Bringing Knives to a Fistfight! Ibuki Strategy and Match-up Thread

i thought only start-up of mk was buffed not the recover on block. is that true? source?

You’d be canceling it into command dash or tsumuji anyways. I’m saying for the pressure game so you just don’t get mashed out as much.

what i meant to say is does it create more blockstun? b/c that would truly be gdlk.

Doubt it to be honest. Why would you want that anyways? To link swipe legs after?

To do st.MK xx tsumuji and have it be a true blockstring. Currently in SSF4, st.MK xx mk/hk tsumuji is not a true blockstring.

Not that it’d make a major difference if they changed it, but it’s a nice bait tool (imo) in Ibuki’s bag of tricks.

to make MK-HK command dash safer and to make MK Rekka Kicks better.

How exactly are you testing this actually? Are you simply putting the cpu on autoblock or are you using another controller?

Ibuki’s normal neckbreakers can go under gouken’s hadokens from mid to max range distance.

I was blocking myself.

So I just left final round. A couple things.

Ps3 blows. And 801 strider is amazing.

I saw that match. Nice showing

Yeah I was scared shitless that match lol. I remember saying that I never wanted to play Gustavo after seeing WCW3 and he ends up in my pool lol. Oh well, he was cool though and said to add him on XBL so I can finally learn to fight Abel now when I get home lol.

yeah ps3 does blow… its like not even the same game it feels like. nice match on stream though popo, i was rooting for you, fuck abel lol.

-dime

Dime-start going on xbl more so i can play you in marvel or ssf4 or something. lol.

i dont think abel is that bad for ibuki. even or her favor.

I also think Abel’s roll mixup is infinetly times scarier than Ibuki’s vortex. It also hurts, lol.

I also hope people don’t judge how terrible I am by what they say on stream lol.

EX kazegiri can be TT-ed??

the abel matchup is either even or in ibuki’s favour.

on another note what do you all think about the chunli matchup?

I think a solid Chun rapes Ibuki, but w/e, that’s prolly just me.

Sooooooo. I need to know when you guys use Ultra 1. I’ve always thought since the beginning that it was terrible, my opinion on it has not changed. Why would you risk using such a terrible ultra when you can Hit Confirm into one every single time? I’ve been going to a lot more tournaments recently and Ultra 1 just doesn’t seem viable at all. It just feels like a scrub killer with very few exceptions.

Any input on this? Where would you guys use it?

Can you pinpoint exactly when this “(-1)d” occurs?

I believe he did MK hien by accident, due to :df::lp: adding to the :mk: input. He most likely meant to do tsumuji. I think.

I really wish Dont Jump’s Ultra Discussion thread took off: http://shoryuken.com/f336/ibuki-ultra-discussion-262483/ But it seems nobody wanted to discuss and he didn’t really add any content/ideas.

I can tell you how I decide my ultras though.

First question I ask myself is “Does any of my ultras punish things (on block) in this matchup?” If yes, then I always pick that ultra. Obvious stuff such as U1 in the Dudley matchup to punish MGB, and sometimes not so obvious stuff such as U2 in the Akuma matchup to punish sweep. Reducing my opponent’s list of safe or available options is top priority for me.

If there is a tie, such as U1 vs Ryu’s dp xx FADC and U2 vs Ryu’s fireball and sweep, or U1 vs Honda’s buttslam and U2 vs Honda’s headbutt, then it’s a little trickier. I have to decide which option I wanna shut down, which will most likely be based on how my opponent plays. If I’ve never played him/her before, then I choose the safer of the two (U2 vs Ryu’s fireball/sweep, because dp xx FADC is not as common as fireball/sweep, and U2 vs Honda, because stopping headbutts is usually more important than having an easy punish for buttslams), or I put this question as maybe and then go onto the next question.

If neither ultra punishes things that the other ultra cannot, or otherwise the ultras are a downright tie in punishing (eg: Guile matchup) then the next question is: “Is putting my opponent in the corner better than doing slightly less damage and getting a vortex/safejump setup?” An example would be Gouken, where a corner setup is far more useful than a vortex setup since he’s kind of immune to vortex.

Then the last question, after all the “solid play” questions have been asked, is “Do I wanna gimmick with U1 or play solid with U2?” Of course, there’s a grey area in between, where you can really make your opponent think about pushing buttons (as opposed to mindlessly mashing) when you do xx lk.cd , throw, for example. You may be setting yourself up for a throw for more vortex/okizeme pressure, or you may U1, which is certainly viable considering the ridiculous damage you get from clean ultras in this dumb game.

Here’s my list of usual ultra choices per matchup:
viper: U1
guile: U1
bison: U2
chun: U1
deejay: U1
guy: U1
seth: U1
vega: U1
fuerte: U2
dudley: U1
sagat: U1
cammy: U1
makoto:** haven’t played enough Makotos**
dhalsim: U2
rufus: U2
gouken: U2
adon: U1
ken: U1
rose: U1
hakan: haven’t played enough Hakans
akuma: U2
balrog: U1
honda: U2
zangief: U2
dan: U1
sakura: U1
gen: haven’t played enough Gens
ryu: U2
hawk: U1
cody: U1
fei: U1
abel: U1
blanka: U1
juri: U2
ibuki: U2

U1 total: 21/32
U2 total: 11/32
any total: 3/32

I really hate to do this to you but, could you explain why you use Ultra 1 in certain matchups? Blanka, Fei, Rose, Adon, Cammy, Sagat, Vega, Viper, Chun, bug me the most.

I used to use U1 on Fei to punsish Chicken Wing but that got me sent to losers 2 days ago cause apparently it’s not -2 lol. I origianally used U1 on Bison and Chun to stop the CR. LK mashing but I prefer U2 to punish EX Psycho Crusher instead. Still 50/50 on Chun.

Another thing, Ryu can jump the U1 after he FADC dashes forward, it also misses if he backdashes (U2 catches backdashes.) Are you just hoping for them to mash something after they FADC towards you?

I don’t mind. Ask away. More discussion is better imo. These are all just my opinions, and I’m not Daigo, so if you guys got anything to add, feel free.

First of all, I wanna say that generally speaking, I’d rather have U1 over U2 because

  1. I like having that random ultra option available, since ultras do retarded damage in this game. And U1 > U2 when it comes to random ultras, since U1 is a grab and starts in 1-2 frames.

  2. Even not random, U1 does more damage as a punish than SJC U2 in almost all situations, especially after damage scaling/reduction/etc.

  3. You can U1 after a FA backdash, as opposed to just a neckbreaker. Probably U1’s best benefit if you’re like me and like to FA spam.

  4. I like vortex/safejump pressure and momentum, so unless my opponent has zero options while in the corner, I’d rather pick U1, even though I can SJC U2 off almost all of Ibuki’s setups (including st.LP xx SJC U2). I feel much more comfortable as a rushdown Ibuki than putting my opponent in the corner and going back to playing footsies. Your opponent’s movement may be restricted, but that doesn’t necessarily mean you’re guaranteed to get in again.

  5. Even though many people pick U2 to deal with projectile characters, I feel that slide + ex neckbreaker + tk kunai is more than enough to stop projectile spam. Heck, even EX neckbreaker is enough if you show your opponent you got some decent reflexes, and especially if you show your opponent that you know Ibuki’s unblockable setup after an ex neckbreaker. That’ll really drive the point home.

Blanka: U1 and U2 don’t really punish anything, I don’t think. So I just pick U1 for the chance of randoming his ass out or punishing a blocked random ultra. I haven’t tried it in a long time, but I think the timing for it to punish a blocked U1 is easier, than say punishing with TC4.

Fei: again U1 and U2 don’t really punish anything. I even tested U1 to punish fkick xx FADC but it doesn’t work :frowning:
U2 punishes Fei’s cr.HK, according to frame data, but I almost never see it get used. It’s mostly cr.MP and cr.HP spam from Feis. If your reflexes are really gdlk you can U1 punish Fei’s overhead on block. But you have to really be looking for it. Something I wanna try is kara U1 to punish Rekka but alas my kara execution is terribad. Again I usually U1 as a gimmick or as a big punish to a baited flame kick.

Rose: again U1 and U2 don’t really punish anything. Though I give the slight advantage to U1 in the event that you block an EX soul spiral, or a badly spaced regular soul spiral. Rose’s hitbox is retarded where your st.LP may whiff, from cr.LP , st.LP or just st.LP. In this case you have to do like cr.LP , st.MK or cr.LP , st.LK if you happen to be close enough. Or you could just use U1 as a brainless punish and be done with it.

Adon: U1 punishes jaguar tooths (teeth?). It also punishes whiffed jaguar kicks if you happen to slide/command dash through/duck under/etc. Considering Adon’s low health, if you’re looking out for a jaguar kick and fortunately get it to whiff, you can get U1 off.

Cammy: again neither U1 nor U2 punish anything. But I give the slight advantage to U1 in the event that Cammy is careless or terribad and does an unsafe or badly spaced spiral arrow. Instead of having to worry about hitboxes and cr.LP , st.MK nonsense, I just use U1 for the braindead punish.

Sagat: I feel that U2 is downright useless for reaction ultra in this matchup. I consider my reaction speed decent I suppose (I used to play CSS), but close range, tiger shots are nearly impossible to react to (taking about offline play ofc). And then at mid screen, sometimes the whole ultra connects, other times the kazegiri part whiffs for some fucktarded reason and then I get hit by sagat’s ultra which takes off more than half my health. Happened in a tourney so that’s why I’m so pissed. I haven’t tested U1 to punish tu xx FADC.

Vega: U1 punishes that rolling shit RCF. Apparently there’s a tiny gap in between where you can reversal. And might as well reversal with an ultra instead of EX kazegiri. If all else fails, punish it on block, I think. If Vega ever does FBA and you FA it, might as well punish with ultra.

Viper: U2 punishes absolutely nothing. I’ve even used it as an option select and it’s gotten stuffed (doesn’t EX seismo count as projectile??). U1 is the better option select in this matchup imo. Putting CViper in the corner only makes her more dangerous, as now you have to worry about random crossover bk into her stupid U1.

Chun: again U2 punishes nothing but kikokens, which will be rare enough considering Chun only needs her normals in this matchup. Considering you’ll be FAing a lot, U1 is probably the ultra of choice. Additionally, if you FA, absorb a slow recovering move (Chun has lots, such as cr.HK and Hazanshu), and forward dash, you’ll have enough time to U1 if you buffered it. Actually this works with most projectiles as well, such as Ryu’s fireball.

U2 is a definite must to punish Bipson’s PC. It also punishes Bipson’s U2 on block, where you don’t really have many other options except neckbreaker.

I’m not hoping that they’re mashing something after the FADC. I’m sure that U1 punishes Ryu’s dp xx FADC, straight up. I’ll test it again tomorrow. Almost no Ryu will ever dp xx FADC backdash unless they’re just trying to be safe and don’t want the ultra (rare, considering most Ryus will be used to forward dashing) or they’re really reading/baiting you, like JWong vs ClakeyD where JWong baits Ibuki’s U2 by doing EX jesus kick xx FADC.