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

Just tested this in training room. Only jab spd can catch you due to its ridiculous range. However, Gief has to block the TC4 standing (assuming you’re using TC4 xx LK Tsumuji). If he blocks it crouching, there’s more pushback or something. Knowing this, TC6 will catch him with the cr.HK part, so simply mixing up your TC4 xx LK Tsumuji with something like TC6 xx whatever should do the trick. If not, then just don’t use LK Tsumuji on him.

I feel like Akuma can do everything I can do except better and then he can do some things I can’t.

I heavily use TC4 - LK Tsumuji in this kind of matchups cause a masher would just mash SPD and punish any 1 frame gape in a missed blockstring (and this is extremely frustrating).
Also as you said, LP SPD has a ridiculous range. I can’t even see it, sometimes I’m 100% sure I’m out of his range and he throws me anyway. WTF?

is the Target LP MP cr.HK HK a blockstring? Of so you’re right, I could use this and end it with a SJC LK Tsumuji which will put him away from his throw range.

God this matchup is a nightmare. I’m actually training against AI cause, although it sucks, it is the extreme flowchart player who will basically mash any invincible reversal during your strings (guys… Just play Ken at the highest level, and then you can lolz. Ryu is fun as well, it’s all about spamming Hadoken and punishing any cr.LP with a shoryu). I finally found a use for playing against CPU ^^

TC6 is a blockstring. TC6 xx SJC LK Tsumuji is not, I believe. Then again if he was mashing that hard to catch the SJC LK Tsumuji, you probably already hit him with the TC6 anyways.

I know exactly what you’re talking about. I remember I tried to play vs AI Fei Long in AE 2011 and it was incredibly hard if you were playing as if it was a human opponent (ie: not abusing the nuances of the AI). He would abuse rekkas, he would know exactly when to mash dp/not mash dp depending on spacing, he would auto block every vortex setup, etc.

If they’re mashing, and you KNOW they’re mashing, don’t go for block-string. Knowing that they’re mashing and not punishing it is a missed opportunity. TC6 is a true-block string. It will hit them if they are mashing because if they stand up during the cr.Roundhouse they will get hit, but they can’t hit you out of it.

In this match-up, if Zangief has no meter, go for Meaty set-ups as part of your Okizeme too.

Definitely not a block-string. In fact, unless you’re doing to to punish a focus attack with TC10, go with MK Tsumuji instead.

Nah man it’s all about Hardest Cammy. She’s so cheap with her button-reading.

By the way, tried it in training. Gief’s LP command grab will grab you if you are 7 small squares (on the ground, a big square has ten small squares inside) from him. This range is absolutely crazy, I really have to make sure I can see it in match conditions 'cause I often get caught thinking that he is too far.

Mingo:

Thanks. For a strange reason, TC 10 SJC LK Tsumuji will hit an AI Zangief. “REVERSAL” is written as well, so I guess he was mashing EX green hand. I’ll have to check on that.

Anyway seriously playing AI has been helpful for me. It helped me make my game safer. Basically, each time AI will hit you means that you just did a mistake. They are programmed to punish almost any gaps in your game (okay not every character… like Ken who is the absolute “Xbox Live Ken™” with mashed DPs everywhere). Try to play a Ryu, I really think that Ryu is the best AI opponent as he’ll punish any stupid frame with a shoryuken (or even an ultra, whiff punish a stLP with U1 ololol) and stay safe. Gief is a nice teacher as well, he’ll heavily use the SPD max range to mindfuck you (although his approaches are too easy to guess, mashing cr.MP OS neckbreaker will just get him…)
I’ll have to try it with Fei! I don’t have any internet connection for online play so I’m focusing on offline training right now :confused:

Oh, and also, it’s impossible to hit an AI on wakeup, unless you’re doing an unblockable. Fun.

Even unblockables don’t work because the AI has perfect 1f block timing.

Meh, the only way I could hit Ken/Ryu was with the unblockable.
But you are reassuring me with this. I can’t believe how many times I tried to do the unblockable on AI and he blocked. I was just thinking that for an unknown reason my unblockable execution became rusty. Maybe it’s because AI was correctly blocking. Or maybe I just have trouble with this unblockable.

Anyone mind dropping some knowledge on the Gouken matchup?

Been seeing a lot of them online and getting wrecked.

Play it like you would normally except pretend that Gouken has Hakan’s U2 stocked at all times. Meaning don’t vortex him, don’t safe jump him, don’t even think about jumping at him on knockdown unless you’re baiting something or unless you know what you’re doing. In that respect, this means avoiding Neckbreaker knockdowns and instead going for SJC cd mixups, launcher resets, and Kazegiris. You also probably don’t want to jump at him since his EX Tatsu is a gdlk antiair, but sometimes necessary to get him honest on his cr.HK usage.

Gouken’s cr.HK is probably his best button. Comes out decently fast, has good range, scores untechable knockdowns, and most importantly, is -3 on block, and therefore unpunishable (directly). Best to avoid this range imo unless again you know what you’re doing.

Gouken generally cannot zone you, obviously because Ibuki’s neckbreakers (regular and EX) go through his fireballs. His fireballs do recovery fairly quick, so you cannot always punish him at all ranges at all times, such as if he does a meaty fireball on your wakeup.

Gouken hits like a tank, so it’s best to not drop combos or do anything stupid. I think this matchup is 5.5 - 4.5 Ibuki favored because Ibuki can control space better imo and has a much better pressure game. ie: she can actually do some mixups (however gimmicky) and has an incredibly useful overhead (if close enough, you can Tsumuji a crouching Gouken after f+MK; you should definitely master this). On the other hand, Gouken doesn’t really have a crossup; he kind of does with demon flip but I think it’s hard to time. He’s more of a “wait until my opponent fucks up and then hit them with 3-4 hits for like 400dmg” kind of character. In 2012 he has some better pressure/frametrap tools, a-la cr.MP, st.HP, and LP Rush Punch, but I don’t think they do enough justice.

Spoiler

Thanks for the tips, its helped quite a lot.

Anyone have any updated info for 2012 Ryu? His low forward is so good now.

Play it the same like vs Super and AE Ryu. Just be more careful of his cr.MK.

And don’t worry about him Juggling himself from the Kunai Vortex.

vanilla super ryu was unwinnable wasnt it? its much easier these days with stmk being faster and crlp stmk being a 2 framer. although it doesnt sound like a lot, in vanilla ssf4, whiff punishing a crmk with stmk wasnt practical at all and ryu players could freely fish with their crmks all the time.

It’s a bad match-up for Ryu, and it was even worse in Super.

Why is it unwinnable? Maybe you’re talking about before the discovery of Ibuki’s broken unblockable setups.

unblockable or not, ryu was probably ibukis hardest matchup in vanilla ssf4. ryu completely controlled the space and it was incredibly difficult to get in and get your offence or block string started.
take a look at this ryan hart vs ibuki vanilla ssf4 match to see what i mean.
[media=youtube]Z6i3_Ezdkwo[/media]

now compare that to sako vs daigo yesterday which clearly shows just how much ibuki’s normals have improved over the years.

The unblockable really makes this a lot easier, its just getting that first knockdown that I’m having problems with.

admittedly, my footsie game is weak.
so is my everything else game, but yeah.

Donnie this match up really isn’t that hard ( 6-4 in Ibuki’s favor imo) with the correct spacing and reactions. F -lk and lk tsumiji should be your go to pokes to beat low forward and fireballs on start up - While whiff punishing with st. mk and sweep. I have 4 unblockable set ups on shotos and safe jumps to bait their dp, which usually racks up to some high damage combos.

How is Ryu supposed to control the space? How is it different from 2012 Ryu?

What? Unless there’s a bunch of undocumented changes, the only changes from Super to AE to 2012 with Ibuki’s normals were st.LK 1f faster, st.MK 1f faster, f+MK 1f faster, and f+HK range/frame (dis)advantage buff. Hardly any of these apply to the Ibuki vs Ryu matchup.