Adon's Rising Jaguar FADC U2 is the weirdest thing. His dash is too good, so if the Rising Jaguar is done too close, the first qcf for the ultra actually has to be done backwards, else I get an EX Rising Jaguar every time. If the Rising Jaguar is done just a step away, I can do it normally just fine.
That quirk aside, I'm really liking Adon. He seems to have problems with characters with really strong normals, though. Bison in particular, no idea what to do to him.
In all versions of SF, Bison has a lot of trouble with jump-ins as he has very few "go-to" AA options. Try landing combos after a jump in, and mix it up with throws when you can.
I guess I'll have to give it a try, since trying to out-poke him has been a lesson in futility. Thanks.
I don't suppose you have any advice against patient Balrogs, while we are at it?
Can't really help you there; never learned Balrog. I guess if someone's being too patient in general, start taunting or just walk up and throw them. Usually they're trying to bait and counter specials. The walk-in throw is a hilarious blow to the average XBL player's psyche.
Adon's Rising Jaguar FADC U2 is the weirdest thing. His dash is too good, so if the Rising Jaguar is done too close, the first qcf for the ultra actually has to be done backwards, else I get an EX Rising Jaguar every time. If the Rising Jaguar is done just a step away, I can do it normally just fine.
That quirk aside, I'm really liking Adon. He seems to have problems with characters with really strong normals, though. Bison in particular, no idea what to do to him.
In all versions of SF, Bison has a lot of trouble with jump-ins as he has very few "go-to" AA options. Try landing combos after a jump in, and mix it up with throws when you can.
I guess I'll have to give it a try, since trying to out-poke him has been a lesson in futility. Thanks.
I don't suppose you have any advice against patient Balrogs, while we are at it?
Can't really help you there; never learned Balrog. I guess if someone's being too patient in general, start taunting or just walk up and throw them. Usually they're trying to bait and counter specials. The walk-in throw is a hilarious blow to the average XBL player's psyche.
Turtle Balrogs usually use FP for all their dashing punches, which means if you are quick you should be able to sweep them out of it (or rising jaguar them), you just need to bait it out. A deep enough crossup will usually dodge his headbutt, so that is something. Just get the life lead and then turtle them right back.
I found a fun new shenanigan with Ibuki. f+cr.mk is a slide. So, wait for someone to jump in, slide under and cross them up. Free target combo's or throw's all day. Using that and target combo's only, I ripped off a 14 win streak last night.
Rubix42 on
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ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
edited May 2010
Like the title says, Team RanBats are tomorrow, so you should find a teammate if you haven't already. One person should pm me with your team name and the members of your team. And remember kids, 9PM EASTERN time.
I found a fun new shenanigan with Ibuki. f+cr.mk is a slide. So, wait for someone to jump in, slide under and cross them up. Free target combo's or throw's all day. Using that and target combo's only, I ripped off a 14 win streak last night.
Looking at my stats last night I found low level Ibuki really baffles people, I have gone 16-4 in my last 20 matches with her.
I found a fun new shenanigan with Ibuki. f+cr.mk is a slide. So, wait for someone to jump in, slide under and cross them up. Free target combo's or throw's all day. Using that and target combo's only, I ripped off a 14 win streak last night.
Looking at my stats last night I found low level Ibuki really baffles people, I have gone 16-4 in my last 20 matches with her.
For sure and sometimes you run into people that don't know that neckbreaker can be blocked low. I've had a couple of perfects followed by rage quits and hatemails for spamming that.
Turtle Balrogs usually use FP for all their dashing punches, which means if you are quick you should be able to sweep them out of it (or rising jaguar them), you just need to bait it out. A deep enough crossup will usually dodge his headbutt, so that is something. Just get the life lead and then turtle them right back.
I certainly should learn to start beating the dash punches, so that's something. The headbutt isn't so much of a problem as his c.hp, though, which pretty much just says "no jumps".
EDIT: You haven't seen someone complain about Ibuki's neckbreaker until you beat Abel's U2 with it. Priceless.
I found a fun new shenanigan with Ibuki. f+cr.mk is a slide. So, wait for someone to jump in, slide under and cross them up. Free target combo's or throw's all day. Using that and target combo's only, I ripped off a 14 win streak last night.
Looking at my stats last night I found low level Ibuki really baffles people, I have gone 16-4 in my last 20 matches with her.
For sure and sometimes you run into people that don't know that neckbreaker can be blocked low. I've had a couple of perfects followed by rage quits and hatemails for spamming that.
I posted about this last night, Ibuki: Chiropractor Ninja in training.
I guess 4 AM is a really bad time to try to go for the 10 ranked win streak achievement. Nobody but the really good players are awake at this hour and it's a thorough exercise in aggravation.
I guess 4 AM is a really bad time to try to go for the 10 ranked win streak achievement. Nobody but the really good players are awake at this hour and it's a thorough exercise in aggravation.
It's luck of the draw. I got it late last night by steamrolling 10 scrubs in a row. Match ten was a sub-flowchart Ken who's strategy was to literally jump forward fireball.
Last night was the first full night of SSF4 play I've got in since I picked up the game, and rotated between Sakura and Zangief. I used Siberian Blizzard for every Zangief fight because it was new and interesting. At first I just tried to land it by jumping at someone else jumping and seeing if it would catch, but that whiffed more than it hit. Then I discovered it eats stuff like T.Hawk's Ultra-II, Blanka's Ultra-I, Juri's Ultra-II, Juri's pinwheels, almost anything as long as it's coming up from below him or something he can fall onto. Its grab properties are almost exactly like Hakan's Ultra-II (if it's not on the ground, it's getting grabbed), except falling onto someone instead of needing them to fall onto you. And it doesn't like to grab opponents that are to the side or above Gief.
I posted about this last night, Ibuki: Chiropractor Ninja in training.
Excellent.
What do you use as her AA? I've tried out cr.hp, but the timing is weird, and it often trades.
I wanna say it's like back and medium punch? I can't remember exactly, I also use neutral jump light punch kunai vs alot of jump ins(mostly dive kick type moves and jump in hados).
I posted about this last night, Ibuki: Chiropractor Ninja in training.
Excellent.
What do you use as her AA? I've tried out cr.hp, but the timing is weird, and it often trades.
On the ground I use these 3 mainly:
Standing roundhouse for far jump ins.
Standing (close) roundhouse juggles into rh dragon kick (DP motion forward kick). Tricky timing but the best damaging AA from the ground. Works pretty well if you guess a crossup (not on your wakeup).
Her best anti-air though (or most reliable for me) is B+MP. If they jump what you want to do is input B+MP then buffer quickly d/df/f + RH (command dash). 4 things can happen here:
1- You B+MP loses and you eat a combo :P This happens rarely unless you do the B+MP super late IMO.
2- Your B+MP trades and you both 'reset'.
3- Your B+MP hits your opponent out of the air (2nd hit of the B+MP hits) and your opponent air resets
4- Your B+MP hits your opponent out of the air (1st hit of the B+MP hits) you put them into a juggle state, your command dash cancels before the 2nd hit. You follow up with a FP Raida (you'll end up crossing under your opponent, so input the Raida the opposite direction or else you'll get a neckbreaker).
Basically, the command dash WON'T come out unless you get only the 1st hit of the B+MP to hit.
I like using the sliding mk to cross up and open up target combo options, but if I don't have spacing, this will be great stuff to work on
Oh and Kunai is my favorite projectile ever. Just interrupts everything. And floats you over all kinds of timing based attacks. Like a Ryu super/ultra will whiff if you bust it out.
That's what it does. I think that it bounces off most attacking hitboxes. Don't really know the exact properties, but it just bounces off alot of stuff, and it won't stop any projectile. Not that you would really need to.
They made it up in SSF4 by giving it shit tons of hitstun though. Like, whao.
I should note again I play Ibuki as a runaway character and wait for frustration fireballs to ex neck break and similar shenanagans until I get a better feel for her offensive play.
It feels like Kunai Hit alot of attacking moves if you hit them in the top area, I hit a bison who psycho crushered when I hit him in the top of his head but it bounced off when it hit his hands, if I am not mistaken I have done similar to Cody's RH kick RK move.
TheUnsane1 on
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WearingglassesOf the friendly neighborhood varietyRegistered Userregular
edited May 2010
Heh, so Ibuki's Kunai still has that unfortunate weakness carried over from Third Strike?
That's what it does. I think that it bounces off most attacking hitboxes.
This is correct.
I don't like Ibuki versus fireball characters. EX Neckbreaker is nice but there's an extra "bounce" that doesn't let you follow up with anything significant like normal neckbreakers do so all that stun just sort of goes to waste :[
Also dislike her slide. Feels much slower/longer than Roses/Dhalsims which doesn't let you use it up close all that well.
Right now, she feels like a worse version of Viper :[
Heh, so Ibuki's Kunai still has that unfortunate weakness carried over from Third Strike?
I wouldn't call it a weakness. The move is for creating opening's for target combo's and messing with an enemie's timing when you jump in.
My mini flowchart:
jump in kunai. Blocked? Throw on landing. Hit? Target combo into dash into Raida for a big chunk of the enemy's health. As the match progresses, a good opponent will start tech'ing your blocked kunai throw, so that's when you start throwing out a combo on a blocked kunai for a chunk of health. Her jump in game is outstanding.
It's taken me at least 10 hours to get her figured out though. And I'm mostly beating on scrubs in ranked and experimenting. She has a ton of moves and I don't consistently use more than about 6 of them. Her real advantage is being able to unleash a ton of damage when you get an opening for a combo.
Heh, so Ibuki's Kunai still has that unfortunate weakness carried over from Third Strike?
I wouldn't call it a weakness. The move is for creating opening's for target combo's and messing with an enemie's timing when you jump in.
My mini flowchart:
jump in kunai. Blocked? Throw on landing. Hit? Target combo into dash into Raida for a big chunk of the enemy's health. As the match progresses, a good opponent will start tech'ing your blocked kunai throw, so that's when you start throwing out a combo on a blocked kunai for a chunk of health. Her jump in game is outstanding.
Wouldn't option select crouch teching destroy that seeing that her common target combo whiffs on crouchers?
Raida is a no tech knockdown, so you have time to get to them. Does neckbreaker have the same properties?
Yes but they're so far away you can't do any kunai vortex or even a safe jump. You don't even have enough time to crossup with (RH) command dash without being punishable. Unless they're in a corner....
The EX version does as much damage/stun as (non-EX) neckbreacker. I usually only use Raida in the corner after EX back kick juggle, after a B+MP juggle, or sometimes as an anti-air if I feel like showing off (Raida'ing Adon's Jaguar Tooth or Juri dive kicks is fun... albeit incredibly dangerous -_-).
Pick Chun
Stand under barrel dispenser
Jump neutral roundhouse
Repeat!
This is how I beat it:
Pick Blanka
Stand under barrel dispenser
Turn on turbo punch and hold button
Watch 30 seconds of "The Hills" then ask self "why the hell am I watching this"
Switch back to SSF4 victory screen
Her what a what? I'm still learning and not familiar with the lingo.
I'm not really sure if it's a vortex or not, but I'm talking about her kunai traps/oki on wakeup. :P
I've learned about this only recently too, but the vortex is basically like what akuma can do, which is knock you down and make you guess in alot of 50/50 situations where most of them are pretty safe for him, which leads to another knockdown and the whole process repeats itself. Ibuki has something similar with her TC but it doesn't really involve a knockdown so, I dunno. Not too sure about her wakeup kunai games except it's dangerous.
Raida is a no tech knockdown, so you have time to get to them. Does neckbreaker have the same properties?
Yes but they're so far away you can't do any kunai vortex or even a safe jump. You don't even have enough time to crossup with (RH) command dash without being punishable. Unless they're in a corner....
The EX version does as much damage/stun as (non-EX) neckbreacker. I usually only use Raida in the corner after EX back kick juggle, after a B+MP juggle, or sometimes as an anti-air if I feel like showing off (Raida'ing Adon's Jaguar Tooth or Juri dive kicks is fun... albeit incredibly dangerous -_-).
Hmmm interesting, I'll have to tighten up my timing for the neckbreaker then, Raida's just so easy haha.
So browsing around through Youtubes, my latest peeve (actually it has been one for a while), is people claiming they are the best whatever player in their scene/city/state/country whatever, and then I watch their videos and all they do is stupid shit that any competent player would punish the shit out of.
Sorry for the late reply.
But Jodo, as a tourney level player, you know that anyone who says anything remotely like that is almost never really any good.
Lots of these cats are big fish in a small pond, who only play a small group of locals who they know they can beat, while never sharing any info/strats that might help them level up. I know some guys like that. Dudes might be legitimately good, but hold on to shit so they can keep dominating their peers. It usually means they never progress past a certain point, because the people they only insist on playing are people that they know they can beat.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Posts
Can't really help you there; never learned Balrog. I guess if someone's being too patient in general, start taunting or just walk up and throw them. Usually they're trying to bait and counter specials. The walk-in throw is a hilarious blow to the average XBL player's psyche.
Turtle Balrogs usually use FP for all their dashing punches, which means if you are quick you should be able to sweep them out of it (or rising jaguar them), you just need to bait it out. A deep enough crossup will usually dodge his headbutt, so that is something. Just get the life lead and then turtle them right back.
Looking at my stats last night I found low level Ibuki really baffles people, I have gone 16-4 in my last 20 matches with her.
For sure and sometimes you run into people that don't know that neckbreaker can be blocked low. I've had a couple of perfects followed by rage quits and hatemails for spamming that.
I certainly should learn to start beating the dash punches, so that's something. The headbutt isn't so much of a problem as his c.hp, though, which pretty much just says "no jumps".
EDIT: You haven't seen someone complain about Ibuki's neckbreaker until you beat Abel's U2 with it. Priceless.
I posted about this last night, Ibuki: Chiropractor Ninja in training.
Well this helps explain why never see you online
Excellent.
What do you use as her AA? I've tried out cr.hp, but the timing is weird, and it often trades.
I wanna say it's like back and medium punch? I can't remember exactly, I also use neutral jump light punch kunai vs alot of jump ins(mostly dive kick type moves and jump in hados).
On the ground I use these 3 mainly:
Standing roundhouse for far jump ins.
Standing (close) roundhouse juggles into rh dragon kick (DP motion forward kick). Tricky timing but the best damaging AA from the ground. Works pretty well if you guess a crossup (not on your wakeup).
Her best anti-air though (or most reliable for me) is B+MP. If they jump what you want to do is input B+MP then buffer quickly d/df/f + RH (command dash). 4 things can happen here:
1- You B+MP loses and you eat a combo :P This happens rarely unless you do the B+MP super late IMO.
2- Your B+MP trades and you both 'reset'.
3- Your B+MP hits your opponent out of the air (2nd hit of the B+MP hits) and your opponent air resets
4- Your B+MP hits your opponent out of the air (1st hit of the B+MP hits) you put them into a juggle state, your command dash cancels before the 2nd hit. You follow up with a FP Raida (you'll end up crossing under your opponent, so input the Raida the opposite direction or else you'll get a neckbreaker).
Basically, the command dash WON'T come out unless you get only the 1st hit of the B+MP to hit.
I like using the sliding mk to cross up and open up target combo options, but if I don't have spacing, this will be great stuff to work on
Oh and Kunai is my favorite projectile ever. Just interrupts everything. And floats you over all kinds of timing based attacks. Like a Ryu super/ultra will whiff if you bust it out.
Although now that you mention it, I did have a Bison randomly kick it out of the air with a standing HK
They made it up in SSF4 by giving it shit tons of hitstun though. Like, whao.
It feels like Kunai Hit alot of attacking moves if you hit them in the top area, I hit a bison who psycho crushered when I hit him in the top of his head but it bounced off when it hit his hands, if I am not mistaken I have done similar to Cody's RH kick RK move.
This is correct.
I don't like Ibuki versus fireball characters. EX Neckbreaker is nice but there's an extra "bounce" that doesn't let you follow up with anything significant like normal neckbreakers do so all that stun just sort of goes to waste :[
Also dislike her slide. Feels much slower/longer than Roses/Dhalsims which doesn't let you use it up close all that well.
Right now, she feels like a worse version of Viper :[
That's just hilarious for some reason.
I wouldn't call it a weakness. The move is for creating opening's for target combo's and messing with an enemie's timing when you jump in.
My mini flowchart:
jump in kunai. Blocked? Throw on landing. Hit? Target combo into dash into Raida for a big chunk of the enemy's health. As the match progresses, a good opponent will start tech'ing your blocked kunai throw, so that's when you start throwing out a combo on a blocked kunai for a chunk of health. Her jump in game is outstanding.
It's taken me at least 10 hours to get her figured out though. And I'm mostly beating on scrubs in ranked and experimenting. She has a ton of moves and I don't consistently use more than about 6 of them. Her real advantage is being able to unleash a ton of damage when you get an opening for a combo.
I'm thinking of picking up Juri as well, she's just a lot of fun to play.
Also I don't think you need the dash for the Raida after TC? If you just do it really fast heh.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
Wouldn't option select crouch teching destroy that seeing that her common target combo whiffs on crouchers?
Thanks for the tip about no dash Elementator, I need to give it a shot.
You're also better off doing a neckbreacker not raida. More damage/stun and better wakeup pressure (you don't knock them across the entire screen).
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
Pick Chun
Stand under barrel dispenser
Jump neutral roundhouse
Repeat!
Edit at Rubix:
He means this.
Yes but they're so far away you can't do any kunai vortex or even a safe jump. You don't even have enough time to crossup with (RH) command dash without being punishable. Unless they're in a corner....
The EX version does as much damage/stun as (non-EX) neckbreacker. I usually only use Raida in the corner after EX back kick juggle, after a B+MP juggle, or sometimes as an anti-air if I feel like showing off (Raida'ing Adon's Jaguar Tooth or Juri dive kicks is fun... albeit incredibly dangerous -_-).
Or pick Ibuki and s.HK all day!
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
This is how I beat it:
Pick Blanka
Stand under barrel dispenser
Turn on turbo punch and hold button
Watch 30 seconds of "The Hills" then ask self "why the hell am I watching this"
Switch back to SSF4 victory screen
I'm not really sure if it's a vortex or not, but I'm talking about her kunai traps/oki on wakeup. :P
I've learned about this only recently too, but the vortex is basically like what akuma can do, which is knock you down and make you guess in alot of 50/50 situations where most of them are pretty safe for him, which leads to another knockdown and the whole process repeats itself. Ibuki has something similar with her TC but it doesn't really involve a knockdown so, I dunno. Not too sure about her wakeup kunai games except it's dangerous.
Hmmm interesting, I'll have to tighten up my timing for the neckbreaker then, Raida's just so easy haha.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
Sorry for the late reply.
But Jodo, as a tourney level player, you know that anyone who says anything remotely like that is almost never really any good.
Lots of these cats are big fish in a small pond, who only play a small group of locals who they know they can beat, while never sharing any info/strats that might help them level up. I know some guys like that. Dudes might be legitimately good, but hold on to shit so they can keep dominating their peers. It usually means they never progress past a certain point, because the people they only insist on playing are people that they know they can beat.
Bust out kunai wakeup games. Switch to neckbreaker to bust out more wakeup games.