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

Safe Jump:
Neckbreaker -> cr.MK -> j.HP

Use [cr.LK, st.LP, st.MK] or [cr.LP, cr.LP, st.MK]. These should hit her if she’s crouching.

What combos are you trying to do? I usually never have a trouble with shit whiffing on Chun unless it’s like launchers or far tsumujis.

What do you mean by “get countered”? Try to pay attention to what you’re getting hit with and at what ranges. Going by what you said, you could be hit by anything from st.MP, cr.HK, to cr.LK for all I know.

I dunno how whiff cr.MP even works. If it is, then it’s probably taking advantage of the slower startup of EX SBK.

Anyways, there is no reason to use anything besides b+MP when timing safe jumps, unless it is Sagat or Cammy and maybe Blanka. If you want to mix it up with cr.MK, fine but that just makes the timing more strict and it also means it won’t work on 4f reversals.

In this matchup, mastering crossup j.HP will help a lot.
Neckbreaker , b+MP , walk forward 1-2 frames , j.HP

Not only will it crossup, but it will still be a safe jump because you’ll land in between Chun’s comfortable crotch, protected from the hitboxes of EX SBK.

asd how to fight blanka? his hitbox is so retarded i cant hit him with anything

Stay well outside of his cr.HP and cr.HK range and he barely has anything to threaten you with. st.LP and cr.LP are relatively safe to throw out to stop random balls and hop/dash tricks. Blocked slide is either cr.HK, st.MK, or f+LK punish depending on spacing. Every blocked ball is neckbreaker punish.

Hopefully you’ve mastered your vortex so you can choose whether to cross up kunai or not. EX up ball is Blanka’s only decent reversal I believe, and it only beats crossup kunai. Non crossup kunai + land on the other side = whiffed ball = neckbreaker punish. If he has U1, I’m not sure how to punish this yet if it whiffs. If he has U2, be careful with your vortex. It’ll beat kunai vortex, but is very easy to safe jump.

Don’t bother ever using TC4 in this matchup. Use st.MP st.MP st.MK when you need to punish something. Use cr.LK, cr.LP, st.LK, and f+LK a lot, and work on your kara throw.

Patience, good control of your vortex, and blockstrings that don’t involve TC4 will win you this matchup.

Umm. Do people know about that Cross up ground ultra 1 from Gen on your wake up after a corner forward throw? I was playing some guy on my friends list and he was hitting me with the most random Gen shit ever lol.

Video plox.

I just finished, I’ll need someone to save it.

Yea I got hit by it once. Never again.

Yeah, as he was doing it, I almost wanted to block the other way cause for some reason it felt like an obvious setup lol.

Good thing I got hit by it online in endless where it doesn’t matter ;x

Hi guys,

Have read the 1st page on the M Bison (Dictator) matchup, which has some great tips. Despite the strategies, I still really struggle with this match. I find if dictator has life lead, he can down back and wait for him to come to you until time ends, and this is where it gets challenging. While he has charge, it’s difficult to get closer to dictator as he has EX psycho crusher (which acts as an anti air from the right range), light scissor legs, down HK (slide), devils reverse just to build meter , stand hk for anti jump and stand mk. It just seems he can cover a lot of ground safely. Just wondering what you normally do in that situation, when dictator is being a turtle? I try to turtle as well normally, and then walk forward and see his reaction, and try to stay outside the lk scissors range. Am interested to know how other Ibuki players approach this match.

Generally I don’t normally vortex him, unless I want to change my attacking style. If he teleports, after nb I whiff back MP, then jump HP (OS hk CD) to punish . I also try to bait out a lot of his ex moves through safe jumps. Also after nb i like to lk CD, hk CD (ends up on opposite side to reduce his back charge), cr mp (meaty) then either stand mk, or walk forward stand mp/lp.

You’re right that Bipson can probably down back his way to victory after obtaining a life lead, but not with half of those things you listed.

EX pc is not an EX headbutt. At 14f startup, it’s very slow. If Bipson saw a jump coming, he’d might as well just do st.HK or j.MP.

LK scissors is certainly annoying. Just stay out of its range unless you know what you’re doing.

cr.HK slide is incredibly punishable (-10 on block). Unless you’re at max range, or unless Bipson has 2 bars to FADC, there’s no reason for this to even be a threat.

Devils reverse is generally a bad idea when he has the life lead. +20 meter just so he can put himself closer to the corner and carry the risk of getting neckbreaker punished is not the way to go, unless he wants to take unecessary gambles.

st.HK is certainly a really good normal, but it is by no means the best universal antiair. Try mixing up your jump timing with jump kunai or super jump, or fake with neutral jump or insta kunai.

I approach this match by rage quitting and picking Ryu or something, so I don’t have to deal with this 6-4 matchup nonsense.

Meaties and safe jumps are certainly the way to go, but you won’t get much mileage out of your okizeme if you keep it so tame, especially if your Bipson opponent is not scrub and is willing to block such obvious setups. You can try some tricks like sj.LK crossup and option select qcf (or qcb?) LK+MK for EX kazegiri (credits to Motempest). If he blocks, then you get TC3, or LK xx f+MK air target combo for the blockstring. If he EX outta there, then you get EX kazegiri and ram your foot up his ass.

Blocked EX pc from close to close-ish range is U2 punish. The unblockable works on Bipson, so abuse that as much as possible.

There was this one setup where I was able to do sj.LK crossup and option select neckbreaker to catch both EX pc and teleport but I forgot it.

Thanks for the detailed reply Mingo. The Option Select you mention is nice, I will test it out in training mode.
Is the unblockable for ibuki ex nb, CD mk, pause 1 frame, jump lk?
Also what is Bipson? I noticed you used that word without fail :slight_smile:

I’m not really sure if there is a pause. Some day I’ll test that along with how safe jump crossup j.HP works on Chun, and if it works with any other characters.

[media=youtube]4ezEgnxMMDk[/media]

^lol

Does anybody remember what the frame data was for MK cd? Something like st.MK xx mk.cd on block.

edit: nevermind. I thought the data on it changed when going to AE.

According to Prima Strategy Guide:
LK Kasumi Gake 20
MK Kasumi Gake 22
HK Kasumi Gake 24

Yeah but what was it on block?

Also just tested the EX neckbreaker. I didn’t thoroughly test it, but it looks like there’s exactly between 2-3 frames of waiting (I tested it twice), between the end of the EX neckbreaker and the jump. Also I’m wondering if the time you press MK in the air matters. If it does, I noticed I pressed it at exactly frame 29 when in the air.

Found some interesting stuff like what the last frame of EX neckbreaker looks like, and what the 4 pre jump frames look like, and that j.MK has about 10 frames of hitstop. I’ll post it if anybody wants to see it, along with the clips I used.

Rob dont feel bad, bison is easily top 2 ibuki’s worst match up. If the bison is a tournament lvl player and knows his footsies it’s so terrible. An easy 6-4 bison

It doesn’t say on the guide, just the startup frames. That would be great to see a clip ye, if you have it. I will test when I get home later, it’s still 12:50PM here in Sydney!
@ Vegta12, yep exactly, a solid dictator makes it hard, but that just means we gotta play double solid.