you guys might already know this but if you cr.lp on yun’s wake up his light up kicks will whiff medium will get stuffed hard kick and ex will hit you
Because Yun players will use LK Up-kicks just so it will whiff.
=|
Old news.
Anyways, in my vortex situations, LK upkicks will usually juggle reset, in similar fashion that Ryu used to be able to with his jab dp, but instead at a little bit higher height, giving you more time to reaction juggle raida/kazegiri/etc. HK upkicks on the other hand, apparently gets him out completely, and he’ll recover in time to block reaction neckbreaker. MK upkicks is useless, and EX is about the same as LK upkicks.
Possibly we could simply SJ j.LK crossup (non meaty?) and option select neckbreaker to punish Upkicks attempts. I’ll have to experiment some more.
Also I think jump back kunai is a decent universal option in reaction to neutral jump or jump forward dive kicks.
Yeah, Ageman, sj.LK OS Neckbreaker works good.
I’d just like to say the matchup section of the first post is absolutely useless. There’s about 3 good ones, the rest are when to hail mary U1. Theres nothing about how to space in certain matchups or what your approach should even be. It’s incredibly frustrating to lose to a good player and go here to figure out what to do and the only bit of information revealed is how to safe jump on them.
The problem with this is that no 2 matches are the same. All us players can do to help each other is to say which move beats what, or to even show it in a video, but really, the most important thing is experience. Watch those matches, get a dummy to use the same move, and figure out what beats it; that way, when you guess what your opponent’s going to do, you can hit them out of it.
With over 20 different normals, specials, and a lot of spacing to consider, it would be pointless to write (or even read up on) what beats what exactly when. The replays SF4 have show you exactly what it is that hit you.
just ask if you are having problems with certain matchups… ibuki generally [pllays the exact same against every character. the differences arent just matchup specific they are player specific as well. she doesnt really have pokes to shut other characters down… generally no matter who shes playing against she just wants to get that knockdown and go to work. thats where the safejumps and whatnot come in since different option selects work on different characters.
but in summary: zone to make sure that your opponent never gets inside of your B+mp range, while also looking for them to be outside of it and trying to jump from far to make it wiff. on the ground use cr.mk cause its her highest priority poke. mix in wiff buffered cr.mp xx neckbreaker and slides MAYBE tsumujis dependent on your opponent.
throw and frame trap alot. rinse repeat till knockdown and vortex till dead or blocked…once blocked go for frame trap/throw 50/50. if unsuccessful, re-establish ground game with the goal of (once again) getting close via knockdown or jumping in.
seriously she plays damn near the same no matter who you are playing against. the only difference is what tactics to use. even her AA game is simple since B+mp beats damn near everything if its spaced and timed right. shes all execution and mixups.
-dime
I didn’t see this earlier, been working a lot sorry. Anyways, I go at it like I’m trying to perform the unblockable (doesn’t work) on him and OS a Neck Breaker. It makes every DP go the other way and the Neck Breaker catches em all.
Exactly which ones are good and which ones are bad?
I think a lot of them are good enough to get the gist of the matchup. Basically like Dime says, Ibuki plays almost the same in most of her matchups. Besides the usual differences like “this poke beats that poke” or “this move punishes that move on block,” really the only differences then are spacing and how to vortex/okizeme them.
As a general rule of spacing, I always go by their longest range threat, which is usually their longest range poke, and then add a little leeway to account for their faster walkspeed.
For example, in the Ryu matchup, this ideal spacing would be a little bit outside his cr.HK range. This range is ideal because here you can (should) reaction punish fireballs with EX neckbreaker, or you can walk up and counter poke with your max range normals, or you can dash up if you expect to not push any buttons, or you can even jump at your opponent. If you were any closer then you’ll have to guess when Ryu does a fireball, and you don’t have a good answer for his cr.MK (which should basically stuff everything you have except f+LK). Being a little bit farther is okay since you can still reaction punish fireballs, but you won’t pose as much a threat than if you were closer. And full screen is usually a useless range to be at since Ibuki has crap options here, as opposed to Ryu who can spam jab dp for meter or continue to shoot fireballs without any fear of punishment.
^ This.
Shes pretty much the exact same character with a few minor adjustments to her vortex game and her match up changes.
Shes better against bison, honda, rose, rog, and basically all of her bad match ups from Super except for Ken. (Not by much tho, bison still blows and Rose is still her worst match up.)
I think shes pretty good against Yun. I actually dont mind the mu. She has a lot of answers for his aerial game w air throw, raida, b mp, cr hp, and F HK. From just outside of mid range you can also catch a palm with NB if they are being stupid and spamming them. She feels like high mid tier imo now. She also pressures him very well and he doesnt have long range god like pokes to annoy her from mid range really. His close normals are all god like but if shes pressuring him and frame trapping him, its sort of risky for him to throw them out. Yun still wins because of his dmg output, ease of execution, meter build, and basically limitless options, but its not helpless. Plus, when SHE is getting pressured she really has no way out other than to backdash, guess with a DP somewhere, or wait for a throw and tech it to gain some space.
The fact is, she still struggles where she used to.
her dmg output and less options on NB definitely hurt her because you now need to do 1-2 more combos for stun unless you know your loops and can land them consistently. (Keep in mind that kunais lost dmg output as well so her combos are scaled w the nb and kunai within a combo together during vortex.) Personally, I only do my loops against biggies such as Sagat, T Hawk, Gief, Rog, Cody, Vega, and Guile.
Also, aerial TC’s are more vital to her game in AE definitely. If you do HP-MK TC to TC4 to NB it does more dmg and stun. This also applies to her bnb (cr jabx2-mk-NB). Its definitely much more useful other than breaking focus which was its only use in SSF4 basically. And using TC9 to go into her U2 is much better because of the 1 frame speed up on the lk. This makes it viable as a wonderful quick punish from just outside of close range but not exactly mid. Like, mid close range but not exactly mid. lol.
Mp-LP-MK-NB is also an amazing punish combo to use during vortex. It will scale better than TC4 and it sets up great after a reg jump kunai after nb.
The problem with her “vortex” in this game is that:
Regular jump kunais you can back dash out of
SJ kunais are easy to see coming and are not meaty.
You have less time to think and create a cross up. due to spacing afterword.
I find her to be more of a random/mix up/shenanigan character now as opposed to a vortex character. I don’t like that. It works with this games engine because this game is random as fuck…but it doesnt make sense.
And yes, a comeback mechanic where you get rewarded for getting outplayed (ultra) is stupid. Why should I get my best option/move after you’re outplaying me?
also,
2 random ultras…yeah.
I don’t believe Honda was ever a bad matchup for her. This matchup still feels pretty much the same imo. Jab headbutt nerf makes little difference when you’re vortexing anyways. Ibuki’s damage/stun output nerf doesn’t make a significant difference if you were using tsumuji loops in the first place.
Rose is her worst matchup? lol? This matchup was only slightly Rose favored thanks to her dumb U2, but now it’s been nerfed (and now almost useless), I’d say the matchup is slightly Ibuki favored. Rose is just basically like a qcf version of Chun, with cr.MP in place of st.MP. A useless fireball, poor wakeup options, susceptible to Ibuki’s okizeme, etc. are reasons why Rose does not dominate this matchup at all.
I completely disagree. She has a lot of options for Yun’s aerial game, but they are not all answers. Air throw is a terrible move (against Yun) unless you do it on prediction. Same goes for cr.HP. If Yun does neutral jump to test your reactions, or does a quick LK dive kick to purposely whiff in front you, your slow antiair is going to miss and he’s going to punish you big time. Raida is good because it covers vertical space, as well as horizontal space in case he dive kicks in front of you. st.MP and b+MP are good options because they control decent air space and recover quickly. I haven’t had much experience with f+HK, but every time I use it, it’s always too slow.
You’re not going to catch anybody with a 15f startup move unless you do it on anticipation. If he ever does LP Palm (the feint one), you’re in for a big punish. If you are really pissed off about his palm spamming, I’d say the best you can do is punish its recovery with cr.HK (or TC10), though you have to watch your timing because Palm has a pretty good horizontal hitbox.
He has far.st.MP, which is basically like Ibuki’s st.MP with Ibuki’s cr.MP range and special cancellablilty and target combo-ability. He also has cr.MK which is like Ibuki’s cr.MK but without the lowering hitbox, and also being special cancellable instead. And don’t forget he can use his dive kick.
I have yet to find any use for her air target combos except as focus breakers. If you do j.HP xx j.MK TC to TC4 xx tsumuji loop, you actually do less damage/stun than if you didn’t include the j.MK.
The faster st.LK is nice, but I have yet to come across situations where this would be useful, compared to say f+LK which has way more range.
What’s the st.LP for? st.MP , st.MK is a 2f link. Didn’t you say you were doing tsumuji loops on “biggies”?
Which characters can backdash out of jump kunais?
If during the vortex, your SJ kunai isn’t meaty, you’re doing it wrong.
You should have planned your mixup during the neckbreaker animation anyways. Thinking about wtf to do after the neckbreaker, while your opponent is getting up, is probably not the best idea.
These were ft1 matches, so I’d probably expect some random ultras or other random shit as well. It was the same person (Shiro) doing random ultras. Shiro was going up against Daigo, and Shiro was getting spanked pretty badly. Daigo is a far superior SF player, and I’m sure Shiro realized this as well, that he would have to do something drastic to close the skill gap. If you have ever seen any other AE videos, or if you’ve been following Japanese AE matches, you’ll know that Shiro is pretty well known for refusing to block on wakeup or other frame disadvantage. Whether it be mash backdash, focus attack backdash, wakeup EX command grab, or even wakeup st.LP, this man refuses to sit still until he’s the one pressuring his opponent. For example, see Shiro (Makoto) vs MDR (Yun).
But regardless, I’m not here to argue the pros and cons of ultras and other comeback mechanics. If you don’t like it, then just don’t play the game.
Anyone notice now that after a blocked Gief EX gh, Ibuki is not at the spacing to do cl.st.LP? It’s thrown me off a couple times, but now I just do st.MP , st.MK into tsumuji loop so it’s all good.
this game is gdlk. that is all.
This game is awful lol.
Also, there’s nothing wrong with the first Ultra that Shiro did against that fairy Daigo. Daigo is known for going apeshit autopilot and now it’s even worst that he plays Yun, he deserved that shit. Second one was prolly a bit more hail mary but w/e.
I hope all this twitter bullshit about the game being rebalanced is true.
I like people who go from thread to thread and copy and paste the same bullshit over and over again.
Oh hi mingo :3
lol you talking about DontJump?
There is a possibility!
I just noticed this safe jump Sako used against Guy: forward throw , whiff cr.LP , nj.MK. Possibly useful for the rest of the cast?
boxer is the worst match up for me atm. specifically ones who just turtle the whole damn match and mash jab or sweep when you get close. cant jump for getting anti aired, cant dash in because of its massive amount of frames without just eating mash jab or sweep, overheads are too slow to get them to stand up without eating a headbutt.
how do other people deal with extreme turtle rog?