Forums - 3rd Strike: Ibuki Lessons Show all 47 posts from this thread on one page Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- 3rd Strike: Ibuki Lessons (http://www.shoryuken.com/forums/showthread.php?threadid=46750) Posted by DCSlayer on 11:17:2001 03:56 PM: 3rd Strike: Ibuki Lessons Allright guys, You know we all love her, that young nubile ninja girl from Japan, who can dizzy everyone with her lightning speed and awesome combo ability. Any questions on strats or combos are welcome, and will be answered promptly. And if you want strats for fighting AGAINST her, I can handle those too. Posted by Vance on 11:17:2001 08:43 PM: Okay, I got a question: What would be some good follow-ups for Ibuki's standing roundhouse or standing forward (the one kick that kinda launches the person in the air?) I always follow with a second kick but I think there's a lot more combo potential to that particular juggle than that Posted by DCSlayer on 11:17:2001 09:04 PM: I'll assume you mean the 2 hit Standing clouse roundhouse, but standing foward dosen't launch anyone anywhere, it's just a bufferable normal. After hitting with the standing close roundhouse you have a few options- 1. Cancel into a super jump straight up and do her Fierce, f+Foward chain 2. Do any strength Kazekiri (rising Dragon Kick) 3. Walk slightly foward, and do another close roundhouse for 2 hits (no juggle potential after this though) 4. Do a crouching Fierce (good if you're using the 3rd super, because it bounces them the exact distance away for the mp version of the super to connect) 5. Another standing roundhouse, cancel that into a super jump foward. They will land on their feet after this, ready to block, dragon bunch, or be comboed into oblivion, and you'll be right in their face 6. Standing foward for the knee 7. Standing Fierce. Hit thebutton twice for 2 hits 8. Cancel into a super Jump straight up into the Kusami Suzaku (mp version for most hits 9. Cancel into a super Jump and do a regular or an Ex Kunai (bleh) 10. Cancel into a super Jump, and do her air grab 11. Pause for a second, and do a b+mp, fierce, wk kazekiri. The last one is my favorite, and does the second best damage, but is the hardest. The timing is different with different characters (Hugo and Alex fall much faster, Yang and Twelve slower) Very flashy. #8, 3, and 7 won't work if you buffered the Standing close roundhouse from a low roundhouse. But the rest will. #1 offers the best damage, and is fun to do (Look ma! I'm playin Marvel Vs Capcom 2!) I think that covers 'em all. I'll edit the post if I remember anymore JJ Posted by Vance on 11:17:2001 10:04 PM: Thanks man, I'll try those out a little later I always wanted to expand on my Ibuki a little (my best characters are Ken and Remy, but Ibuki's my 3rd pick). But now I'll have something to try out so she can climb up my personal list And yeah, Ibuki rocks! Nuff said Posted by DCSlayer on 11:17:2001 10:30 PM: quote: Originally posted by Vance Ibuki's standing roundhouse or standing forward (the one kick that kinda launches the person in the air?) What were you talking about? What standing foward? Posted by DeadlyRaveNeo on 11:18:2001 02:18 AM: quote: Originally posted by Vance Okay, I got a question: What would be some good follow-ups for Ibuki's standing roundhouse or standing forward (the one kick that kinda launches the person in the air?) I always follow with a second kick but I think there's a lot more combo potential to that particular juggle than that few favorite setups of mine: 1.] in the corner onlyopponent's back in corner) standing close roundhouse, back+strong, Fierce (time it so that the chain won't knock them down, hard to do) Fierce+Roundhouse (taunt). what this does, is that the back+strong, fierce chain will stand them on their feet (if you do the timing too late, the chain will knock them down so be careful), then the taunt will position Ibuki behind the opponent, it's the coolest looking crossup but its hard to do and corner only. 2.] anywhere: standing close roundhouse, stand opponent on feet with close standing MK (knee) then use QCF+kick slide. if you use the short you will stop in front of them, if you use the RH, you will be behind them, so mix it up. 3.] anywhere: standing close roundhouse, stand opponent on feet with close standing MK (knee) then RDP+MK. This works against turtlers, since they low block after they are reset in the air. Posted by DCSlayer on 11:18:2001 05:26 AM: We were talking about 3rd Strike ; ) Posted by DeadlyRaveNeo on 11:18:2001 05:23 PM: err.. what did I say that made you think I wasn't talking bout 3rd Strike? Posted by DCSlayer on 11:18:2001 05:32 PM: quote: Originally posted by DeadlyRaveNeo 2.] anywhere: standing close roundhouse, stand opponent on feet with close standing MK (knee) then use QCF+kick slide. if you use the short you will stop in front of them, if you use the RH, you will be behind them, so mix it up. In Third Strike they changed the command for her slide to QCF+Punch. In New generation and Second Impact, it's with Kick quote: Originally posted by DeadlyRaveNeo 1.] in the corner onlyopponent's back in corner) standing close roundhouse, back+strong, Fierce (time it so that the chain won't knock them down, hard to do) Fierce+Roundhouse (taunt). what this does, is that the back+strong, fierce chain will stand them on their feet (if you do the timing too late, the chain will knock them down so be careful), then the taunt will position Ibuki behind the opponent, it's the coolest looking crossup but its hard to do and corner only. In this instance, the Fierce+Roundhouse can't combo. And if their in the corner, and you hit them with her taunt, Ibuki will still be finishing her taunt, and they'll recover first an be able to counter with whatever they like as she Floats down slowly into the corner. Not a wise descision. it might be a viable combo in the previous incarnations, but not in 3rd. Posted by DeadlyRaveNeo on 11:18:2001 05:58 PM: quote: Originally posted by DCSlayer In Third Strike they changed the command for her slide to QCF+Punch. In New generation and Second Impact, it's with Kick I didn't mean her slide attack, I meant her dashing move (QCF+K), sorry I was tired when I posted, just came from a tournament CvS2/MvC2. quote: Originally posted by DCSlayer In this instance, the Fierce+Roundhouse can't combo. And if their in the corner, and you hit them with her taunt, Ibuki will still be finishing her taunt, and they'll recover first an be able to counter with whatever they like as she Floats down slowly into the corner. Not a wise descision. it might be a viable combo in the previous incarnations, but not in 3rd. ok it took a while to dig up the origin of this setup, but I found it. Source: Tokyo TOURNAMENT 2 Digital Format: 20.rm Movie Details: Ibuki SA1 vs Yun SA2 around 49.9 sec, Ibuki parries a jump-in and does standing close roundhouse and does the said setup above. the taunt does indeed combo, I don't see any reason for the taunt not to combo from the chain since it counts as a special move. In the movie, it was done in midscreen but it positioned Ibuki in front of the opponent, I use this setup in the corner since it crosses them up. Posted by DCSlayer on 11:18:2001 06:12 PM: quote: Originally posted by DeadlyRaveNeo I didn't mean her slide attack, I meant her dashing move (QCF+K), sorry I was tired when I posted, just came from a tournament CvS2/MvC2. Ahhh OK I see what you mean now. I use that as well (usually it comes out unexpectedly when I'm trying for the kazekiri after the b+strong, fierce chain) I find you can confuse them even more if you normal dash back and forth over them while they're laying on their back, and either raida them when they get up, or low roundhouse into standing roundhouse cancel unto Fierce, f+Foward chain. Whee! Mindgames Do you have the link to that tourney video? I'd be very interested in seeing it. Anytime I can combo the taunt I usually do It just looks so durned cute, and it gives her stun and damage bonuses for a while afterwards. Posted by DeadlyRaveNeo on 11:18:2001 07:59 PM: the taunt won't connect in that setup but it positions ibuki, neway, bout the tourney vid, I got it off Evil Gill's FTP, I haven't seen him around in a while, he has a huge collection of SF3 vids in his FTP, including footages from Japan, Hongkong, Taiwan, Texas, Toronto, etc. Posted by DCSlayer on 11:18:2001 08:12 PM: Yeah, I'm originally from Austin (3rd Strike capital of the US) I'm used to playing with very top notch players, but it's hard to always be driving up to Austin for any good competition ('bout a 75 minute drive). I miss austin Posted by Gandido on 11:19:2001 01:29 PM: FINALLY! Someone that shares my love for that cute ninja. (shows off avatar) Well, I can give strats as well, and if you are REALLY interested in showing off, I can tell you her 60-hit combo (no joke on this one). Sayo! Posted by Tuff Daddy on 11:19:2001 03:01 PM: My kind of thread. Ibuki SAI vs ChunLi SAII Fuck you ChunLi! Over-prioritized bitch whore. This is by far my hardest matchup with Ibuki. Questions: For wake-up, is it better just to try land a raida or s.forward(knee), into raida? Describe your mixup game in general. Posted by DCSlayer on 11:19:2001 03:03 PM: Opponent near Dizzy and in Corner, Kasumi Suzaku, Max Bar Jump in Deep Short, Foward chain (or Jab, Fierce)(2 hits) Standing Jab, Strong, Fierce chain (this will miss some ducking oponents), EX Kazekiri (7 hits) Cancel into Kunai, Super Cancel into Kasumi Suzaku (21 hits) Lather, Rinse, Repeat for a MUCH safer and all purpose combo, substitue he 3 hit standing punch chain with the 2 hit Short, Foward chain that will hit anyone, ducking or standing. Also, Leave out the Single Kunai before Canceling into the Kasumi Suzaku. It's easier to do, AND it'll let the super do more damage. Still 56 Hits total, not bad at all Wheeeee! Posted by DCSlayer on 11:19:2001 03:27 PM: quote: Originally posted by Tuff Daddy My kind of thread. Ibuki SAI vs ChunLi SAII Fuck you ChunLi! Over-prioritized bitch whore. This is by far my hardest matchup with Ibuki. yeah, I hate Chun Li too. I can parry the whole Level 2 Super off of a Low Foward (took me a LONG time to do that) 18 parries in all for it But not everone can. When facing off against Chun Li, you're best strategy is going to be an annoying game of keep-away, or a gritty zoning/mix-up game, depending on defensive or offensive Chun-Li. Defensive- Lots of Kunai, always change the angle, and the timing. Leave it out sometimes, EX it, Be a whore and kill them with a Tiger Knee Ex Kunai when they have a sliver of knife left. If you're jumping in, watch for the Fierce. It's a standard Chun-Li response to a jump in, and parry it. Then go into any combo you like. Then back away, and repeat. Throw Throw Throw. Tick throw, Start any chain against a blocking chun Li, cancel it into a short Kasumi gake, and throw. It's a very effective strategy against Turtlers. Mix up- Abuse the universal Overhead, Ibuki's is fast. Alternate with the Low Foward, and Low Shorts if she's too close. F+Foward is a overhead, and can be comboed into a low Foward, her standing Jab, Strong, Short chain, Yami Shigure, or any Special Move; Ex KazeKiri, EX Tsumuji (Most Damage), a Short Hien into Kasumi Suzaku or a kunai to foil pursuit. Throw! And be prepared to tech throw, as Chun Li has one of the best throw reaches in the game. Parry Parry Parry. And Master the Quick Get up, it'll throw off anyone's pressure game. But don't try to stick too close for too long, and DON'T become predictable. One of my worst habits as an Ibuki player is my tendancy to want to show off, and I start doing the same shit over and over again. They see the pattern, and suddendly you've lost 1/3 of your life. quote: Originally posted by Tuff Daddy Questions: For wake-up, is it better just to try land a raida or s.forward(knee), into raida? first off, MASTER the Quick Getup. It's invaluble. The only real Wake Up stuff Ibuki should do is an Ex Kazekiri, a throw, a Yami Shigure, or a parry. The Raida and her standing foward both have about 3-4 frames of startup. And that's if you use the jab Raida. The Strong and Fiere ones make her slide foward ALOT, and it's like begging them to rape the poor ninja girl. If the Ex Kazekiri hits, IT DOES NOT KNOCK THEM DOWN, and they WILL hurt you, but you can do something on the way down, so you have a few options 1. Do a normal attack on the way down. For some reason comming down off of the Ex Kazekrir is considered Jumping foward, so you can do her Short, Foward; Jab, Fierce; Or Fierce, Foward Air Chains off of it. If this gets predictable, and they learn to block after being hit with it, tick throw them Do one of the starting moves from those chains, and then move in and throw them. 2. Do a Kunai on the way down. Vary the timing, and the angle of it to throw off parry attempts. If done late enough, you can actually combo off of the kunai (Standing Jab, Strong, Short chain) 3. Cancel it into Kasumi Suzaku. Use the Strong version, as it will allow all 20 hits to land, and if they block it, will push them far enough away. quote: Originally posted by Tuff Daddy Describe your mixup game in general. See Above Hope that helped Posted by No SpeaK on 11:19:2001 10:00 PM: does she have an infinite? if so how do i do it? Posted by ThE CRoW on 11:19:2001 10:47 PM: ,. i never really played 3st, so i wanted to ask if its ok if you teach me some stuff, like ibuki or if theres any tech hits or parrying and how to do them, and is ibuki good to use against all of them?? wat are her combos?? and strats?? sorry if this is a pain in the ass to ask Posted by DCSlayer on 11:19:2001 11:46 PM: quote: Originally posted by No SpeaK does she have an infinite? if so how do i do it? There's no such thing as an Infinite in 3rd Strike (Thank God) to my knowledge. quote: Originally posted by ThE CRoW i never really played 3st, so i wanted to ask if its ok if you teach me some stuff, like ibuki or if theres any tech hits or parrying and how to do them, and is ibuki good to use against all of them?? wat are her combos?? and strats?? sorry if this is a pain in the ass to ask This really isn't the place for ALL of that. This is more of an advanced strategies and combos guide, and it's for people who are familiar with the 3rd Strike Engine. There are several invaluble FAQS (Frequently Asked QuesionS) for the game on [url]www.gamefaqs.com [/url] You can find character specific info, along with KMegura's comprehensive move list and basics guide. Ibuki is NOT a beginners character. She's very precice, Combo reliant, and Expert oriented. I recomend picking up someone brainless and simple like Ryu (Death to the Shotos) once you get familiar with the game, and think you have the speed and reflexes to handle Ibuki, then we'll talk. Posted by ThE CRoW on 11:20:2001 12:14 AM: . ok nm i guess, i know how to do most of them just timing is all, anyways always wanted to use ken so i guess it wont be that bad ill get ya when i get more advanced in this game Posted by Gandido on 11:20:2001 12:22 AM: DC Sensei you took my part damnit! I wanted to say the long ass combo =(. Well, I saw a japanese ibuki player on a vid, had a very intense 'footsie' zoning game. anyone know where this/these vid/s are? Posted by DCSlayer on 11:20:2001 12:34 AM: quote: Originally posted by Gandido DC Sensei you took my part damnit! I wanted to say the long ass combo =(. Well, I saw a japanese ibuki player on a vid, had a very intense 'footsie' zoning game. anyone know where this/these vid/s are? Sorry bro ; ) Couldn't resist. I got a standing ovation when I pulled this off in a tournament one time. IT's highly impracitcal, and has many points where it can screw up easily, but it's DAMN flashy (and I LIKE Flashy) Posted by Gandido on 11:20:2001 12:41 AM: Hahaha. I pulled off the full 60 hitter and when I won that tournament, with THAT combo, people gave me a standing ovation too. Its so damn flashy, and sometimes I'll just stun them and ignore the combo so I taunt the bitch =P Posted by DCSlayer on 11:20:2001 12:55 AM: I love doing her 3 hit standing punch chain comboed into the Taunt, and it kills them, and then in SLoooooooow motion she waves goodbye Posted by Gandido on 11:20:2001 12:58 AM: WTF wp mp fp taunt or wp mp (2 hit) taunt? I use her taunt as an anti air... and its good because her next move has that 5% damage bonus Posted by DCSlayer on 11:20:2001 01:05 AM: Jab, Strong, Fierce, Taunt Or Close 2 Hit Fierce Taunt Or Back+Strong, Fierce, Taunt All work. And the Taunt as an Anti-air? It ONLY hits opponents on the ground, and can be blocked, or teched out of. The only way it would work as an Anti-Air is if they were jumping in with no attack and intending to either stand there, or do a sweep of some kind Posted by DeadlyRaveNeo on 11:20:2001 04:37 AM: quote: Originally posted by Gandido DC Sensei you took my part damnit! I wanted to say the long ass combo =(. Well, I saw a japanese ibuki player on a vid, had a very intense 'footsie' zoning game. anyone know where this/these vid/s are? Just look around SRK for Evil Gill, he's a guy from Nebraska who keeps an free FTP up with a lot of 3S vids, he's around somewhere. The Crow: From what I've seen in your other posts, you are from Toronto as well, you can come down to Video Amusement in Brimley and Eglinton, usually there are enough players there who are kind enough to teach you stuff if you ask them. Although I admit, the game is quite old now and a lot of the players don't touch the game anymore like they used to. Posted by Post Man on 11:23:2001 05:53 PM: Third strike is pretty dead in Toronto right now. Still though, the average level of competition is higher than in most places but everyone spends more time playing other games. Ibuki... Sorry, I've got nothing to add to your strat thread. The best time to go to Brimley to play third strike would most likely be on a sunday between 12 and 6pm. John Tang is there then. he'll teach you a few things. Posted by sayiajin1 on 11:25:2001 06:28 AM: do u people actually use ibuki cause 95 percent of the strategy here is useless. that taunt is useless unless you wanna lose the round. i dont know if you noticed but even if it connects you can still get hit. also where is the real strats here. strats like walking repeated jabs then random throws, when they block low do toward and mk as it is an overhead. when they see the timing for toward mk do toward and hk as it comes out alot faster. toward and mk is just a setup for toward hk. mix that in with a few overheads and youll be getting cheap wins in no time. i still havent seen the chain of jab, strong , fierce and ex dp k into jab then toward fierce. amazing stun damage. i dont even remember reading jab, strong, fierce command throw. and to answer someones question earlier when they are getting up do a mk to see if they are gonna parry. if they do next time they are about to get up just do the command grab instead. if they start to wake up dp then block or parry then do jab, strong, fierce command grab or qcf p. when in close do mk and after they block do immediate qcf lk then grab. its very fast. also as they are getting up dash past them and do sa1 with strong. never do sa1 in the corner if the chip damage isnt enough to kill them cause you will be the recipient of a big combo when you land. never use it when chunli has sa2 cause even if you connect she can still nail you as you come down depending on distance. also dont try walking jabs on here cause she is the only character that out right putprioritizes it with her jab. its also hard to do to yun and yang. everyone esle is ok. her worse problem is that she cant take a hit. 2 fierce punches from ryu and your round is almost over. if they throw fireballs then do her backward dp k move, ex version and then buffer into super. the ex version goes the full screens distance and its alot faster than the normal one. also dont listen to anyone that plays with sa 2 and sa3. they are useless. as much damage as she takes you need all of the meter possible cause your ex moves are usefull. so anyone that uses those sa seriously must lose every match they have in the arcade. theyre are alot more strats but she has but ive said enough already. next time ill talk about kara throwing. Posted by Slayer213KIL on 11:25:2001 12:56 PM: quote: Originally posted by sayiajin1 also where is the real strats here. strats like walking repeated jabs then random throws, when they block low do toward and mk as it is an overhead. when they see the timing for toward mk do toward and hk as it comes out alot faster. toward and mk is just a setup for toward hk. mix that in with a few overheads and youll be getting cheap wins in no time. Real Strat? The walking jab attack works against the computer. Not alot of luck in tournaments though. Toward+Medium Kick? You don't think that move is slow enough to get parried a tournament level? Forward+roundhouse? Most characters in a low block (very common) will duck right under that move, Ibuki loses her momentum. quote: and to answer someones question earlier when they are getting up do a mk to see if they are gonna parry. if they do next time Next time?! Your talking about how two fierce shots from Ryu will cost her the round, and you think you can afford to give your opponent a free parry getting up from the ground? That will get you killed in a tournament. quote: also dont listen to anyone that plays with sa 2 and sa3. they are useless. as much damage as she takes you need all of the meter possible cause your ex moves are usefull. so anyone that uses those sa seriously must lose every match they have in the arcade. theyre are alot more strats but she has but ive said enough already. next time ill talk about kara throwing. Don't listen to anyone who plays with SA2, and SA3? Anyone that uses those SA must lose EVERY match in the arcade? Man, you make some Good points about how to use Ibuki, her strats and her Super arts. But I think your going too far degrading the other advice on this thread. And in your arrogance you also overlook the weakness of other parts of your own suggested strategy. I like SA1, and SA2. I don't lose every match in the Arcade. You cannot block, or parry SA2. It also does a good deal of damage. To use it clevery, and skillfully is the key. Posted by DCSlayer on 11:25:2001 04:18 PM: quote: Originally posted by sayiajin1 do u people actually use ibuki cause 95 percent of the strategy here is useless. that taunt is useless unless you wanna lose the round. i dont know if you noticed but even if it connects you can still get hit. I use that for the damage and stun boost she gets after connecting with it, AND because it's a taunt. You use it to show your disdain for your opponent, it's like, come on, hit me. And most characters can't punish her very badly even after it hits. I would never use it in a tournament, not unless I was SURE it would kill them. quote: Originally posted by sayiajin1 also where is the real strats here. strats like walking repeated jabs then random throws, when they block low do toward and mk as it is an overhead. when they see the timing for toward mk do toward and hk as it comes out alot faster. toward and mk is just a setup for toward hk. mix that in with a few overheads and youll be getting cheap wins in no time. I HAVE mentioned all of her overhead and mixup strategies. I don't use the T+Roundhosue as a mixup because it's NOT meant to be that, it's a High Priority POKE that is immune from being stuffed by Low attacks. You should actually try READING the entire thread before disparaging it. quote: Originally posted by sayiajin1 i still havent seen the chain of jab, strong , fierce and ex dp k into jab then toward fierce. amazing stun damage. i dont even remember reading jab, strong, fierce command throw. Beacuase no one ASKED about it. And because it's such basic knowledge that both of her close chains (Jab, Strong, Fierce and Short, Foward) are bufferable into ANY special move. quote: Originally posted by DCSlayer If the Ex Kazekiri hits, IT DOES NOT KNOCK THEM DOWN, and they WILL hurt you, but you can do something on the way down, so you have a few options 1. Do a normal attack on the way down. For some reason comming down off of the Ex Kazekiri is considered Jumping foward, so you can do her Short, Foward; Jab, Fierce; Or Fierce, Foward Air Chains off of it. If this gets predictable, and they learn to block after being hit with it, tick throw them Do one of the starting moves from those chains, and then move in and throw them. As you can see I mentioned everything that you can do off of a Ex Kazekiri. Once again, READ THE ENTIRE THREAD. And the Jab, T+Fierce chain on the way down only combos against Urien, Gill, and Hugo (not Q for some reason. Against everyone else, they have the opportunity to block. quote: Originally posted by sayiajin1 and to answer someones question earlier when they are getting up do a mk to see if they are gonna parry. if they do next time they are about to get up just do the command throw instead. What's the one thing people expect you to do when you wake up? Try a wake up move or throw, so their either going to parry, or try to throw/tech your throw. Don't Do a standing foward when you wake up. You will get parried, or thrown (it's not fast enough to beat a throw) and if you get parried, you're gonna eat a super quote: Originally posted by sayiajin1 if they start to wake up dp then block or parry then do jab, strong, fierce command grab or qcf p. when in close do mk and after they block do immediate qcf lk then grab. its very fast. also as they are getting up dash past them and do sa1 with strong. After her Punch chain, the EX or Jab version of the Kubiori are the only 2 that will combo off of it. The Foward buffered into a jab Kasumi Gake into the throw is a very good tactic against DEFENSIVE players only. If their offenseive, they'll make you eat a super, and at a 25% damage bonus for them, because during this move, Ibuki is considered Crouching, and takes damage as such. And what the hell do you mean dash past them and do the Kasumi Suzaku? First off you'd have to JUMP first, and they would KNOW what side you were on by then. Useless strategy quote: Originally posted by sayiajin1 never do sa1 in the corner if the chip damage isnt enough to kill them cause you will be the recipient of a big combo when you land. never use it when chunli has sa2 cause even if you connect she can still nail you as you come down depending on distance. 'Duh. I mean come on. Do try to say something at least a little intellegent, if not original. You don't even mention NOT tapping the buttons for the super, and this will allow her to get to the ground before the block stun wears off. and block whatever they try to do to her. quote: Originally posted by sayiajin1 her worse problem is that she cant take a hit. 2 fierce punches from ryu and your round is almost over. if they throw fireballs then do her backward dp k move, ex version and then buffer into super. the ex version goes the full screens distance and its alot faster than the normal one. Well DUH she can't take a hit. Are you just now noticing this? or did you honestly think the rest of us hadn't noticed? The EX Hien into Kasumi Suzaku tactic takes a meter and half to do. Not a viable option all the time. quote: Originally posted by sayiajin1 also dont listen to anyone that plays with sa 2 and sa3. they are useless. as much damage as she takes you need all of the meter possible cause your ex moves are usefull. so anyone that uses those sa seriously must lose every match they have in the arcade. theyre are alot more strats but she has but ive said enough already. Wow, Really Stupid now. Do you realize that Super Art #3 (Yami Shigure) does AMAZING Stun damage? You dizzy someone with it and it's a free cmbo afterwards. It does MORE damage than a un buffered SA 1 that hits all 20 times if You get a combo in after it. And there's ALLOT of ways to combo into the super 1.) Punch Chain, Super 2.) Close Fierce, cancel after second hit 3.) Kick Chain, Super 4.) T+Foward, Super 5.) T+Foward, Jab, Super 6.) Jab, Super 7.) Close Jab, Strong cancel after first Hit Super 8.) Low Strong, Super 9.) UNIVERSAL OVERHEAD, Super (VERY effective) 10.) Standing Foward (close), Super 11.) Jump, throw a Kunai, land, Super (it does combo if you time it right) 12.) Jump in Foward, Super 13.) Jump in Short, Foward, Super 14.) Jump in Fierce, Super 15.) Jump in Jab, Fierce, Super 16.) Jump in Fierce, Foward, Super 17.) (My favorite, very flashy) Jump In Jab, Fierce, Jab, Strong, Fierce, Roundhouse Tsumuji cancel after second hit, Super And Super Art #2 (Yoroi Doushi) is considered the Experts Super. Not Easy to land, but WORTH it. The Grab Version does almost as much as a Shin Shoryuken. About 40% damage. AND you can combo the grab version off of a Jump in Fierce. You can also combo the normal Energy Blast version off of Combo 17 from above. You can also do her Standing Foward, into the Short Kasumi Gake, into the Super. Doing a Blocked Close Punch Chain, into a Jab Tusiji Goe, landing right behind the opponent, and Doing the Super is very difficult, and very tricky. Somethign probably out of your league and ability. quote: Originally posted by sayiajin1 next time ill talk about kara throwing. Her Kara throw is USELESS, it gives her the WORST range boost out of ALL the characters. Her Far Strong, Close Foward, Far Foward, and roundhouse are her Kara Throw moves, and she ONLY gets a piddly 16 pixels out of it. Hugo gets Twice that (the best in the game) for his standing Foward. Don't bother, you'll usually end up botching the throw attempt, have some normal move come out that you weren't expecing, so you dont' combo off of it, and you eat a Super. All together I can see one intellegent thing you've said in your entire post. I've found the advancing jab attack to be very usefull against human players. It pressures them, builds meter for you, and plays mind games with their head. Watch out for their parry attempts tho. It gets predictable after while, so try to vary your timing. And Try to read an entire thread before posting a reply to it. Posted by sayiajin1 on 11:26:2001 07:20 AM: quote: Originally posted by Slayer213KIL Don't listen to anyone who plays with SA2, and SA3? Anyone that uses those SA must lose EVERY match in the arcade? Man, you make some Good points about how to use Ibuki, her strats and her Super arts. But I think your going too far degrading the other advice on this thread. And in your arrogance you also overlook the weakness of other parts of your own suggested strategy. I like SA1, and SA2. I don't lose every match in the Arcade. You cannot block, or parry SA2. It also does a good deal of damage. To use it clevery, and skillfully is the key. im not tryin to downgrade anyone just tryin to help. ill respond to that other nigga seperately. as for you what level of play are you at and where are you playing. it will give me an idea of what kind of people your using your strats against. like i said im not tryin to put other niggas down. just tryin to help niggas use the character properly. Posted by sayiajin1 on 11:26:2001 07:34 AM: quote: Originally posted by DCSlayer And Try to read an entire thread before posting a reply to it. you must be the stupidest ibuki player in the world. exactly what arcade are you using this stuff at. you said sa3 does alot of stun damage. its useless cause what combo are you gonna follow it up with when you have no meter. its a waste of time and so is sa2. if you know that she cant take a hit why would you gamble by picking something that will leave her no ex meter if it whiffs. you also said that it can link when you jump in with a fierce. my question is who is gonna let you jump in without doing an anti air. every idiot knows if it hits or even if you block she can go into toward mk while still in the air. it seems like you dont know how to play the game at all. knowing the damage she takes a real ibuki player would never jump in on someone anyway unless it was fool proof. i learned by watching eddie lee play and he was on the US national team so you cant tell me that i dont know what im talking about. he personally showed me the advantages of her ex moves and walking jab by easily beating capable q, ken and yun players at cf. i play at cf all the time and the ibuki players that try your stuff get owned. so as i said who are you using this stuff on and learn to be more thankful when someone gives you advice. i did read the entire thread and ive come to the conclusion that you cant be serious with the things youve said. your an amatuer at best. Posted by Slayer213KIL on 11:26:2001 08:28 AM: quote: Originally posted by sayiajin1 as for you what level of play are you at and where are you playing. it will give me an idea of what kind of people your using your strats against. like i said im not tryin to put other niggas down. just tryin to help niggas use the character properly. I'm not going to "rate" myself, but I place in the top 5 of all the Portland 3rd Strike Tournaments this year. Posted by DCSlayer on 11:26:2001 03:37 PM: quote: Originally posted by sayiajin1 you must be the stupidest ibuki player in the world. exactly what arcade are you using this stuff at. you said sa3 does alot of stun damage. its useless cause what combo are you gonna follow it up with when you have no meter. Jump in Jab, Fierce, Jab, Strong, Fierce, into the Raida. Does very decent damage. Added to whatever the super did, it becoms her next most damaging super after a Yoroi Doushi Grab quote: Originally posted by sayiajin1 its a waste of time and so is sa2. if you know that she cant take a hit why would you gamble by picking something that will leave her no ex meter if it whiffs. you also said that it can link when you jump in with a fierce. my question is who is gonna let you jump in without doing an anti air. Ever heard of jumping in and parrying? Or jumping in expecting your opponent to parry your jump-in attack, so you don't attack, and throwing them? It's all about options, and choices, and unpredictablity. Yes her Ex Moves are very good, but you should never rely on them quote: Originally posted by sayiajin1 every idiot knows if it hits or even if you block she can go into toward mk while still in the air. it seems like you dont know how to play the game at all. knowing the damage she takes a real ibuki player would never jump in on someone anyway unless it was fool proof. A jump in is ONLY fool proof when they're recovering from a fireball, or other special move. A REAL Ibuki player would have the brains to handle whatever was thrown at them during a jump in. And react accordinly. And I posted about her jumping chain of Fierce, T+Foward chain long ago. Again, read the thread. quote: Originally posted by sayiajin1 i learned by watching eddie lee play and he was on the US national team so you cant tell me that i dont know what im talking about. he personally showed me the advantages of her ex moves and walking jab by easily beating capable q, ken and yun players at cf. i play at cf all the time and the ibuki players that try your stuff get owned. Good for you. You watched someone play who's very good. *applause* Dosen't say jack crap about your skills as a player. Where you play dosen't have anything to do with your own ability at the game, but to answer your question, I play at Einstein's In Austin TX. 3rd Strike Capital of the US. quote: Originally posted by sayiajin1 so as i said who are you using this stuff on and learn to be more thankful when someone gives you advice. i did read the entire thread and ive come to the conclusion that you cant be serious with the things youve said. your an amatuer at best. Whatever you say man. This is a STRATEGY thread, not some flame war. You have your way of playing, and I have mine. Posted by Vance on 11:26:2001 05:32 PM: quote: Originally posted by DCSlayer (To Darkslayer) Whatever you say man. This is a STRATEGY thread, not some flame war. You have your way of playing, and I have mine. Ooh! Two Ibuki players ratting on each other's strategies! This is going to be hotter than a catfight! Posted by Berias on 11:26:2001 09:33 PM: Austin is the 3rd strike capital of the US? I love 3rd strike, and I just moved to austin. Please tell me where all the players congregate! Is Einstien's the one near the UT campus? Posted by DCSlayer on 11:26:2001 11:27 PM: There's actually 3 Arcades on Campus, Einstein's is the spot for 3rd Strike and CvS2. It's got 2 Big Screens with 360 sticks right next to each other for SF3, and a big Screen with 360s for CvS2. It's on Guadalupe just south of 24th Street. Le Fun is down the street from Einstein's and it has Tekken 4 and MvC2, there's also an Arcade in Dobie mall at Guadalupe and 21st but it blows. Hopefully I'll be comming up to Austin again soon. I hate San Antonio Arcades Posted by sayiajin1 on 11:27:2001 05:13 AM: quote: Originally posted by DCSlayer I play at Einstein's In Austin TX. 3rd Strike Capital of the US. Whatever you say man. This is a STRATEGY thread, not some flame war. You have your way of playing, and I have mine. your right it isnt a flame war. as for 3s capitol of the world, please. One guy from over there gets 2nd place at b4 and all of a sudden its the capitol. not to take anything away from the einstein players but to my knowledge only hsien places in big tourneys. cf on the other hand has at least 4 that place well in big tourneys. who cares though its just a game and i have better things to do than argue about it. its gonna get me no where in real life anyway. its just a hobby. i cant see myself disliking you as a person because i dont like your play style. i just dont understand how jumping in with fierce is being endorsed by you. if you play a good enough opponent you will get dp everytime. i only do it to go over projectiles. anything else is a gamble. Posted by DCSlayer on 11:27:2001 03:34 PM: Speaking of projectiles, Her 3rd Super is an Anti-Projectile. Even if it's a super, do the super, watch as the kunai hit their feet, and then Ibuki races back and forth Invincible, NOT getting hit by the projectile. I've tested this with every projectile super out there (Remy, Oro, Ryu, Akuma, Urien, Gill, Necro, Twelve, and Sean.) It's always good for a, "What the Fuck?!?" From your opponent Posted by Arlieth Tralare on 11:28:2001 10:24 PM: Trash talk is cheap. Hey, guys. Before you mention it, yes, I know my ibuki faq has a shitload of errors in it, but i've been too busy to update (yet). I've been using Ibuki for a few months trying to pick up strategies, but I haven't been playing long enough to know optimal anti-character tactics. For example, she seems to have some trouble against Yun and Yang (far more trouble that Alex seems to be), and can someone explain why the FUCK her Raida can catch Alex out of his Air Stampede, but can be thrown out of in 3s? Whatever happened to it being a throw counter? =/ Posted by DCSlayer on 11:28:2001 10:45 PM: quote: Originally posted by Arlieth Tralare Trash talk is cheap. Hey, guys. Before you mention it, yes, I know my ibuki faq has a shitload of errors in it, but i've been too busy to update (yet). I've been using Ibuki for a few months trying to pick up strategies, but I haven't been playing long enough to know optimal anti-character tactics. For example, she seems to have some trouble against Yun and Yang (far more trouble that Alex seems to be), With Yun and Yang you have to outpixie them and never stand still. If you stand still, they'll zone you, and it'll be all over. You won't be able to move or do anythign without risk of eating a super/special. As for Alex, Only Jump in at him with NON-INTERUPTED COMBOS, as in Jump in Short Foward into One of her chains, if it's blocked, end with a Raida (for that little bit of meter) and get the hell out of there. Throw lots of Kunai to keep him from getting in close, and Kubi Ori randomly to catch him trying to dash in. quote: Originally posted by Arlieth Tralare and can someone explain why the FUCK her Raida can catch Alex out of his Air Stampede, but can be thrown out of in 3s? Whatever happened to it being a throw counter? =/ Huh? What do you mean? Posted by Arlieth Tralare on 11:28:2001 11:06 PM: Okay. Lemme explain. Alex does a wakeup EX Air Stampede. I panicked and accidentally did a Fierce Raida. It catches Alex and nails him. So, I reiterate: How the fuck? Also: Back in 2i I remember seeing Ibuki's Raida being used as a throw/parry counter. However, it seems that kara-cancelling renders its use as a throw counter virtually useless now. Ahh well. Oh yeah. Fun and stupid combo to do with Ibuki's Yami Shigure: C.Short > Jab -> Strong (far) > Strong Yami Shigure. Hehe. ^^ ( > = Link) Posted by DeadlyRaveNeo on 11:29:2001 02:42 AM: Alex has some really weird hit properties which only affect him, like Yang's strong, fierce, back fierce chain where he Alex can be hit by Yang using strong after the last knockdown fierce of that chain or like multiple DB+fierce with Necro. So I wouldn't be surprised if other more stuff hits Alex out of the stampede. On the Raida topic, I'm not sure about it's properties in 2i since I started in 3S, but isn't the Raida unblockable in 2i? (like her Yoroi Doushi Super Art which is now blockable?) I wish I have 2nd Impact at home so I can try it out. Can anyone clear this out? Posted by Arlieth Tralare on 11:30:2001 11:26 AM: The hell? No, the Raida was never unblockable. Un*parryable* yes. Yoroi Doushi is unblockable at close range, but... ugh. that's definitely a skill super. Posted by Gandido on 11:30:2001 02:56 PM: A very nice way to go into putting in the yoroi doushi is to do her flip move and do the motion... its good because you can control the jump range and if you accidentally fuck up you can still put in a kunai for 'air lag' All times are GMT. The time now is 11:26 PM. Show all 47 posts from this thread on one page Powered by: vBulletin Version 2.2.4 Copyright © Jelsoft Enterprises Limited 2000, 2001.