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

I thought it meant 9 frames if non reversal, and 8 frame if reversal or blocked crouching or something?

Just played NV Niko’s Honda. It seems Honda’s far.st.HK and far.st.HP are beastly pokes. High damage, and deceptive range, especially on the far.st.HK. To counter this, Ibuki’s f+HK and f+MK (f+HK is recommended here since f+MK is so slow) both go over Honda’s far.st.HK, but lose to his far.st.HP and far.st.MP. But then Ibuki’s cr.MK and cr.HK (cr.HK is recommended here since it guarantees a knockdown) stuff them cleanly. Also notably, cr.MP xx special can put up a decent fight vs Honda’s pokes, depending on which poke is out first. Some footsies info.

Edit: also, since standard TC4 xx lk.tsumuji , st.LP whiffs on Honda, use st.MP , st.MK xx lk.tsumuji , st.LP loop for max damage/stun.

actually you have to be careful with using sweep also because Honda can punish with jab hands

Is it really far enough? Even farther than Honda’s far.st.HK? I’m talking max range cr.HK btw.

I just tested it from max range and he can punish with super only. BTW its stupid hard to land a max range sweep on honda because of his retarded hit box

If it was reversal wouldn’t it show 1+?? for the normal specials also? I brought this up cause it says the same thing for Cammy’s Ultra.

does anyone have any advice on fighting deejay?

He’s a pain. Learn how to throw the Kunai where his flash kick move doesn’t hit and punish if he goes for it.

you could also use the safe jump setup I found. After neckbeaker dash forward and neutral jump lk

thanks for the advise guys. ggs nikko hopefully I’ll be able to get more in with you and others this evening.

edit:on a personal note, besides working on my ibuki i think i need to learn more than just this one character beyond a noob level both mingo and nvnikko have good alternates and I think it may be important to pick up a couple as well.

also. does the ibuki super count as a projectile because you were able to ultra through it when i tried to chip you with it?

Also after neckbreaker you can f.lk, j.hp. This usually baits out his flash kick thingy.

I haven’t been able to find a vortex for DeeJay, so I can’t comment on littlesushi’s tip, but besides NV Niko’s safe jump:
neckbreaker , 1x hk.cd to the other side to kill charge and meaty cr.LK , TC4

Actually I used my Ultra as soon as I saw your super flash so I was able to pass under it

^ aww that makes sense.

Sweet. I gotta play around with jump in HP more often it seems lol.

So let’s talk Akuma/Gouki. I was playing this guy’s Akuma offline today and his vortex was fucking gdlk. Shutting down his fireball game wasn’t difficult, but every unfortunate knockdown meant Official Akuma Vortex for potential big damage/stun plus another vortex. How are you guys handling this matchup?

Most notably, Akuma’s cr.MP, cr.MK, and cr.HK (when you don’t have U2 yet) are solid pokes, backed up by Akuma’s fast walk speed. Also, when option selecting neckbreaker to catch his backdash, you should also option select TC4 right after in case the neckbreaker doesn’t catch him due to him still being in teleport mode.

You have to have very strong footsies and vortex when playing against Akuma. Here I’ll make a list of some random notes…lol

-In footsies you want to play within his sweep range to bait unsafe normals. Whiff punish cr. Strong and cr. Forward and use ex neckbreak if he tries to cancel into an unsafe fireball. If he sweeps within the wrong distance punish with f+lk xx tsumuji. Far roundhouse can also be punished when he uses it to close on block with cr. Jab.

-An early agamen or a nuetral jump mk. Will beat desperation demon flips.

-BLOCK, dont push buttons on wakeup or anything stupid like that or you will die…lol:)

-Look to punish teleport in reset situations

-watch out for his kara grab it has to be one of the most annoying grabs to tech

  • Your vortex must not be a meaty kunai spam. Use the kunai after you conditioned him not to teleport using things like this after a neck breaker:

Empty jump crossover into cr. Mp OS neck breaker.

2 steps back sj lk OS neck breaker.

Command dash mixups

Setup an empty jump to bait his dp when he’s getting desperate

-This match up is 5-5 imo. Whoever lands the first 2 combos=wins…lol

Sent from my Thunderbolt

Keeping him in my vortex is usually not a problem. Offline anyways. I can usually reaction neckbreaker his teleport after throwing the kunai.

The main problem was his normals, his walk speed, and his pressure game, including Official Akuma Vortex. Blocking is one thing, but he will mix up demon grab in there. Or cross up whiffed palm into cr.LK string, etc. I dunno how anybody is supposed to block shit like this lol.

Are you sure his far.st.HK can be punished? I thought it was 0 on block?

I will have to try f+LK to punish cr.HK. Sounds like a good idea.

Far standing hk can definitely be punished if done too close. i’ve done it numerous times. and if your punishing sweep its probably best you end with a ex tsumuji high for the extra damage and the corner.

Sent from my Thunderbolt

So it seems we can no longer punish Akuma’s cr.HK with U2, when he has U1, since he can easily reaction cancel into ultra after seeing our ultra flash. How retarded is that.

Maybe use f+HK as a complete counter poke? f+LK is ok but if he does max range sweep, it won’t work.