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

… Lost to an Ibuki during a tournament who did this. I wanted to win with Raida. It was bo3 so it was okay, but still.

Some Freebuki broke my beat by at the arcade, playing just like that, with a bit more randomness. Fail.

its always frustrating when you prepare yourself to defend against crazy mixups and get owned by something utterly retarded and obvious ;d

Hahaha THIS is quoted for truth. I just kept being hit by stupid random jumps that surprised me.
After he broke my beat by, we got a chance to play 3 or 4 more times. I won all of them by using scrub strategies (including one freebuki perfect cr.HK HK jHP crHK HK…) :stuck_out_tongue:

Question for the Ibuki crew: how do you react to Akuma’s wakeup teleport?

I have trouble reacting to it, and sometimes when I’m jumping in and he doesn’t teleport, I’d just stop my combo because I was about to “react” to his teleport.

Just wanted to know how do you usually do, how do you “prepare yourself” to react/not react to it.
And sometimes I do it so early that I finish my neckbreaker before he finishes his teleport :smiley:

OS your jump-ins with a neck breaker or command dash. Even if you guess the wrong direction or mess up your input, the worst you’ll get is either a raida or a kazegiri.

^That’s exactly what I don’t want, I’d like to be able to just react to the teleport rather than going on the opposite side :-/

I OS Raida only when he is cornered for now.

Oh, well in that case, not sure there’s any solution other than repetitive training against Akuma’s wake-up game. Since you know that’s one of his best options to get out of the vortex free, you should dedicate some of your focus towards that. Not an easy thing to do, but it’s a lot easier to react to something when you know your opponent is most likely to do it.

Get a friend, preferably offline, and have him do random wakeup teleports. Then just practice away.

Another thing you might be able to do is just a basic option select. st.MP xx Neckbreaker should do the trick. I haven’t tested it, but I know it catches a lot of stuff.

This is way too difficult

Man, the Ibuki boards have definitely changed.

Hello everyone.

ohaider

For better or for worse?

OSing Akuma teleports, in my experience, has been a terrible idea. Akumas pick U2 in that match, and the moment they teleport away and see you do something besides land and block, they cancel their teleport into a U2 and wreck you. That’s not to say they’re unpunishable, because there is a small window towards the end of the teleport where he’s recovering and can’t cancel, but the speed of an OS will make the Akuma twitch and mess you up.

Most Akumas I play pick U1, including the offline Akuma I used to play a lot. Both ultras are good, and you’re right that U2 can basically keep his teleport safe as long as he’s smart. But picking U2 also means he cannot spam cr.HK all day safely in the midrange fight, making your footsies/counter footsies better and you’ll be more likely to score knockdowns (unblockables).

Edit: if you cannot option select, then your best bet is to make gdlk reads, like Latif vs Tokido @Evo 2011.

Every Akuma I play picks U2. I think they’re just scared of the vortex. What unblockables does Ibuki have against Akuma using U2? I was under the impression he could just teleport out of any unblockable setups and use U2 to cover his escape.

It’s also funny you brought up Latif vs Tokido. When I think of that match I only ever think of Latif’s super jump option selects, not reads. I remember trying to find something similar to that for Ibuki but her jump back crossups aren’t as good as Viper j.HK.

Ibuki has the standard unblockables after Neckbreaker and EX Neckbreaker knockdown. Akuma’s U2 does cover most of Ibuki’s option selects, but not command dash or super jump.

Whenever Akuma gets U2 and teleports on wakeup, don’t ever OS/reaction neckbreaker.

Oh, OS super jump, good idea, will give it a try. I usually just wait, some Akumas will mash TP to U2 because they are sure I’m gonna punish them, but a super jump looks better…

Option select command dash is fine because his U2 doesn’t hit both sides, like something like Blanka’s U2. And if he tries to catch the end of your command dash by delaying the U2 in his teleport, you’ll recover in time to block.

Hi guys. Need TEH HELPZ!

I’m currently working on some matchups (right now Akuma as a priority, and a bit of Guy because this character is SO frustrating) I’m willing to work on the following matchups:

  • Fuerte. To stop being totally janken with him. Just basics. I’m not willing to spend too much time on such a rare character
  • Juri. I don’t really know how to handle this character, should I wait, attack… ?
  • Zangier. I know the basics, but just a question, because I just discovered it today: so a blocked LK Tsumuji is punished by any of his command grabs. So… What should I do if he blocks? Just run away? Never go for a close Tsumuji? I’m still trying to figure out what exactly should I do. I’m also working on being patient, which is exactly what I need right now.

Thaaanks! :slight_smile: