https://www.youtube.com/watch?v=ayT1YTWFdes
I use cr.lp as part of my wake up buttons.
https://www.youtube.com/watch?v=_IN3Xfa8Kx0
One of the setups i like
https://www.youtube.com/watch?v=ayT1YTWFdes
I use cr.lp as part of my wake up buttons.
https://www.youtube.com/watch?v=_IN3Xfa8Kx0
One of the setups i like
Is this a thing? Ibuki can EX DP Cammyās V Reversal attempt from her Cr.Mp (non meaty or meaty). Iām in the lab trying to prevent V Reversal escapes right now.
You can just block it and punish it with a s.MK since itās minus 8 on block also. Just gotta remember to switch your block since she gets behind you.
https://youtu.be/pBDH_1tVmiI
I have a couple matches in this (the first two) and after a bit Urien starts to overwhelm me. I really just wanna know what the frame data is for his air knee drop move and I guess his charged st.hp.
Basically as long as his LK knee drop or his MK/LK tackle donāt hit on their last active frames you should be able to jab back without much an issue. LK knee you have to be careful with as he ends up being plus on block if it lands on the latest active frame.
EX knee heās either going to be plus or really plus so donāt bother poking at that.
https://www.youtube.com/watch?v=dmdclI1liLA
sup boys. I was bored and did this Ibuki vid with 2 tricks that i see no one using in real fights. Why is the board so quiet btw
Do you still get a good setup if they donāt get crush countered by the sweep?
Oh and Urien came out and heās better than all the other DLC characters Kappa
Apparently Sonicfox said heās dropping Ibuki as a side character for Urien and Xian also said his short time with Ibuki is supposedly done now also. Now we just got the hardened Ibuki mains from Japan to do work.
Urien is good but i believe he loses to cammy, laura, mika and ibuki does great there. Ibuki will remain relevant if this is the case. Xian will soon realize that ibuki is a much better fang secondary to deal with cammy than urien.
I like urien in the nash matchup though, that is the fight that looks promising for urien. He has tools to deal with everything nash has and nash is *** cheap.
My editting is hot garbagio because Iām pretty poverty, but hereās some tech stuff. Meaty cr.hp is bae.
That space trap seems interesting in the second video, but Iām curious as to what all it loses to.
The spacing trap thing from the second video will lose to ex reversal outright, cause theyāll catch the cr.hp, and itās hard to react to sweep in that situation, though definitely possible if youāre reactions are on point. It really depends on what character youāre against though, as there are just some normals you wonāt be able to walk out of, Iām pretty sure. Iāll do some more testing on it and see.
Well apparently Xian is still using Ibuki online so I guess heās not done with her.
Iāve heard other Uriens say they struggle vs Nash so thatāll be interesting to see play out.
Short tech video. Not as strong as it appears, but solid if youāve conditioned block nonetheless. Explanation in vid description.
Do you guys think the new reduction on the input lag is affecting your gameplay? With the 6.5 lag input, I think a lot more people can react to Ibukiās overhead and her command dash. I used to be able to hit the overhead like 50% of the time, but after the update, people are blocking it like 95% of the time.
Are people getting used to Ibukiās overhead and command dash or is this due to the reduction of the input lag?
I think its a bit of both but moreso people finally getting used to blocking it or the easier thing is just to hit a button as sheās always negative.
The overhead is the slowest overhead in the game and among the slowest ever in SF games ( a whopping 28 frame start) so that was going to get blocked and jabbed eventually. If they block the overhead I usually just play a game of whether or not im going to dp after which throws them off and can sometimes let you pressure them.
The mk command dash almost always crosses up after buttons so its hard to make it ambiguous after buttons. Which means youll occasionally want to mix it up with lk command dash or just mk command dash in neutral in a good spot where you can make it ambiguous.
st.mp, st.mp still works.
as for st.mp-f.mk target combo, i see a lot of people standing during st.mp and continue to block standing expecting overhead (especially if you condition them to). free low opener with cr.lk which is +3 or sweep.
Does anyone know why when sometimes when you land counter hit st.mp into another st.mp, the st.lk will sometimes not link and theyāll be able to block. From what Iāve seen on counter hit it seems random(?) but when you land meaty st.mp off of her st.mk target combo the st.lk will never link, at least it didnāt for me in training.
the st.LK is too far and hits on itās 3nd active frame, thus it fails.
Iāve noticed that after a raida, if the opponent doesnāt get up quickly and you do a perfect meaty cr.MP and the opponent is crouching, you can combo cr.MP,st.MP,st.LK xx Raida, but doesnāt work on all characters
Also, anyone can come up with a good followup combo after this setup?
wethever xx kunai xx back V trigger,st.HP xx LP Raida, dash, back throw
In the corner I can get some stuff going, but midscreen the best I have is mk command dash ex raida
Thereās a whole issue with meaty counter hits causing strange pushback changes. I know someone on SRK made a video about it a while back. Itās a fundamental issue with the game.
Thatās why I usually just go right into s.MK target or EX raida after a counter hit combo. Just easier to not risk something whiffing.