Alright I just finished watching your Video.
Now on the first look it really seems like you still donāt really know what the actual fuck is going on but hey you just started and I think even Daigo or Infiltration started like this !
To be honest most of the stuff youāve done in the replays is just wrong and you maybe start again from 0. Forget what youāve learned besides frame data and combos and focus on all the fundamental stuff.
What you did wrong:
- no antiairs
- dropped combos / bad damageoutput
- letting your opponent do whatever he wants
- NOT BLOCKING ON WAKEUP (seriously practise blocking)
- actual spacing was almost non existant
- no real oki
- pressing alot of wrong buttons (meaty sweep ?)
- not reading your opponent at all
- not being aware of framedata (you pressed buttons when you shouldnāt and you let your opponents get away with bullshit)
- obvious jumpinghabbits + too much jumping
- blocking too much fireballs. its ok to block a few ones here and there but you blocked too much against that gouken for example.
- not being able to judge the situations (against guile. he tried to lame it out but you had the lifelead so there is no need to attack. lame it out.) (meaty sweep against gouken) (not blocking akumas DPās) etc.
You should try to levelup your defense and get used to a structured offense. For defense check out MingoDynastys Guide. I just copy pasted the defense part out of it so be sure to follow it. I did it too and it actually works
Mingos Regimen: Defense
Spoiler
6. Defense
I suggest learning a good defense before learning a good offense (ignoring the saying: the best defense is a good offense).
Having good blocking skills involves things like teching throws (crouch tech), not panicking, and making smart use of your own defensive tools whether it be cr.LP, FA, backdash, whatever. And lastly, of course, it involves reading your opponent and recognizing blockstrings and patterns.
Thankfully, defense is a universal skill not limited to just Ibuki. Taking a break for Ibuki for awhile, I suggest you hit up multiplayer with a high hp character (since Ibuki has low health and youāll be purposely be taking a beating), preferably one with just as much a poor reversal game as Ibuki. I usually pick Dudley.
If you can, I suggest you grab a training partner offline and do this in training mode. This way, both of you get to practice: you practice blocking and your opponent practices offense. If this is not possible, then youāll have to do this online. If you donāt have a training partner (I highly recommend you get some) then youāll just have to hit up the trusty ranked/endless modes and block those flowchart Kens to death.
If they stop attacking you for some reason, maybe because theyāre a charge character or something, then I like to taunt with Dudleyās rose to get them mad, or spam f+HP or jump around and play like an idiot (but still hitting them because Iām abusing the lag), etc. Once they rage, then you can go back to practicing blocking.
source: Devote Yourself to Your Training! Ibuki Training Regimen
Offense:
Your offense is pretty weak (yet) because it feels like you donāt really know what to do on specific knockdowns. After forward throw you kinda tried to do the safejump but against gouken you did a meaty sweep and he just mashed ultra. Just donāt ever do a meaty sweep. Generally you should always go for safejumps or at least jumpins which either snuff reversals or make them whiff (crossup j.LK after HP SRK for example). After a knockdown you have quite alot of options. You can crossup j.LK, Safejumps, meatys, block, throw, meaty DP FADC (only if you have 2 bars) and all that stuff. You also dropped alot of combos.
Also combos wonāt work without a structured offense and vice versa. I just posted this earlier in a thread how I practise my offense, combos and setups.
tariikz: How I practise Combos and Oki
[details=Spoiler]
I think people approach this subject with a wrong mentality. I remember that I barely dropped combos in the lab but I could never land them in a match (Ibuki TC4 xx EX Tsumuji, Raida) simply because I never really practised the situations. I knew I could do it yet I couldnāt find the opportunity to do it ingame. Later I actually found out how to practise combos in the lab and how to land them in a match.
I will just use Cammy for this example since I am learning it right now like this.
I kinda categorize the combos like this:
BnB Punisher (which should work on all characters)
cr.HP, s.MP/cr.MK > HK Spiral arrow. Does good damage and easy to pull off especially after whiffed moves
Hitconfirms:
I try to learn combos which do ok damage and are easy to pull off in neutral game situations. Mostly stuff which can be linked after jabs or shorts
cr.LK, cr.LP / s.LP, s.HP xx HK Arrow
cr.LK cr.LK s.LP, cr.MK xx HK Arrow
More damaging hitconfirms which should be used after setups
These are the combos which I usually practise with a setup so I can actually pull them off if my setup hits. Whenever I landed something with Cammy when I started I was kinda suprised and didnāt know which combo to do which led me to drop my combos and sacrifice alot of damage. These are usually combos like:
cr.LP, cr.HP / s.HP, cr.MK xx HK Arrow or cr.lp, s.MP, cr.MP/MK xx HK Arrow
Once I start winning matches with the combos I mentioned I start on maximizing my damageoutput. Character specific combos, setups, or even whole sequences with 50/50 mixups which could kill my opponent if he guessed wrong for lets say 2 times.
While youāre doing this you can also try to learn how to pressure your opponent and adapt to different situations.
Setup just got blocked --> throw
Setup just got blocked --> cr.LP, throw
Setup just got blocked --> TKCS EX Divekick
Setup just got blocked --> cr.LP TKCS EX Divekick
Setup just got blocked --> cr.LP, walk like 10 frames -> s.HP (if it hits: continue with cr.MK xx HK Arrow)
Setup just got blocked --> cr.LP wait a few frames -> cr.HP (if it hits: continue with cr.MK xx HK Arrow)
Setup just got blocked --> cr.LK, cr.LK, cr.LK wait a few frames then either s.HK or if he tries to focus depending on the range you can also do cr.MK xx HK Arrow
If my opponent canāt tech I will throw him over and over again. Once he starts being afraid of teching I will start frametrapping him with my normals or instant divekicks. The most important part though is not to autopilot. Alot of people (including myself sometimes) just start autopiloting instead of reacting to the opponents reaction which is actually bad since good players will blow you up for this.
I also posted this in another thread on how you can practise Ibuki combos of a simple Neckbreaker safejump.
Letās say you got a neckbreaker knockdown. You can of course go crazy with all dem kunais but I only use them once in a while to mix it all up. The options you have of a neckbreaker knockdown are immense and I think that most of them are alot better than the kunai.
Neckbreaker knockdown > b.MP > j.HP
If your opponent mashes a reversal youāre blocking. You punish again and get the next knockdown (BnB Punisher TC4 xx Neckbreaker)
Neckbreaker knockdown > b.MP > j.HP
If they block you can tickthrow him which would leads to forward throw > b.MP > instant kunai into TC4 xx Neckbreaker. For now letās just imagine that worked.
Neckbreaker knockdown > b.MP > emptyjump into cr.LK, TC4 > Neckbreaker
This one works alot especially against people who donāt see this often enough.
Neckbreaker knockdown > b.MP > delay > superjump.LK > TC4 > Neckbreaker
This one crosses up and lets you combo into TC4 xx Neckbreaker which setās up everything again.
Neckbreaker knockdown > b.MP > empty jump into throw
Although this one doesnāt look too useful on the first look it actually works alot since most people only start teching once they see the blue blocking animation. (After throw: b.MP jump instant kunai)
Neckbreaker knockdown > b.MP > j.HP > overhead > cr.lp, s.MK xx Neckbreaker
People usually start crouchblocking after the first jumpin so you will catch some people offguard. Her overhead is slow and better players will react so donāt overuse it. (Overhead, cr.LP, cr.LP, s.MK xx Neckbreaker Easy hitconfirm)
Neckbreaker knockdown > b.MP > j.HP or emptyjump > f.HK
Goes over lows, catches people crouchteching and also gets you some frameadvantage because itās a counterhit (If they tech). It also stuffs bisons EX Psycho crusher but letās not get into too much specific details.
These are only the options she getās off a neckbreaker safejump. She has most of these and alot of other options available from different knockdowns and she also has the Kunai vortex which makes everything even scarier.
You should also choose your actions depending on what you think your opponent is gonna do. If I annoyed my opponent for long enough and think he will mash out the reversal the next time I jump towards him on a knockdown I rather choose the Safejump instead of a kunai. Also I would only go for the emptyjump cr.LK if I had taught my opponent that this is actually a safejump and he should actually block it. Actually there is alot more to Ibukis oki game but I hope I kinda helped you out a bit though. If you really want to learn Ibuki check out Mingos training regimen and also the other threads in the Ibuki Subforums. Most of her mixups safejumps and kunai setups are listed there.
Mingos Regimen: Devote Yourself to Your Training! Ibuki Training Regimen
Starts actually around the 13th Post.[/details]
This is simply how I practise combos and setups with Cammy and Ibuki and an example of the options Ibuki has after a simple neckbreaker knockdown. I think most of this applies to ken too (Safe/empty jump into throw/cr.lk/dp/overhead etc.)
It is kinda hard for me to explain how to step up your neutral game but meh I just gonna keep this one basic. If you want to read a really indepth footsie guide just read Majās footsie handbook.
http://sonichurricane.com/?page_id=1702
Basically you shouldnāt jump too much, you should observe at which range your opponent likes to press which button or at which range he likes to jump. Once you figured that out just force these situations and bait your opponent into jumping or pressing buttons and punish them properly. Also you should always prevent your opponent from getting in which means being on point with antiairs. Whenever he jumps just antiair him with MP DP or cr.HP although I am not too sure how good kens cr.HP is. Ken has good footsies and you should make a proper use of cr.mk f.MK s.MP and his cr.LPās. Keep in mind though that cr.MK xx Hadoken isnāt a true blockstring (can be beaten by mashed ultras) if itās not on point blank and that f.MK is -2 on block. The only button which you should press after should be cr.LP but even then characters with a 3 or 4 frame jab will be able to hit you out of it (+ they get a counter hit and an easy hitconfirm which can put you into a situation which could be a worst case scenario (Cammy: cr.LP (CH), cr.MK xx Spiral Arrow)) so use it sparingly. But against scrubs you can just mash dat shit they wonāt be able to do anything lol.
Also we could play if youāre from central europe (I am from germany btw). I donāt have an xbox but I can try getting a PS3 version of it or I can simply borrow you my my 2nd GFWL account. I play SF4 mainly on PC.