Ibuki vortex - dealing with DPs etc? Plus, how to use Raida?

I'm learning Ibuki and trying to get her kunai vortex down. Just wondering, am I always at risk from a strong wakeup move like a DP? If the opponent plays it correctly, will I always get hit? If so, what should I be doing to counter this?

 

On another note - in what situations should I use Raida? I generally favour Neckbreaker, but I'm aware that Raida can follow an EX-Tsumuji in the corner, and I sometimes use it in combos to put opponents in the corner, but can I be getting more use out of it?

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created Jul 26 '10 @ 8:35 by:

jamesebrady
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it sounds like you already understand how to use Raida already. You are correct in that it's great positionally and puts your opponent in the corner. There are other ways to use it as well. It is great when used in situations where it's common for people to try and throw you. Common examples are after you have blocked a shotos' Tatsu (Hurricane Kick) I like to mix this up with a simple back-dash in case they DP after a Tatsu. Or use it after an air to air reset. It also can be used after Ibuki's Close Standing Roundhouse (HK) when used as anti-air. There is one good trick I know of that can be set up using Raida. When you have landed a Raida you can immediately use neckbreaker to slide Ibuki across the screen and stop just before the opponent when they are getting up and you can then use her Ultra I. It's great against people who haven't seen the trick before or against people who don't understand the range of Ibuki's neckbreaker and therefore they sit there waiting to block the neckbreaker which wiffs right in front of them and they get grabbed by the Ultra before they can jump out. I wouldn't use it all the time against friends as it's not a trick people fall for over and over.

With regards to the Vortex. If you are getting hit by DP's there are a couple of things you can maybe try. First of all the best way to set up her Vortex is after you land a neckbreaker. The typical (and most effective) way to do the Vortex is to use her short command dash after the neckbreaker then immediately Super Jump forward and throw a Kunai and time it so that as they wake up the Kunai is in their hitbox meaning they have to block it or eat a Kunai and the follow up Target Combo which should lead to another untechable knockdown. If they wake up with a DP they can stuff the Kunai but if you timed your Vortex correctly you should be on the other side of them as the DP wiffs. The problem is that if they time it right the DP can auto-correct and still get you.

If you are playing someone who can auto-correct DP you then there a few things you can do about it. The first thing is to learn how to Safe Jump with Ibuki's LK. You should jump in with LK as they are getting up and time it so that on medium sized characters (which applies to all the shotos) you hit them in the chest (meaty). This makes it so that if you time it right and they wake up DP you can land in time to block and force them to wiff the DP and you can follow up with a punishment of your choice. The second thing you can do is Super Jump backwards and immediately EX Kunai which stuffs their DP. This also applies after a launch combo St. LP, St. MP, Cr. HK, St, HK or Close HP (2 Hits), Cr. HK, St. HK. You can Super Jump forwards or backwards and EX Kunai you don't have to jump backwards. A really great punish is to Super Jump backwards when you have a Super stored and when you see the DP use her Fierce (HP) Super to punish the wiffed DP for huge damage.

When you learn Ibuki's safe Vortex and mix it up with safe jumps and general baiting you'll be laughing at wake-up DP's.

 

Some of the things I explained are found in this great video:

 

 

Raida/Neckbeaker/Ultra I trick at 0:28 secs

Vortex at 07:25

Dealing with DP's at 07:45

 

good luck!

 

 

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created Jul 26 '10 @ 16:56 by:

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