I would definitely have to agree with you that Akumas speed more so than footsies themselves is what makes the match up hard. What I’ve been learning about Ibuki lately is that her dashes are really extremely vital to her gameplay more so than her “kunais” or vortex. Akuma takes the match on the ground because its hard to space dashes around him because of how quickly he can close gaps. Same goes for Bison as well. We lose to Rose because…well, its hopeless on the ground. Knowing the spacing of each dash, training your opponents to block first and then HK CD through them, the spacing of her forward dash, and her set ups and combos from both throws and her overhead are very important. I’ve also noticed that its really a HORRIBLE idea to cancel to HK CD from certain normals because of the lack of block stun it leaves. It leaves a bigger window to hit ibuki out at the other end. What works wonders for me is TC4 and st MK. CR mp would be a good option…but the fact that it has so many active frames on the attack makes it a little bit easier to react to. CR LP and LK are not good because you could use a few more attacks to build meter while pressuring or maybe dig for a counter hit. I love st mk and tc4 for the hk cd cancel
Example-If you do cr jabx2-st mk-mk rekka on block to create chip dmg to set up a frame trap or hopefully, finish combos you can train your opponent to block and then use HK CD once youve trained them to block so you can create another mix up on the other side of them. I usually do overhead or throw after a HK CD. At first I was getting raped on the other side after the CD but you train people to block the rekka kicks and it works wonders. It’s almost another 50-50…sort of.
And by god you literally cannot just SJ kunai everytime someone gets knocked down. I find that either doing a lk jump in, walk forward kunai, sj kunai, or safe jump to bait something are the best options. Dicking around with command dashes after nb really has not rewarded me as much. I like to mix those in with throws as opposed to rekka kick and nb set ups.
Rose is just an annoying character altogether. Her slide is safe and c.MP just is a pain to get past. Add on the fact that she has that retarded U2 and you have a frustrating character.
U1 is not a reliable punish for CSpike FADC, since she will most likely be doing backdash to juggle into ultra.
Preference, but unless you want the ease of U1, to punish blocked CSpikes, cr.HP xx SJC U2 does more dmg I think, and stun and meter gain.
non-spaced Spiral Arrows (like in a dropped combo) are punishable with TC4 xx SJC U2, not just U1. Again the same preference as above: easy max dmg vs similar dmg and meter/stun. Though there is a chance that rare situation may come up where cl.st.LP whiffs due to her hitbox.
spaced Spiral Arrows where Cammy hits you with the tip of her boot: not punishable.
SBF: You can most likely U1 right before she hits you since she’s not invincible at this point, but on block she’s definitely at a frame advantage.
Blocked Razor’s Edge is -1 on block, so U1 punishable. But this move is used so rarely that it’s hard to justify picking U1 just to punish this.
But really, you’ll rarely get a chance to use ultra to punish something against a good Cammy, so it doesn’t really matter that much which ultra you pick.
^^^ yeah, i did. but it isnt conclusive. people can jump out of reversal u1 on wakeup on reaction to startup… but there are other instances “on hit” where ibuki is at -1 yet, people cant jump out… its just a bug to me. the ultra is a 2 frame startup except for 1 or 2 pretty uncommon situations.
Ah I thought it was Dime-x that did it! I guess the plan is to actually test specific moves out to see if they work.
I definitely agree with MingoDynasty though, there are few chances to actually use an Ultra against Cammy. Being the match-up I know least about, none of my U1 setups work due to her tendency to be airborne all the time, so I’d rather take U2 for an SJC.
You know what i was thinking about tonight for a bit?
U1 as a wake up ultra. You know where this could be useful? Dudley, Makoto, Ken, or basically any pressure character. Makoto and Dudley definitely highly rely on a wake up game. The ultra will make them hesitate using pressure at times. U1 is definitely a viable ultra in certain match ups. I really am starting to get used to using it now to reversal things. U2 is pretty crummy for its dmg
Dudley’s Okizeme will, in most cases, hit Ibuki out of Yoroitoshi. I’ve been using Yoroitoshi since day one, and there are hardly many chances to use on wake-up.
In the Makoto match-up sure, because anything she does to us on wake-up we can react to. Using it to beat Neutral jumps on wake-up is very character specific too (it will never work against Sakura for example), and all you’re teaching your opponent to do is to jump at you when you’re knocked down every time.
Try this set-up out vs. Shoto (especially Dan!)
[details=Spoiler]
Backthrow -> FWD Dash, High Jump LK (safejump)
This will reset the Shoto if they did a reversal Shoryuken (or let you TC4 if it hits them)
Use LKCD to go underneath, and you have a great Yoroitoshi/EX Kazegiri set-up.
If this is against Dan, the Yoroitoshi will grab his Koryuuken during its start-up =)
Eventually it works as a nice DP bait if you play against the same person a few times. Especially if you HKCD underneath and decide to block. "She’s still dashing, get her!
You can do a normal jump instead to hit on the side towards you if they’ve seen it enough, and try to block instead of using a DP. This one isn’t a safejump however…[/details]
U2 has it’s ultimate uses though. T. Hawk, Juri, bla bla bla…
After playing high as balls last night I really hit a ditch now I think with Ibuki as her goals as a character.
When i look at most of the cast with Abel, Balrog, Bison, Cammy, Ryu, Sagat, Ken, Dee Jay, etc. There goals are really clear in terms of what they want to be doing and how they can be effective.
When both characters are at a neutral point in the match (both standing fighting for a knockdown or combo) you want to be defensive and stand your ground, not jump and just bait something out or attack unexpectedly and get a knockdown.
Ibuki IMO has three options:
combo to knockdown
launcher with TC’s to shenanigans
safe jump set ups with throws and nb/rekka kick crap
All of which I am having a difficulty figuring out why and when i should use these. Why do kunai bs if good players know how to block it now? Why do TC launchers if they just pick up and learn that? She has nothing that is guaranteed lame or annoying.
Like,
when i eat jab jab short headbutt i know im going to get instant cornered from rog and eat ultra.
or i miss a combo im gonna eat 3 frame reversal FADC metsu hadouken
or TC into space opera symphony
her offense isn’t a guarantee I guess is what im saying. It’s just a gimmick. It is more of “well, i’ve got this amazing offense…but my dmg isnt a guarantee.” With other characters its a guarantee that there tricks are going to work once they land the hit.
That is her problem. Its the constant need to always be creative that makes her weak in tournament play. You need to be creative, different, and take chances.
I love her…but like…yeah…shes a very different character model than the rest of the cast. I guess thats why i like her the most.