attempts.

That’s the best bit of insight I’ve had in a while… For countering Ibuki I guess. That means that doing st.Forward on Ryu with Super is pretty much going to make you eat a Shinkuu Hadouken unless you cancel into an EX Tsumuji.

Maybe you can cancel into Tsujigoe or at least for sure you can just cancel into SJ something.

During my quest to obtain 6000PP on AE PC, I come across something interesting at 3:00 in. I’m definitely using this next time I’m against a particular Seth player… I got the idea from using Makoto’s Ultra II. I somewhat assumed that Ibuki would get hit anyway but it seems that Seth’s Tanden Engine is a projectile.

[media=youtube]RFr8xDzXNaA[/media]

BTW the new shortened frame-data for Ibuki’s overhead is a good thing.

Seth’s Tanden Engine has like a million frames of startup.

If you’re expecting a Tanden Engine, you’re better off just jumping. Or maybe Tsujigoe LOL.

lol Tsujigoe would be gdlk if done to win a round. The thing is that even when I see the engine, I never thought of a proper escape because jumping in doesn’t feel like a shut down tool. This is the sort of thing that will make the Seth never almost never try to do it again. =D Like when I use Makoto, shutting down his tools makes it much more bareable.

It’s a bluff at the end of the day because I can’t REALLY react to the engine, it just looks that way.
EDIT: Shoutouts to reverse psychology

I don’t think anybody cares.

=( you’re right.

I didn’t know or think that it was a projectile either. What really bothers me is that tornado ultra and its stupid physical vacuum hit preventing ex neckbreaker from going through.

But if you are at point blank range and he is trying to chip you out and you have no other options try a fk command dash.

Command Dash has no invulnerability. If Seth brings U2 to this match-up, you should bring U2 as well so you can counter the chip-damage set-ups. It’s like when Fuudo used Fei-Long’s U1 against Poongko, he wasn’t able to use the chip damage set-up.

I seriously don’t know why people use Ibuki’s Command Dash on wake-up either, this isn’t v1.00 where it gave her invincibility frames if she was face down.

It doesn’t matter if it doesn’t have any invulnerability. He’s talking about using it during the ultra’s startup, in similar fashion you would against Chun’s ultra 2.

What chip damage setups?