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

If you can reaction U2, this will help shut down his fireball game. If not, then it’s a bit of a nuisance, but remember he can’t zone as well as Guile, so if he spams fireballs all day he’ll just walk himself to the corner if you walk/block.

About making his jf.LK whiff, why not just b+MP in the first place? If you made it whiff with cr.MK, I doubt you’ll have time to punish anything except throw.

EX neckbreakering his fireballs are impossible unless you do it on prediction.

I don’t believe Ibuki beats DeeJay at all. He can auto shutdown any vortex attempt with/without meter. He’s one of the few projectile characters that can safely keep Ibuki out due to a fast recovering, slow moving fireball, and good anti slide normals. Hell, he has a slide of his own that you have to deal with. Matchup is probably about 5-5 imo.

I agree that Ibuki has to play incredibly patient in this matchup, as well as capitalize on every punish opportunity as much as possible with tsumuji loops.

I don’t play this matchup enough, but wouldn’t jump/jump kunai own DeeJay? As long as he doesn’t have charge, I don’t believe he has a guaranteed way of antiairing both Ibuki and a kunai.

Like jump forward Kunai? He can just punch it out of the air and do his bnb right after before you recover. Unless you’re talking about something else?

I think there’s two type of Deejay players out there. The ones that play extremely turtle like, and the ones that are aggressive. After you play a solid Deejay for a bit, you’ll notice how shitty/easy to block his stupid mix up is after the CR.MK. So you really don’t have to worry about the aggressive ones. Just I dono, make sure not to push buttons when he’s pressuring you cause that kick he does (ST.MK?) has long block stun and typically is a counter hit setup or throw setup due to long block stun.

Punch it with what?

Lol when I try agamen it gets stuffed maybe the DeeJays you guys play don’t do low enough or I don’t have the right timing?? Actually his aa are pretty good imo, jump hk, jump hp, st. hp, ect… And like Guile he never has to hold forward

Hard punch

I tested it out and it didnt work I forgot what setup it was. You don’t need to vortex Deejay though. Once you’re in he has to risk so much by doing upkicks to get you off.

Up kicks is not a reversal used to get out of block strings it’s an anti air, ex horizontal kick is good to get out of blockstrings after 1 or 2 jabs because it’s free to meaties and it could be hard for Ibuki to punish at certain spacings

You can punish light sobat with st. jab and all the other ones with st. foward. You can easily counter hit him if the player tries to crouch tech too because his cr. short is 5 frames. Also, if he knocks you down he doesn’t do that much damage. Don’t bother trying to ex dp on wakeup because it’s easy for him to get around it. Even though they buffed him a lot he’s not a very good character in my opinion he has too many bad matchups.

Nah it’s not that. Here’s the deal with it. It actually looks a lot lower than it really is. I B.MP that all day. It’s always high enough to do the command dash mixup after the B.MP also.

Thanks littlesushi

Probably just online lag, but it’s definitely doable like littlesushi says.

Go into training mode and see how well you can antiair Ibuki’s jump + kunai with st.HP.

I generally find that if my opponent doesn’t have a dp-type move, keeping Ibuki honest with her jumpins will be difficult simply because of the fact that she can throw a kunai along with her jump. It’s not a guaranteed way of getting in, especially if your opponent is looking for it. Nor is it a very solid tactic, but then again it isn’t as high risk/high reward as other character jumpins.

After two blocked jabs and DeeJay does EX sobat kicks, you can definitely punish with st.MK. I always just punish with st.MK into combo; I never really think about it unless it was clearly a LK version where I’d have to worry a lot about the spacing. MK/HK/EX are a lot harder to space correctly for DeeJay.

No good DeeJay is going to do point blank LK sobat unless they are feeling gutsy. It isn’t even invincible. It’s only good cuz it goes over low attacks.

Correctly spaced LK sobat kicks are unpunishable and I’d usually either avoid this range or stick a normal out to beat it.

edit: after some quick testing, sticking out cr.MP at midrange will counterhit all of his sobat kicks and then you can just buffer neckbreaker/whatever. LK sobat kicks is easy enough to whiff punish, so as long as you stay outside its range, you probably don’t have to worry about it. Also it just so happens that this range is pretty good for Ibuki to be in since she can do
-reaction U2 through air slashers at this range, or slightly outside this range
-max range cr.MP/st.MK and play footsies
-dash up throw
-max range slide
-other footsie tools

At this range, DeeJay will probably do
-LK sobat
-air slasher
-st.LK
-st.MK
-st.HK
-cr.HK (slide)
-walk back or down back or turtle it some more

I agree with DeeJay having shit damage output. Just block his retarded df.LK or j.MK or whatever and his crap excuses of a blockstring and get on with looking for knockdowns or whatever.

I don’t think he’s a good character either. More like a shitty version of Guile. But we’ll see how he is in 2012.

I think it really depends on how the Deejay plays to be honest. I think he’s a better character than Guile in AE though. I think there’s another move that Deejay can do that beats Kunai, pretty sure to be honest. Not like it matters that much though, since you can bait it or throw a Kunai at a slightly different height to mind game the mind game, lol. A lot of people will just auto pilot whatever normal they need to do in anticipation of you throwing a Kunai. Just like a lot of people get into the habit of auto piloting his flash kick move since 99% of the Ibuki players online don’t know what a safe jump is and get raped in that match up because they can’t throw day 1 Kunais all day.

Condition him to dp till he stops, then rape him lol. As far as blocking his mini vortex, it’s really just learning the distance and angles of his jump. After playing this one super solid Deejay online for like 10 matches, I rarely get hit with those jumps and I’ve learned how to easily massacre him for doing that dumb jump lk hop.

Oh yeah, loop him to shit also. If you punish a safe jumped flash kick type move with double tsumuji, you’ll see how hesitant he is to do that again. If you’re just gonna punish with throw like a lot of people do, I’ll just do stupid shit all day also.

How do you condition him to not dp? Ibuki’s safe jumps are pretty telegraphed, and unless the DeeJay player is completely new to the matchup, I’m sure figuring out what’s a safe jump and what isn’t will be very easy.

Yeah, punish that shit with cr.HP into loops if you can. Even off FA, that shit is like almost 400dmg/600stun lol.

Just played a ft10 online against an autopilot Gief with like 2bars lag.

  1. I don’t think Gief has a good option select to cover Ibuki’s backdash, especially after the setup: spd knockdown , jab GH
  2. If kunai vortexing, aim your kunai low as possible, like at his ankles, and preferably in the middle of Gief like between his legs. Keeping the kunai out of Gief’s lariat hitbox will let you stuff it like 99% of the time.
  3. TC10 is Ibuki’s number 2 if not number 1 footsie in this matchup. cr.MP is best for whiffing and buffering specials, whereas TC10 is like anytime you’re within range, just do it. The st.HK will catch Gief everytime, even if he crouch blocks. If you do it at perfectly max range then maybe it’ll whiff but 99% of the time this doesn’t happen. Ibuki’s cr.MK is pretty much obsolete in this matchup. Just watch out for jump happy Giefs.
    -On block, cancel into tsumuji for chip or hien (kind of risky) or neutral jump/superjump. You don’t want to do nothing since it’s quite punishable on block.
    -On hit, do whatever. I think cancelling into lk cd reduces recovery, at least it feels like it, but if you do this then be wary of mash jab spd. I think cancelling into HK hien is good idea for the extra pressure/chip, kunai followup which is safe on block (maybe not against Gief U2?) and almost like instant overhead. I’m not sure if Gief can crouch lariat in time, but I doubt it cuz it looks meaty.
  4. If it’s laggy, don’t bother using cr.HP. Use b+MP instead. I got counterhit so many times against Gief’s st.MK it’s fucking stupid. And if it’s really laggy, don’t bother using anything except EX kazegiri. Or nj.MK.

1-EX spd gives him a safe jump and he can OS ex green hand, on any other knockdown it’s 50/50 if he has meter or Ultra 2
2-Too risky imo and Ultra 2 beats vortex as well as jump ins that beat his lariat
3-I play very heavy footsies in this matchup with st. jab, st. mk, st. lk, lk. tsumuji, and cr. mp mostly. It is also important that you know which normals you can punish on whiff and block; far roundhouse, df. mk, sweep, ect. Hien is also very risky because if he reads it, it could lead to a headbutt and a dead Ibuki. Lol, I remember owning Hugo with st. hk in 3s, it limited all his movement in that game. I’m going to have to try using it on big hit boxes in sf4 now that you reminded me.
4-I always use b+mp ( never liked cr. fp ) but you also have to watch out for his short jump and react with raida

  1. How is it a 50/50 if he has meter? U2 I can understand but that’s a gamble on his part as much as backdash is a gamble on Ibuki’s part.
  2. I thought you have to be airborne to do Gief U2? Shouldn’t it just lose to meaty setups?
  3. All of those you listed will just get pwned by Gief st.MP, which is his go to footsie. I rarely ever see df.MK or sweep; that stuff is obviously really punishable. Maybe the hit TC10 xx hk hien is safe against that because I doubt Gief has a chance to jump. Either way, doing nothing and then punishing his landing is a good counter to headbutt spam.
  4. What short jump?

Btw, after a regular spd knockdown and jab GH setup, if you predict meaty GH to catch your backdash, you can jump back MK and then combo into a knockdown. Rare situation, but I still dunno wtf Gief can do to counter Ibuki’s backdash without U2.

1-ex green hand catches back dash
2-He can tk Ultra 2 like Dhalsim. The jumping lk (mk) setups are not meaty. And kunai is very difficult to meaty on Zangief imo.
3-I beg to differ, I land most of my knockdowns off of st. jab and st. mk. I tried to punish headbutt spam at gaurd crush once. The first time I got counter hit, the second time I got supered. Never tried again after that.
4-Seriously??
[media=youtube]-6OhtwgWp3s[/media]

Old Video but you get the idea
[media=youtube]Mzfy_32wJ60[/media]

  1. I still don’t believe he has time to option select that after spd , jab gh setup.
  2. I guess.
  3. Your video doesn’t really do justice. It’s just a bad Zangief whiffing st.HK and green hand (lol) at midrange and letting you punish with jab/MK into combo.
  4. orly? I dunno how you would even react to that. Looks like a regular jump to me.

You can definitely react to it once you see it a couple of times. LOL he was considered one of the top Zangiefs in Vanilla, Of course that was when he was broken and when everybody sucked though

What happened to this thread? I guess everybody mastered their match-ups

Definitely not.

Guys, I hate Chun-Li. What should I do next? I keep whiffing my combos when she crouches,and I can’t even get close to her. I usually get countered when I come too close.
What kind of safe jump do you have against Chun? I used neckbreaker > whiffed cr.MP > j.lk and it looked like it went over her EX spinning bird kick, I’m not even sure of that.

Advices are welcome :slight_smile: