"This is way too easy." Ibuki Unblockables

Actually I think there’s like 1f timing where Chun can do EX SBK (non reversal) and have it hit Ibuki, but I think I just got lucky.

The double tap jab isn’t necessary. Since you don’t need to do the jab immediately, the timing is lenient. As long as you get the first jab in there you’re okay.

It’s the second jab that you have to time, which also dictates how long you wake, since you should hold up forward during the animation, as you say.

I thought of it because 1 jab wasn’t enough and 2 jabs with no walk didn’t work. I think you can control how Ibuki hits if you delay it by 1-2 frames. I had to do the second jab earlier (when recording) so that it would be unblockable. Walking just a tiny bit more will get a crossup.

It’s probably not necessary, but I do it to ensure that I get first st.jab the second I recover. It’s probably OCD on my part, but I really enjoy doing something consistently. I think of it like this. If I just do a st.jab, then I know I just need to walk forward a bit, do another st.jab, and I’m cash money. But if I mess up, and I end up walking forward slightly BEFORE the first st.jab, then I know I need to press the second st.jab a little bit faster in order to maintain consistent timing.

Or I could be over-thinking the whole damn thing. Whatevs.

Same for me, I always plink my whiffed moves whatever is the setup I’m doing. It makes me feel I’m doing something good :smiley:

Likewise, although I only plink difficult links nowadays. I’m trying to get into the habit of double tapping, since it does increase the consistently of your execution all across the board, in any fighting game you play. This is useful for me, since my main game has no plinking whatsoever. Also, double taps seem more reliable, since there is the slight chance that you’ll screw up the input for your plink, and instead input your “offhand plink button”. Or whatever you call it. The button with less priority.

So I [S]trolled[/S] played my Chun friend today and I can definitely say that the jab jab unblockalol significantly shifted the matchup into my favor, so much that once I get that first knockdown, I’ve basically won.

I just need to figure out a flowchart way to punish FA backdash and to a lesser extent, have a followup for backdash/EX SBK reset and then we’ll be ready to call Ibuki vs Chun possibly 5-5.

edit: I should also add my observations:

  1. When doing the unblockalol on Chun, always block as if you were going to crossup, since if she does EX SBK you’ll land on the other side.

  2. Always go for TC4 3hit unless you’re sure you’re going to stay on the same side. If you land on the other side, second hit of st.MP in TC4 will whiff.

  3. It helps a whole lot if you can reliably Tsumuji loop. Tsumuji loop + unblockalol, times 3 = probable stun on Chun, who rarely ever gets stunned. At the very least, to maximize damage you should TC4 3hit , st.LP , st.MK

i don’t understand how you guys are saying this is the easiest unblockable setup ^_^;; Sure, I was able to stuff the uppercut by doing this in the first couple minutes of trying it, but I think the forward +LK set up is easier just because you’re pressing one button instead of pressing 2 buttons (for a beginner like me anyways).

I think it just has to do with leniency. Since Ibuki apparently has multiple setups for the same characters, getting the unblockalol right is at least like a 2f link.

Wait, wait, wait. TC4 (3 hit), st.jab, st.forward xx NB does more damage than just TC4 xx NB? Good God, I’ve got to start using that combo again. Normally I just do the st.jab st.forward version to build a little more meter and/or go for a command dash mix-up after the st.mk.

As for punishing Chun’s backdash, not sure how you can reliably do this, it’s so goddamn fast. Normally I just dash to follow her, and throw. I tried doing the slide, but it doesn’t seem to hit in time.

Usually after the reset off of EX SBK, I just go for the overhead. Chun’s tend to spend their time holding down+back, and teching.

Welcome to day 1 Ibuki.

Not sure yet.

I’ve actually had great success with f+MK usage. Even spamming it, my offline friends have trouble reaction blocking it. On the other hand, I’ve practiced it enough that I can hitconfirm off f+MK , st.MK alone and do Tsumuji blockstring or SJC U2 for max dmg.

I used to use it all the time, since it felt good hitting that link, and it felt the most damaging. Then someone told me that it adds too much damage scaling, so I stopped doing it. Too lazy to enter training mode, meh.

I love f+mk, I’ve been using the shit out of it lately. It’s pretty funny trolling people by alternating between overheads, and low attacks. They might block the first overhead, they might block the second one in a row, but they NEVER block the third one, lol.

Doing st.mk after the overhead has always felt like a pretty easy link for me. But st.mK xx U2 is difficult as all hell.

Doesn’t TC4 whiff on crouching Chun-Li ?

  1. If TC4 hits, it’ll force stand on Chun and get all hits (assuming you’re close enough).

  2. You should assume it’s going to hit, since you’re doing an unblockalol.

Another unblockalol during Sako vs Kazunoko video here youtube.com/watch?v=_E3nKF9b9HQ ; credits to Sako.

(corner) Raida , forward dash , st.MP , j.LK

Works against Yun, El Fuerte.

Un unblockable against Fei, Juri, Rufus, possibly others (I didn’t thoroughly test).
With Rufus you always stay on the same side.
Double mixup against Sakura, Yang, Guy, Gief, possibly others. Double mixup as in they have to block regular but you still land on the other side.

Video soon.

Another unblockalol discovered during Sako vs Uryo Topanga League Round 5; credits to Sako.

(corner) Raida , forward dash , cr.LK , j.LK

Works against Sakura. Too lazy to test it on the rest of the cast.

Video soon again.

edit2: another unblockalol to add to that list against Sakura:

(corner) MK Tsumuji xx low ender , cr.MK/LK cd , j.LK/j.MK

Again, I’m too lazy to test against the rest of the cast. Videos otw.

Sako has been using that setup a lot. It’s really tricky in some situations. For example, when he was fighting a Rufus, it would sometimes crossup and go into the corner, and other times it would crossup and stay in front. I tried it on some people and it is definitely a tricky setup.

edit: BTW Mingo, did you try just waiting a bit instead of whiffing a move? I mean, all these moves are just for whatever setup, but yea waiting will be random since no one can time, 10 frames for example, perfectly.

It looks like you pretty much just answered your own question, lol. You could just do the unblockable or safe jump with perfect timing, but that’s difficult to achieve on a consistent basis. Whiffing normals just help with consistency of execution, much like any other execution trick. That and it tends to clue your opponent in as to, “Oh shit, he’s probably going to go for a safe-jump or unblockalol. Halpz”

Yes!! I see people freaking out when you whiff normals after knockdowns…I think the whiff normal is scarier than the vortex :stuck_out_tongue:

Going in deeper with the Neckbreaker , st.LP st.LP unblockalol:

The j.MK doesn’t actually work. It only seems to work on Chun but none of the others, signifying that Chun is easier to unblockalol than the others as there are at least two correct timings.

I’ve finally found out what j.LK xx f+MK air target combo is used for, outside of a crossup armor break and option select (for blockstun we can just use j.HP or j.HP xx f+MK). Apparently we’re supposed to use it to guarantee the st.MP link after an unblockalol. Yes, I see it now.

Neckbreaker , st.LP st.LP j.LK xx f+MK unblockalol works on** Akuma, Cammy, Sakura, Dhalsim, Fei Long, Guy**. Does not work on Chun or Ibuki. If you use it on** Akuma, Cammy, or Sakura**, it’ll always cross up. Just something to keep in mind when practicing unblockalols.

With j.LK you can generally only get TC4, and depending on character/spacing (eg: Sakura/Chun) you might have to do TC4 3hit to ensure you get the combo. With j.LK xx f+MK, you get st.MP, which means more damage and bigger damage off a Tsumuji loop.