Dime,
I’m glad you posted this because I noticed it as well but didn’t think it was the case. I figured they were the exact same timing but I had a lower rate of success on lmhh because I was just super rusty.
Dime,
I’m glad you posted this because I noticed it as well but didn’t think it was the case. I figured they were the exact same timing but I had a lower rate of success on lmhh because I was just super rusty.
Haven’t been able to read or post much due to a move and loss of interwebs. expect the first post to be updated wednesday.
How do you punish cr.lp, knuckle on viper? I get locked down so hard and I can’t ever find a way out. Infact, I can’t be viper period with ibuki. I get destroyed on wakeup even when I block the mixup correctly. There is so much pressure I can’t find a gap in anything and I just get beat down when I eventually block wrong
Wtf is knuckle?
…thunder knuckle…qcb punch
So she does LP Knuckle? Or cr.LP xx some Thunder Knuckle? Or?
yeah cr.LP xx thunder knuckle
But thats just one of the problems. I have no clue how to approach the matchup without getting boxed in and shut down
Which thunder knuckle is she doing? If she’s careless, LP is punishable on block with U1.
In either case, she’s minus frames on block. She should not be able to hit you with another cr.LP without fear of counterhit.
It’s infuriating playing this game sometimes. I find myself playing so defensively that I get shut down. I rarely can get an offense started because I can’t ever neutralize their offense first.
Idk then. Practice your patience. You’re not always going to be able to do everything that you want. You’ll first have to counter what your opponent wants. In this case, defending against their offense.
Yeah I know that, thats why I get mad lol. My hands keep wanting to get that move out but my brain is like “no cut that shit out and wait”
Welcome to the life of Ibuki.
I thought it would be beneficial to consolidate the character specific info on the first page into this chart: https://spreadsheets.google.com/ccc?key=tYCwEa2kxGL7MWIChG_oF-A#gid=4
I’ve been playing a lot of Cody lately and I have a much easier time stopping a rushdown then breaking open the defense
Do you play any rush down characters? We can play against my Ibuki and I can show you how to deal with pressure if you’d like.
I just noticed that the info provided does not differentiate between “whiff” and “1hit” for the TC4 on crouch block. For example, DeeJay has to block 3hit TC4, but on Dhalsim the st.MP will whiff completely.
Also, since cr.LP , cr.LP , st.LP is kind of obsolete, and since you can usually do cr.LP , cr.LP , walk forward for delay , st.LP on the entire cast, or just use f+LK, the first two columns are kinda useless.
What’s really important is knowing when you can get 3hit TC4 vs full TC4, and avoiding whiffing the st.MP when possible.
After some testing it seems Ibuki is -3 on st.MP whiff, so it’s not so bad. But still, if your opponent is mashing jab or throw.
I posted this in the Yun forums but I figure I’d post it here:
I don’t have as much experience as my other alts that I spent lots of time on (specifically Cammy and Sakura) but from I have so far:
This matchup is very hard for Ibuki.
Far range
Ibuki has nothing here, while Yun can palm for meter. She can try to read a palm and do a neckbreaker, but this is incredibly risky.
Mid range (footsies)
Ibuki’s goto pokes are cr.MP/st.MK as usual but generally Ibuki should play as passive or reactionary as possible. For Yun, good st.MP usage is going to go a long way. It combos into a target combo, can cancel into shoulder, starts fast, has fast recovery, and actually has more range than Ibuki’s much slower cr.MP/st.MK normals, thanks to Yun moving forward when he does st.MP.
This normal alone should allow you to take control of midrange, but if that isn’t enough, Yun also has dive kick at his arsenal. Simply neutral jumping at this range and then dive kicking on reaction to whiff punish Ibuki’s normals will be very low risk/high reward.
Low normals are generally the answer to Yun’s st.MP spam, but Ibuki is kind of lacking in this department. Her cr.MK doesn’t lead to anything. Her cr.HK is useful, especially due to TC10, but it is slow to recover, and is obviously susceptible to neutral jump reaction dive kick. Ibuki’s safest options to counterpoke is cr.LK and slide. Her cr.LK has short range, and relies mostly on the forward movement of st.MP. If Ibuki is mindlessly spamming cr.LK in hopes of catching st.MP, Yun can counter this poke easily with his cr.MP or f+MK overhead. Ibuki’s last useful low normal is her slide, but it has to be perfectly spaced. If so, then she can combo off it (still a tight link) with st.LP into knockdown. If it’s not perfectly spaced then you get hit with a slide and that’s the end of that. If it’s badly space then you can actually punish it, even on hit, with something like st.LK xx combo (probably Shoulder to stay safe, unless you are 100% sure it’ll hit then you can use Lunge). Yun’s st.LK is all around a good counter poke to Ibuki’s slide but Ibuki’s cr.MP/st.MK will easily beat it almost every time.
As Yun you generally don’t want to be too far unless you’re palming for meter. Don’t bother with f+HP or st.HK nonsense because Ibuki’s cr.MP will just eat them up for breakfast. With 7 active frames, it’s very easy to stop slow forward movements like those.
Lastly, I really want to emphasize how good Yun’s dive kick is when used during footsies. It’s basically like his universal whiff punisher. Even if you don’t hit Ibuki, you still get in because she has to recover and her two best non-meter antiairs are st.MP and b+MP (5 and 6frame respectively) will be too slow to swat you out of the air; you’ll usually counter hit her if she tries. She has a 5f dp with meter, but she to be sure it’ll hit.
Oh yeah and if the Ibuki isn’t already doing so, I’d highly recommend watching the space between both characters more than watching Yun. It’s more important that she react to the spacing than Yun’s animation and what he might be doing, especially since Yun has a dive kick.
Oh yeah, and let’s not forget Yun’s stupid EX Lunge…
Ibuki’s pressure game
Basically, vortex. And Yun has an easy way out of kunai vortex, that being Upkicks, preferably HK Upkicks since it sends him so far. Ibuki can punish this with reaction neckbreaker, but she has to be specifically looking for it and neckbreaker as soon as she lands. If she whiffs st.LP, trying to go into a blockstring, while Yun flies away, he’s pretty much safe. Ibuki can try some tricks like j.LK crossup to land and recover faster for more time to reaction punish Upkicks attempts, but it’s not that much. Yun can autocorrect dp against this, but you probably don’t want to be trying autocorrect dp against Ibuki’s vortex anyways (if she throws a kunai you’re fucked).
Ibuki generally has a difficult time keeping Yun pinned down, seeing as how her pressure game is centered around vortex. Once you get out, or successfully block her strings, she basically cannot get back in again, unlike Yun who can spam dive kick all day.
Yun’s pressure game
Not much to say here. I’m sure you’re all aware of how good Yun’s dive kick pressure game is. Ibuki is one of those characters that must take risks to get out. She does not have a dp FADC without 3 bars. She doesn’t even have an invincible move without meter. If she sniffs out a throw/dive kick mixup, she can use Raida, but at 6f startup it is easily frame trapped, and at -18 on block, it is easily baited and punished. Her backdash is good, but can be option selected with Lunge. She might even be better off doing surprise FA xx backdash. Lastly, her dp is 5frames and easily safe jumpable if need be, if for some reason you’re not doing dive kick crossups on her wakeup.
In terms of raw damage/stun output, Ibuki wins thanks to tsumuji loops. But for Ibuki it’s already so difficult to keep Yun pinned down. Yun has a comparable output for a lot less work (bunch of easy 2f links compared to 1f link jab for tsumuji loop) and a lot safer too.
6-4 Yun imo.
Did I miss anything?
I think the only thing you got wrong is saying that’s it 6-4. 7-3 let’s goooo get hype.
Ibuki and Cody is all. I normally play rushdown characters but in Street Fighter I don’t really like any of them.
After some further testing, it seems there’s more character specific info that has yet to be discovered. I’m sure you guys are aware that sometimes the st.MP of TC4 will whiff on hit at specific spacing, such as on Ryu after a crossup j.MK or crossup kunai.
Also kind of random but it seems Yang has a dumb hitbox that makes it difficult to use j.MK as a crossup.