Well I tried to keep Rufus out of meter baiting jesus kicks and/or U2, I don’t have a perfect execution (I’m a pad player) so I stick to the Bnb, if you mean for max damage that I have to pull out the tsumuji loop, command dash mix up seems to be effective tho. And yes I can punish a jesus kick if my opponent ends it with overhead. I’m not theorical at all It’s all based on my experience, that’s why I’m here I want to learn her deeply.
I think what he means is also wondering why u end some of the combos the way you do… you seem to be very freestyle. for example in one match you SJC into U@ when he had half health not killing him and leaving him the chance to come back. It would have been better to end with neckbreaker or tsumuiji so that you can continue wake-up pressure/mix-ups instead of completely reseting the situation for a scaled U2 hit.
Nice advice I’ll keep that in mind =D
I meant doing like far standing jab after TC4 at least, it’s pretty easy on Rufus. Yeah, I’m not gonna even bring up all the random normal and ex neck breakers right now, but I’m also curious as to what pattern you were going for in your vortex.
What happens if he doesn’t do overhead and you’re mashing HK Command Dash after EX Messiah Kicks?
You get punished. Was actually watching F-Word play more against Rufus today, and when live it’s more obvious that he’s just simply the better player.
rufus has the advantage. whether or not its 6-4 or closer to 5.5-4.5 IDK. but once the rufus player learns how to divekick for different spacings (sometimes to wiff) and learns how easy it is to frame trap cr.hp and raida… the matchup gets alot harder… if your playing against rufus that cant frame trap those moves consistently… you havent played a rufus competent enough to base matchup knowledge on…
still though, with no matchup experience for either side, yet alot of character experience… i think ibuki wins it hands down… doesnt last long though if the rufus player knows there offense well and can figure things out.
-dime
First things first: this Rufus is bad. I’ll give him the benefit of the doubt that’s it’s online, hence why he keeps dropping his 1f link bnb, but he seemingly cannot stop your approach whatsoever, and he basically banks on EX jesus kick on saving the day everytime he has meter.
You’re definitely quite unpredictable, but I’d really like to see you play against more experienced player.
- You need to play more patient, alot more patient. If this Rufus knew how to buffer cr.MK or far.st.LP with a GT or EX GT, you’d be in for a lot of hurt. If this Rufus knew how to bait EX kazegiri at all, you’d be eating ultras to the face, or at best, an EX SS (which is still way more damaging than EX kazegiri). Things would have gone a lot differently if this Rufus knew how to punish things with a heavy hitty combo, not with a sweep or jab jab jab… and if he knew correct spacing and how to zone and play defensive as necessary, instead of pushing buttons all the damn time. ie: if Rufus knew the matchup. Also if he knew what spacings were safe jumps and which weren’t, so you’d get punished with SS alot more often.
I really want to emphasize the patience part. DO NOT PUSH BUTTONS UNTIL YOU HAVE READ YOUR OPPONENT. Primary example is you mashing ultra as soon as you get it, at 5:21. What in your mind did you think this was a good idea? Apart from the random EX kazegiris throughout the video, and random neckbreakers (I was willing to assume those random neckbreakers were just execution errors, but you were doing them like once per round).
-
Always always always crouch block vs EX messiah kick. If you’re close enough when he starts it, he’ll basically whiff the last part of the animation which removes all guesswork of his followup, giving you a universal punish (dash up , combo).
-
Like others have said, it doesn’t seem like you have a set gameplan; you sort of just freestyle. That’s fine and all, but I question the decisions you make. For example, at 2:20 you hit Rufus with an EX Tsumuji, but you end with hk.kazegiri? Maybe you weren’t counting his stun, but raida would have definitely stunned Rufus. Instead you go for a risky hk.cd mixup; risky in the sense that so far, Rufus has shown you he is not hesitant to mash EX messiah kick, and also, he has little reason not to in this situation. He’s in the corner and close to stun, with a nearly fully stocked ultra, and getting pressured by a freestyle Ibuki.
-
HIT CONFIRM before you do launcher combos (eg: TC6). The last HK whiffs on crouching Rufus. If Rufus knew this matchup at all, that’s a free punish right there.
-
Never do FA as your combo starter after stun (4:57). j.HP does almost as much and scales much less, netting you more dmg/metergain than FA3 combos. Unless in the rare situation you want to 2x dash to move your opponent into the corner first, but you can typically do a similar mixup already with a launcher combo considering how close they are to the corner.
-
Don’t spend meter on a finishing combo if you can do the same without meter. Save meter for next round. (2:27) You could have easily finished him off without spending meter by doing j.HP , TC4 xx Neckbreaker. And you would have gained more meter for next round as well.
About hk.cd vs blocked EX messiah: it’s usually not a good idea. Unless Rufus times his LK followup really late, it won’t work. It’ll only work if he does the HK (overhead) followup, but even then, if you were trying to punish the HK followup you have much better options.
For reference, LK followup is the armor breaking + invincible followup where Rufus hits you with his belly. MK followup is the sweep. HK followup is the overhead. And no followup means of course, no followup to the EX messiah kick.
EX Kazegiri
Pros:
-Beats all followups, if any, as well as no followup. You don’t even have to think about it.
-Gives you an okay okizeme situation
Cons:
-Costs meter
-Only does 160dmg
-Reversal timed EX kazegiri can lose to delayed LK followup
Mashed U1
Pros:
-Beats no followup
-Beats MK followup
-Very high damage
-Safe jump followup
Cons:
-Requires U1 stocked
-Loses to delayed LK followup
-Gives Rufus a completely free punish if he does HK followup
FA2
Pros:
-Beats MK followup
-Beats HK followup
-Can sort of beat no followup. You can whack him with a level 1 FA but you won’t have time to reach level 2.
-Free combo of choice if successful
Cons:
-Loses to LK followup
-Tight timing required to punish MK followup
Neutral Jump
Pros:
-MK followup whiffs
-HK followup whiffs
-Can surprise the Rufus player
Cons:
-Loses to LK followup
-Punish is not guaranteed
Block, reaction block, reaction walk up
Pros:
-Beats LK followup
-Beats no followup if reactions are fast enough
-Reaction walk forward beats HK followup, but reactions must be on point
-Free combo of choice if successful
Cons:
-Cannot punish MK followup
-Cannot punish HK followup without fast reactions
cl.st.HK xx SJC cd , cr.HP
Pros:
-Beats no followup
-Beats HK followup
-Beats MK followup if delayed
-Very high stun punish
-Great followup mixup
-Allows you to use super for big damage (cl.st.HK xx JC Super)
Cons:
-Loses to LK followup
-MK followup is rarely delayed
-Can require strict timing if using to counterhit MK followup
TC4 xx lk.Tsumuji , far.st.LP , st.MK xx Special
Pros:
-Beats no followup
-Beats MK followup
-Great damage and stun
-Followup mixup of choice
Cons:
-Loses to LK followup
-Loses to HK followup
If there’s an option I missed or if I messed up somewhere, please let me know.
-well ex kazegiri loses to a delayed lk follow up.
-You shouldn’t dismiss hk command dash as an option (it should be on that list as well)
-remember you can os raida when under dive kick pressure.
But you have to remember a good rufus will only ex messiah kick with 3 meters and use the lk follow up followed by focus canceled back dash(punishable by ultra 2 I believe) or forward dash into a mixup
They were playing offline Mingo, that’s why I brought up no big combos since no one goes for them online, but offline?
I wouldn’t actually dismiss EX Messiah Kicks without 3 meters. That move is too good and sometimes people just let it rip, and like Niko said, delayed LK does beat out EX DP which seems to be the more popular choice (I just block). Hell, they can even link a U1 after a delayed LK, it’s pretty bad. A lot of guessing comes after that stupid move on both parts, sometimes just mashing that out is a viable option.
And delayed EX kazegiri beats delayed LK followup. Just don’t mash too hard. Unless I’m missing something.
HK command dash only beats really delayed LK followup and HK followup, both of which you can use reactions for instead and also be able to punish no followup.
Edit: actually, it doesn’t seem like HK command dash beats anything. HK followup is still safe, depending on spacing. At best, you’d be able to get a sweep, if the spacing allows it. MK followup beats it, nondelayed LK followup beats it, and no followup is safe. I can’t think of why you’d want to use HK command dash over the other options.
I agree with littlesushi, at spacings where EX messiah won’t whiff at the end, it’s a perfectly viable reversal (3 meters or not) due to the guesswork needed to punish, making it a really noob-friendly reversal like jab dp.
this
imo it’s a pretty even match either char can control it and make it look like it’s in their favor but I do believe rufus has a slight edge
Looks like Seth’s Ultra 1 has a lot less push back on block. Should be easier to U2 punish it now without having to worry about distance as much.
Gonna post this in the AE thread also but my original posting was correct. Ibuki is not in range to punish after Yun’s mp - hp target combo. If he does palm finisher than yeah but 2 hit tc is just a bait to get hit by another far standing mp by Yun. Palm finisher can be hit by raw ultra 2.
All LP lunge punches are never safe on block. Hit box animation is also very misleadin as he’s actually a lot more forward than he really is so every if he lands in front of you, hit him with TC4 into lk kick loop for free.
MP and HP lunge punches seem to be a lot safer to punish t max distance (lp never safe at any distance) but obvious poorly spaced ones can be punished accordingly as long as you’re not in the corner cause of longer stun animation or something.
I can post from my phone again so I’ll be fiddling around in training mode at work lol.
I’m having a hard time catching people online who are constantly jumping away or neutral jumping after two jabs and shit basically I loose to lame play except dhalshim he is so what you guys say “free” to me now. My hardest matchups are yun constant dive kicking in block strings anti air is hard and sometimes trade wtf viper: I feel she can spam for free and be safe on a air bks and ground pound especially ex. Guile I just need some good advice getting in on him. Punishes for Balrog cuz st mk isnt doing the job for me. And a good safe jump for yun I try to crlp jmk after neckbreaker which sometimes works and I did one on a balrog that did a ex dash and I jumped in with fp and it fked his direction up but I don’t remember the timing so if anybody has some advice or new knowledge let’s get this matchup thread going
jrock1292, when do I get my rematch(s)? I’m still salty, lol. For me Guile is just about patience. I wait to see what they are trying to accomplish and make my reads accordingly. A focus dash thru mid range sonic booms for immediate pressure at the beginning of the match usually keeps them from throwing them out recklessly. Its not the safest thing to do but it’ll train them for a round.
I need Yun advice, I’m winning matches but I’m just guessing when it comes to punishing moves. I do know standing jab beats out dive kick spam, but thats all I got.
Well placed/spaced slides usually pwn every Guile I come across. Then again I haven’t played many tourney level Guiles, so I may be talking out of my ass.
I can fill in a little bit about Yun. Pretty much all of his specials are punishable on block, except LP Shoulder, EX Lunge, and Palm. I believe far.st.LP and far.st.MP can easily shut down dive kick spam, but then again I have zero experience of Ibuki vs Yun so I may be wrong. But pretty much once you are acquainted with the dive kick spacing enough to know which are safe and which aren’t, you can really punish bad Yuns with U1. Backdash seems to be an okay option for now since I have yet to encounter a Yun that knows how to option select during his dive kicks or option select during blockstrings. Lastly, if Yun is that obvious with dive kicks, you can always FA them for crumple. They are about as slow to recover as Cammy’s dive kicks.
As for footsies, basically Yun is going to want to spam far.st.MP and f+HP, and maybe cr.MK here and there. far.st.MP easily leads into a hitconfirmable target combo, or just a 2hit blockstring if blocked. It’s also an excellent whiff punisher. f+HP leads to a knockdown by itself, and its main benefit seems to be its deceptive range. Kind of like Makoto’s f+HP or whatever that shit is. If Yun does cr.MK, he’ll be sure to have buffered Lunge punch for a knockdown. His cr.MK is decent but it is nowhere near as good as shoto cr.MK.
Going by this information, I’d say Ibuki can make excellent use of her TC10 cr.HK xx st.HK, especially whiff punishing cr.MK and f+HP, as well as max range slide if you got the execution to link into jab then combo into a knockdown. As far as I know, Yun doesn’t have the best anti low poke game, except using dive kick as a footsie lol.
Possibly. Met one Guile player who trading with a LP Sonic Boom; my approach to this match-up is simply getting the player to think I’m crazy and like to do random EX neckbreakers or jump-in all the time, then switch up for an unexpected throw. Knocking Guile over is almost like winning the match imo.
The first round is data, after all.
EDIT: Why is this match-up so much easier in AE?
Guile gains much less meter per boom now. He can’t simply spam booms to build that FADC meter, anymore. At least that’s what I think but there may be more reasons.
and he does less damage, especially on flashkicks.
-dime
fucking scrubass viper…
-dime
Hmm looks like I was wrong about Yun not having good options against low normals. His st.LK seems like it can be used like vanilla Sagat’s st.LK, just with a slightly worse hitbox, and Yun’s cr.MK can usually trade, if not counterhit/stuff, cancelled into Lunge.