nice stuff. EX Kunai is such a strong tool for Ibuki, combined with EX command grab letting her go thru projectiles gives her great options in neutral, only problem is it makes her pretty meter-dependent IMO. still think she's a solid character though
I will practice this. I wanna play Ibuki and i need to learn meaty stuff too. Ibuki can be jab'd out of everything so it sucks trying to do dash mix-ups. Never played her in SF4 so i have to start from the bottom.
Two problems - ex meter is VERY costly for Ibuki. Two, her special jump is slow and VERY floaty - easy to block or even get away from entirely by dashing.
3:53 is never gonna work ryu can walk out.Cross up hits to late. The time gap between kunai and cross up makes this incredibly easy to block. hold back to look for kunai than walk out to avoid cross up. If the ryu blocks the kunai its even worse for ibuki she can get punish or at negative frames. Capcom why
is it really that easy to react to? Apart from H.dash, she can L.dash cross under too or delayed L.dash to stay infront or simply meaty grab after the bmp. Including H.dash kunai and crossup, that gives her 5 options at least for mixups after bmp. I believe players like Tokido can read 80% of it but regular players will likely to get tricked somehow.
Using HK command dash to cross up your opponent does NOT work. They have plenty of time to literally just walk away before your hit can even connect. I tried to do this to a good player online and he just took two steps after I canceled into HK CD from the agemen. Sorry to say, it's not a valid vortex. Vortexes are supposed to be guessed, and not so easy to react to. The kunai option seems good, though.
I thought standing light punch ALWAYS combo'd into standing medium punch, not just on counter hit as your video says, because L.p, M.p, H.p is a target combo of Ibuki's? Your video contradicts what I'm pretty sure is a guaranteed combo all the time.
st.LP LINKS into st.MP only on counterhit. In this case, I wait for st.LP to recover and THEN press st.MP. The counterhit gives enough hitstun for it to combo.A target combo works differently. You're chaining attacks, as in, you're cancelling the recovery of a normal with another normal; you're not waiting for a normal to recover like in the first scenario. If you start the target combo but stop at st.MP, you're left at an unsafe -8 on block and -5 on hit (unlike st.MP on its own, which leaves you at +2 on block). This forces you to hitconfirm the target combo: if it hits, you complete it like you said with LP, MP, HP canceled into w/e you want. If it's blocked, you don't want to end with HP either cause that is also unsafe at -5. In that case, you do LP, MP, LK which is safe at -2. The advantage of linking a counterhit st.LP into st.MP is that you're able to cancel the MP into EX Kunai and if the st.LP is blocked, the st.MP works as a frametrap: st.LP is +2 on block and st.MP has a 5 frame startup. The st.MP will beat out any normal the opponent tries to throw out. To further mixup the opponent, you can see the st.LP is blocked and instead of going for st.MP, you go for a throw. The target combo doesn't let you do this, where you can only cancel the HP, and that's on hit, not on block. Like I said, if the target combo is blocked, the best you can hope for is to be at -2 with LP, MP, LK.
The idea is to have a safe string after the command dash. If he goes straight to target combo and blocked, it isn't cancellable to make it safe. With lp delayed-mp it is safe.
cj 2001 there are 3 modes of Ex Kunai. LpMp is the nearest for close up juggles. LpHp is midrange. Best used after 1st bomb juggle to rejuggle into 2nd bomb. MpHp is the furthest of which I seldom use except final poke kill in a fireball war. Maybe someone can share tips about what it is best for?
lol "vortex". Cute, but it's not vortex. If anything, it's a mixup. A crappy one at that cause people can just walk out or OS block (block regular first, then block crossup) cause of the floaty jump. Nice try though :)
great watch, I been looking for ways to land a vortex, now I got something to practice.
Fantastic first video man! Keep up the great work!
nice stuff. EX Kunai is such a strong tool for Ibuki, combined with EX command grab letting her go thru projectiles gives her great options in neutral, only problem is it makes her pretty meter-dependent IMO. still think she's a solid character though
I will practice this. I wanna play Ibuki and i need to learn meaty stuff too. Ibuki can be jab'd out of everything so it sucks trying to do dash mix-ups. Never played her in SF4 so i have to start from the bottom.
very helpful thx!!
Two problems - ex meter is VERY costly for Ibuki. Two, her special jump is slow and VERY floaty - easy to block or even get away from entirely by dashing.
3:53 is never gonna work ryu can walk out.Cross up hits to late. The time gap between kunai and cross up makes this incredibly easy to block. hold back to look for kunai than walk out to avoid cross up. If the ryu blocks the kunai its even worse for ibuki she can get punish or at negative frames. Capcom why
b mp into hk dash reset is not real... They can just walk back, jump out, anti air, etc.
is it really that easy to react to? Apart from H.dash, she can L.dash cross under too or delayed L.dash to stay infront or simply meaty grab after the bmp. Including H.dash kunai and crossup, that gives her 5 options at least for mixups after bmp. I believe players like Tokido can read 80% of it but regular players will likely to get tricked somehow.
+Kuodo Cheok of course if the player is a yolo dp master, none of those will work. Just have to bait out that whiffed dp then
where's the music from?
Using HK command dash to cross up your opponent does NOT work. They have plenty of time to literally just walk away before your hit can even connect. I tried to do this to a good player online and he just took two steps after I canceled into HK CD from the agemen. Sorry to say, it's not a valid vortex. Vortexes are supposed to be guessed, and not so easy to react to. The kunai option seems good, though.
Sad, but true.
Denis Kreynin x
I thought standing light punch ALWAYS combo'd into standing medium punch, not just on counter hit as your video says, because L.p, M.p, H.p is a target combo of Ibuki's? Your video contradicts what I'm pretty sure is a guaranteed combo all the time.
st.LP LINKS into st.MP only on counterhit. In this case, I wait for st.LP to recover and THEN press st.MP. The counterhit gives enough hitstun for it to combo.A target combo works differently. You're chaining attacks, as in, you're cancelling the recovery of a normal with another normal; you're not waiting for a normal to recover like in the first scenario. If you start the target combo but stop at st.MP, you're left at an unsafe -8 on block and -5 on hit (unlike st.MP on its own, which leaves you at +2 on block). This forces you to hitconfirm the target combo: if it hits, you complete it like you said with LP, MP, HP canceled into w/e you want. If it's blocked, you don't want to end with HP either cause that is also unsafe at -5. In that case, you do LP, MP, LK which is safe at -2. The advantage of linking a counterhit st.LP into st.MP is that you're able to cancel the MP into EX Kunai and if the st.LP is blocked, the st.MP works as a frametrap: st.LP is +2 on block and st.MP has a 5 frame startup. The st.MP will beat out any normal the opponent tries to throw out. To further mixup the opponent, you can see the st.LP is blocked and instead of going for st.MP, you go for a throw. The target combo doesn't let you do this, where you can only cancel the HP, and that's on hit, not on block. Like I said, if the target combo is blocked, the best you can hope for is to be at -2 with LP, MP, LK.
The idea is to have a safe string after the command dash. If he goes straight to target combo and blocked, it isn't cancellable to make it safe. With lp delayed-mp it is safe.
jorge0531 i can't connect my combo with ex shiriken it always go threw the opponent
cj 2001 there are 3 modes of Ex Kunai. LpMp is the nearest for close up juggles. LpHp is midrange. Best used after 1st bomb juggle to rejuggle into 2nd bomb. MpHp is the furthest of which I seldom use except final poke kill in a fireball war. Maybe someone can share tips about what it is best for?
Song name?
lol "vortex". Cute, but it's not vortex. If anything, it's a mixup. A crappy one at that cause people can just walk out or OS block (block regular first, then block crossup) cause of the floaty jump.
Nice try though :)