Ibuki's Command Dash Mixups

Ok so I haven't been messing around with the kunai as much as everyone else for the "Vortex"... is it me or that word is getting out of control and people are using it for almost every characters mixups from untechable KD's. But I have been messing around with her command dash a whole lot and testing to see where the safe mixups are. Here are my initial findings:

LP,MP,2HK,HK target combo options

SJC into MK or HK dash will create a cross up as long as your point blank connecting the move. The farther away you are the more it becomes character specific. You recover in time to meaty their recovery frame with crMP so you have a few frames to do something and get creative, but mashing out a target combo will just whiff a light attack and make you unsafe... if you feel the need to mash use crMP because its fast enough to meaty and has plenty of active frames.

SJ attacks all lose to top tier antiair's like DP, you can do an early kunai to keep yourself out of harms way. If the opponent wants to block you can jump in with a target combo or use a late kunai and start a block string for tick throw mixups. There is no crossup option from SJ unless a corner is involved in which case LK is a slick crossup.

Note: In all untechable knockdowns below you can Hien to meaty and stuff DP's and similar reversals (this may be more character specific then I initially expected... Cammy is a bitch to Hien out of reversal DP after a knockdown, so I would think to use a safe dash mixup or safe jump in that matchup)

Sweep

Immediately forward dash and command dash and you will have frames to meaty with fast attacks as well as block DP from both sides.

Back throw

HK dash into MK or HK dash immediately, proper timing you should be able to meaty from both sides.

Forward throw

Similar to sweep but this will consistently leave you close, LK Hien is godlike at the proper timing. You have enough time to HK dash twice and still meaty.
Tsumuji Low Ender

Untechable KD IMO the most deceptive mixup from here is just walk forward and command dash, if you dash twice from that range you can make the mixup tight to the hit frame with MK command dash into MK/HK dashes but you get real close and end up going far past them with the crossup so it might be easy to block.

Anti Air

cr.HP is a good antiair and you can SJC it into command dash and take a mixup. This can be very deceptive because its one of those resets where you can walk past the point where they land right before they do so you use the command dash to setup the situation not to mixup in this case. The specifics of that depend on the character and the height you AA them... practice and find out yourself.

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created May 17 '10 @ 17:59 by:


So you HAVE to SJC the dash, or can you just cancel it off of the normals? I also find standing back+MP as a good anti-air. More so than c.HP because Ibuki leans a bit forward for c.HP and it misses or gets stuffed. - Shippu Cakes Dec 6 '10 @ 0:01