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

Both.

I’m not sure what you’re saying. Do you mean I don’t have any bad matchups if I know the matchup better than my opponent?

Tier lists usually aren’t 100% accurate. Especially the community tier list which is more about which characters are played against the most, or are feared the most. You can see why rare characters like Makoto/Hawk/etc. are at the bottom. People don’t play against such rare characters often, if at all, nevermind good ones.

When are you cancelling combos/blockstrings in command dash? If it’s just TC4, wouldn’t just walk up throw serve the same purpose? And not be so obvious about it with the command dash animation. Unless you want to cross through with hk.cd, or if it’s at max spacing like after tsumuji loops.

I just tested option select neckbreaker with the unblockable setup. It does catch him… though only sometimes. Other times either it goes the wrong way or it whiffs, depending on timing, whether you crossed up or not, which direction Akuma teleported and which teleport he did (PPP or KKK).

About the whiffing, usually it’s a neutral situation. I was able to block reversal dp right after teleport recovered. And as Akuma I was able to block cr.LP from Ibuki. But still, considering how far the camera spans, you can probably use it as a mixup opportunity since Akuma won’t know which direction to mash. And you can easily change which side to recover on with mp.neckbreaker.

Also, if he does KKK teleport, you’ll neckbreaker him pretty much every time, unless you jumped too early. In which case your neckbreaker will whiff and he recovers slightly before you into dp punish, but the spacing only allows for Akuma’s lp.dp or ex.dp since they knockdown on the first hit whereas mp.dp/hp.dp will hit once and whiff the rest (kind of like Ken’s dp’s).

If you use mp.neckbreaker option select instead of hp.neckbreaker, you may or may not catch him, but you will certainly recover before he recovers from teleport.

Alternatively you can option select command dash or dash instead, and then go from there.

I still don’t think it’s that difficult to reaction neckbreaker (maybe online, but fuck online). If you’re expecting a teleport out of your kunai vortex, a little trick you can do is to vortex early (ie: jump early and/or do early kunai). It puts you more at risk of a reversal, but you’ll land earlier, giving you more time to reaction neckbreaker.

I’ve only ever managed to catch Akuma on a KKK teleport but I don’t really know anyone that would use that. I wonder if Akuma can U2 her neckbreaker OS in AE. I’ve seen a couple people here at Round1 use U2 more with him.

My reactions are ass apparently, something I gotta work on. I also have a hard time OSing the correct input on last second crssups and stuff. I’ll prolly just practice that when I get back home till AE drops.

yeah, exactly. way too much theory fighter. especially with things like mingos breakdown of the cammy matchup… “cammy will do this so ibuki should do this”… say what? different cammys do different stuff. my friend plays a MEAN gouken, i havent seen a gouken on my friends level yet. but it would be pretty presumptious for me to write something on how to deal with gouken like yeah gouken will do this or this or that.

thats why i always said that matchup charts should be based on what beats what. in an actual game. can ibuki punish a sim jumpback fierce if she perfectly predicts it?
sure. is it going to happen often? not unless the sim is complete ass, yet when i remarked that there was an EASY punish against that move (executionally speaking) people started saying ibuki beats sim for free now cause sim can never do a jumpback fierce, so ibuki can just turtle all day.
um… ok. sure guys.

but i digress. ibuki is still fun as hell to use. a matchup chart with her should just be vortex option selects and safejump setups. ibuki doesnt have enough “what beats what” to make a typical matchup chart for her. and yeah i agree on the makoto thing, people must not have played against good maks. one opening is all she needs do dust ibuki off. its certainly in ibukis advantage… but lol at 7-3.

meh. carry on.

-dime

lol what? I didn’t put it that way at all. It’s more like “here are Cammy’s options, and here are Ibuki’s options. This is what you need to look out for. glhf.”

This is kinda a day 1 thing but what do you guys do against vega’s wall dives? i used to air throw but then they can just start the attack earlier and hit me before i can throw. does ibuki have anything that has 100% success and will beat out anything vega dose?

You can jump up with him and to either Air Throw, or j.HK. In the corner you can Focus, as he will always land in front of you (although it is possible for Vega to just grab you out of it).

I’m pretty sure that if you jump with him, there’s no real disadvantage to that. However, a good Vega will be trying to put you exactly where he wants you in the stage as you try to avoid it, or simply build meter as you’re waiting.

speaking of which, when he tries and go for the air throw after already landed one is there anyway to escape the next grab attempt?

Against wall dives I usually just focus attack if it’s not EX because it’s hard for Vega to grab a focus attack. When Vega does EX he can hit you twice out of focus so you can just air grab him or neckbreaker to avoid it if you don’t want to risk punishing it.

I always FA (without releasing it), cancel into dash then TC4. Or straight up U1 if I want to get the point across. I usually don’t worry about him grabbing me out of FA. If I get hit by EX, that is unfortunate. But a free ultra to the face is usually enough to deter Claw’s from randomly wall diving.

If they do it just for meter, you can try to read/reaction dash up into hp.neckbreaker. If you guess wrong, you’ll be sliding away to safety anyways.

Why would you use U1 against Vega?

In my experience, Claw is very likely to do something punishable. Whether it’s FBA, blocked EX ST, misread PPP/KKK backflips, or especially blocked RCF.

Also, if you use U2 for the corner game, trying to keep Claw in the corner can be difficult especially when his pokes have longer range than Ibuki’s.

Just go for the U1 punish and take your free followup safe jump.

I don’t know what any of that means lol. I really need to learn what stuff is called in this game.

Try playing another character besides Ibuki, my friend!
http://wiki.shoryuken.com/Super_Street_Fighter_IV/Vega

FBA = Flying Barcelona Attack. The so called “wall dive” where he flies to a wall and dives at a strange angle with a claw attack or an Izuna Drop (throw).

ST = Scarlet Terror. Claw’s only reversal worth mentioning. The move where he does a big backflip at you.

PPP = double or triple backflip. Basically a longer animation backdash with more invincibililty, but also more time to react and punish.
KKK = single backflip. Same as above but shorter.

RCF = Rolling Crystal Flash. That shit where he rolls along the ground, hitting you like 10 times and then ending with a claw stab. Punishable with U1 I believe, and sometimes it’s not even a true block string, so feel free to mash U1 during the animation.

In other news, I have recently picked up/tried learning Rufus, in preparation for imminent Yun/Yang army, and I wonder how this matchup was ever 6-4 Rufus’s favor. His footsies is just… lol nonexistant.

Ibuki is prolly the character I play the least lol. I just never look at guides or anything online so a lot of the abbreviations are Chinese to me.

I didn’t know you could punish his roll attack on block, it looks like he’d only get hit with the fireball portion of the Ultra. I usually try not to mash in between strings unless it’s obvious so I never really knew if it was true or not. I guess I’ll try when I start playing again.

Ibuki can’t handle Rufus’ pressure.

How is Rufus getting in, in the first place? His primary (probably only way) of getting in is via dive kick. Shut that down and what does he have left? Whiff punish with his 12frame cr.HK? Counter poke something with far.st.LP? Rufus probably does even worse than Ibuki against top notch defensive characters, like Guile/Boxer/Honda.

And while Ibuki is fairly susceptible to dive kick pressure (use raida), remember that Ibuki can exchange the favor with her stun game (which is what you should go for in this matchup, since Rufus has high hp but low stun) via vortex and safe jumps. You don’t necessarily need to safe jump but you may need to toss it in there here and there if he stocks U2. And it’s fairly easy to mask the safe jump as a crossup as well, considering Rufus’s big hitbox.

Problem is that once Rufus gets in, Ibuki is dead.

Don’t get me wrong, 99% of Rufus’ are free to me, I know all the options. Playing against someone that is actually good with pressuring and knows what to look for in Ibuki’s vortex? That’s a whole different story.

Raida blows and I never use it. Shit is too obvious/slow. I feel like Ibuki has too little health to be guessing like that.

…and cammy pressure and dive kick pressure in general.The point is not rufus’s non-existent footsies,but that he shouldn’t get that knockdown.Then she has to block.

I think that yun is a different threat.I mean,sure he has dive kicks, but he seems to have better pokes,safe on block moves,command grab,best super in the game.I’m definitely going to learn him.

Vega’s roll is punishable with u1 since it’s -2 on block.You got the orb due to the pushback of the claw.You have to ultra him before he finishes the move.As mingo says it’s not a true blockstring.Mash hard, lol.

I’ll try that on Vega, I usually try and refrain from mashing lol.

Umm, Yun is like Super Cammy and Rufus put together. He can go to hell, I will be learning him also along with everyone else.