The Shinobi Secrets: Ibuki Video Thread

i only watched the first set like mingo… the kunais that you missed were when you were anticipating a quick get up… it wasnt because your timing was off… you were just trying to vortex off of techables and your opponent knew it… you must adjust in that case.

your execution needs work, versus vega use the one frame bnb rather than cr.lpx2,st.lk,st.mk.

i think vega could have avoided the u1 there but maybe not, it was close.

i also noticed that atleast one of those kazegiris was a failed hk crossup dash attempt… practice that execution.

all in all, i’d say work on your spacing and execution, then you should be set.

if the opponent is falling for ex kazegiri on your wakeup, then i see no reason to not do it.

you backdashed on wakeup once when it wasnt needed, giving up space too easily… just block it out, vega isnt scary when your on the ground if hes not doing overheads or throws… he wasnt in range for either.

-dime

Anybody know why this happens? [media=youtube]0YiWz9NyoPQ&feature=related[/media]

Its a delayed cr hk that causes the shenanigans.

Thanks.

I’m thinkin it can be solid. It gives you a chain combo that hits low and if they block it you can just jump away, rather than jump forward. I’ll do some testing and weighing in later.

credit to seanmiyagi for figuring this out in about 5 mins after i showed him the vid. i found the timing really strict. could plinking apply here?

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Here’s more of my embarrassing Ibuki. I try and get in as many matches as possible, but I tense up and get nervous for some reason playing online, but I don’t when I’m playing someone who’s sat next to me. I seem to spend the entire time on the defensive looking for openings but I fail to capitalize on this, perhaps Ibuki is not the character for me, that or a ton more practice. Eh well. Head up and back to training mode. :slight_smile:

Thanks for advice mingo and Dime X. I only play ibuki for fun so I barely hit the training mode. I try to put more time with her and practice.

i’m not sure who seanmiyagi is, but this shit is extremely old.

It is a delayed HK but to master the timing is ridiculous, because from my testing it’s pretty much 1 frame of difference in timing, so good look with that. Furthermore it only works on Dudley, Rog, Abel, Sagat. In theory it should also work on Rufus and Gief becaues of their hitbox, but in theory i’m not sure why it works on rog cuz he’s in a league of his own.

IMO not practical or worth practicing, if it happens to come out by accident then dope, free mixup.

its not that impractical skout, the timing becomes alot easier with practice… also your list is incomplete as to who it works on… i cant remember all the characters it works on right off the bat, but i know that gen and akuma can be added to the list as it definitely works on them, as well as 1-3 others iirc.

it doesnt work on rufus or gief though, unless the timing is different from the one that works on rog… which it might be. cause the timing that work on rog and the others doesnt work on dudley… it seems easiest to do to abel imho.

-dime

Yep I confirm, it also works on Akuma, but for me it’s impossible… :-p

YouTube - Franky1221HK’s Channel

Alright so I’ve done that last bit of testing on TC 6, and I can successfully say three things about it:

  1. It will cross-up launch only 7 characters total: Akuma, Gen, Seth(which I’ll get to later as to why it doesn’t as well), Abel, Sagat, Vega, and Boxer.

  2. It technically works on everyone, but what it’s doing is more mechanics based then anything (i.e changing a characters launch height, and such)

  3. Seth is the key to understanding it completely.

I say all this, but wont go into full detail unless someone really wants to know the uses of it. I can also say that it makes every single command dash afterwards seem easier to SJC as well as change their properties in which some cases LK or MK command dash can cross-up some characters. The special TC 6 can also be used as a corner reset with a kunai afterwards which I believe cannot be reversal’d out of, and can cross-up the opponent if done at the right height.

Yes go into full details please.

^^^ i concur.

-dime

Well then, I shall go into further detail as requested:

Warning! Wall-O-Text is approaching!

As I stated above, three concrete facts were produced during all this testing solidifiying my speculations as to what the special TC 6 actually does. With that, I mentioned Seth being the key to understanding the entire mechanics as to why TC 6 can launch some characters in the opposite direction. So I’ll go on and explain as to why I say this.

For one thing, I sat at my setup for a good hour or two going through different timings, trying out the TC 8 to see if it had similar properties to the TC 6, and why characters reacted so. After going through a majority of the characters from top to bottom at least once, I easily picked out 6 of the 7 that could be launched (i.e. Sagat, Akuma, Abel, etc). Beginning my second go around with the cast I eventually made it back to Seth. After trying out several different things once again on him it had finally produced what I was looking for (well close to it aleast).

When I went for the Special TC 6 with Seth I did not launch him in the opposite direction as I had hoped for, but instead I got something that explained it all to me afterwards. The last kick actually WHIFFED Seth completely, BUT recovered instantly. When it happened i was like “Lol Wut”? So I tried again, and low and behold, it happened. So I started ruling things out:

  1. timing? Definitely made a difference this go around so it could be character specific. Of course, this is true for the entire thing but another variable had played a part as to why this happened.

  2. Maybe is was positioning? Not really since timing would play a part in that as well, thus nullifiying this answer.

Of course it dawned on me then that it was not only in relativity to Seth, but to Ibuki as well.

SO, in a quick overview, The Special TC 6 is based upon 2 things that determine the outcome of it all:

  1. Your timing
  2. Ibuki’s positioning underneath the other character during the last hit.

You can actually notice this the best with Abel, or Sagat since the last hit is actually connecting at her knee thus making the launcher cross-up the opponent in the process. Of course that answered the question that not only was it possible to do it on everyone, but in another since that instead of it crossing up it would play out two other scenarios:

  1. On characters that cannot be crossed up with the launcher will instead be treated as if they were launched from Ibuki’s current position, reducing the amount of distance between them, and Ibuki.

  2. Cutting their jump in half, and lowering their height while aerial allowing for Ibuki to possibly safe jump, or kunai (corner only) without having to worry about being reversal’d (as to why it does this do, I have no clue).

SO, from there, command dashing commons into play. A normal TC 6 will only allow for HK CD to cross-up (and on occassion MK). While a Special TC 6 will allow for HK, AND MK to be a definite cross-up on a good amount of the cast, and in some cases even LK. that solidifies the reasoning as to why I say the 2 statements above since crossing up with LK dash is usually out of the question because it doesn’t travel far at all.

Next comes into the possible setups and such afterwards. From reversal baiting, to resets, etc, could be made possible. Here’s just a few things I tested with the Dashes:

LK Dash:

  1. Usually puts you in perfect range for most characters to st.LP>st.MK, and so on. I believe slide is safe afterwards as well.

  2. Puts ibuki in perfect poking range really as well as counter hits with some moves.

  3. Can add in a HK dash afterwards to cross-up

  4. Will actually cross-up a few characters (I’ll figure out a list or something later)

MK Dash:

  1. Will cross-up a good amount of characters.

  2. If it doesn’t cross-up it’ll put you right infront of most characters

  3. I believe you can make it cross-up on some characters that it usually wont afterwards by simply walking forward.

HK Dash:

  1. Normal properties as if though applied with a regular TC 6.

  2. Will always cross-up, and place in in perfect position to as far as being up close goes.

Now on an unrelated part to dashing, characters that are launched in the opposite direction it can be a little tricky at times as far as following them goes. As long as you SJ after them though you should be safe from any possible reversal. Im also unsure as to weither or not CD will auto correct afterwards, but if it does then I believe all three dashes will cross-up.

Feel free to ask questions if your confused.

hmmm dude am kinda lost… i was with u all along untill u reached the dashing part and i was like huh?
and then u said: Now on characters that are launched in the opposite direction it can be a little tricky at times as far as following them goes. As long as you SJ after them though you should be safe from any possible reversal. Im also unsure as to weither or not CD will auto correct afterwards, but if it does then I believe all three dashes will cross-up.

so am really kinda confused , arent u talkin about YouTube - Franky1221HK’s Channel reverse cross up?
in that case any Dash’s followed up wither corner or not will not auto correct at all and will go to the other direction…beside that am really confused >< lol

I clarified it up for ya. And yeah, I figured the dash wouldn’t auto-correct. Meh.

Still, it’s useful to have, and can make a difference in her mix-up game at times.

Alright here’s a small vid of some miscs. the vid is fully intended for the 707 Combo on seth. thnx to Kich he made me aware of something like that, and to be honest i didnt find this combo anywhere.

so…ibuki can do 707 damaging combo on seth as well as other stuff in the vid ><

transcript:

-EX kuani into U2
-F+fp (Counter hit), st.lp chain…u can do wutever u want after (in the vid: f+fp counter, st.lp, st.lp, st.mk, tsumuji kick)
-Fun with ryu Ultra 2
-Counter f+lk, into st.lp chain into wutever u want (in the vid: f+lk counter, st.lp, st.lp, st.mk XX tsumuji kick)
-707 damage on seth:
#In corner. jump with fp, cr.fp ~ sjc XX EX tsumuji, EX raida (OPPONENT NOW STUN). Jump with FP, cr.FP~ sjc U2

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PS: this gonna be my last vid for Ibuki for a good period of time…depending if us Ibuki players discovered more stuff or not…so hope we do cause i will be bored for real :S

^ did you submit that to Sonichurricane’s list of other 700 club members?

Ohh…no at all dude. wut shall i do exactly in that case? i will go on Hurrican.com and lurk around but it will be helpful if u know what shall i do exactly

thnx in advance by the way :stuck_out_tongue: lol

Goddamit…somebody alrdy made this combo…this is lame >< ohh well anyways

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