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

Apparently it’s like -7 on block or something. Possibly -8 but not -9. The gimmick also only works if he hits you so yeah, I doubt we’ll see it used very often.

Good to know. I guess I’ll be picking U2 in this matchup from now on.

hi, me new here

http://images.cheezburger.com/completestore/2010/8/5/4dbbbdfd-3ee5-44cf-ad58-4c8944691438.jpg

i never tried mirror match ibuki, anyone wanna play for fun? CA n US onry plz me hate lag PSN: Ecklip

Perhaps you’re looking for this thread? Ibuki Online Player Directory

Just played Uruseii’s Sakura in a ft10 set apparently. Made a lot of observations about the matchup, as you can see:

  1. TC10 doesn’t whiff if you’re close enough.
  2. Never ever go for cr.LP cr.LP st.LP combo. st.LP has a very high chance of whiffing, even when you think it won’t.
  3. Sakura’s nj.HK beats Ibuki’s cl.st.HK clean. If Sakura likes to spam it, use something else instead. If close range, dash out of the way. If midrange, early j.HP.
  4. It’s very important you recognize Sakura’s strings and her general tatsu pressure game. In reality, besides EX Tatsu (+4 on block) only her LK Tatsu is 0 on block. Regardless, if she doesn’t do EX Tatsu, I believe far.st.LP is an excellent normal to stick out. It’ll catch Sakura if she does anything after MK/HK Tatsu, and after LK Tatsu most Sakuras like to walk up, and she’ll simply walk into your mini stop sign. If she doesn’t walk up, then she has to st.LP or st.LK herself, which isn’t exactly ideal because she cannot really followup those attacks. Speaking of which, besides Tatsu pressure, she can also do a lot of walk up -> st.LP or st.LK. They don’t exactly convert into anything, but they are good to just simply keep you grounded and in blockstun. st.LP especially since it offers a whopping +4 on block. Also take note that this situation is pretty much like Boxer’s walk up -> cr.LP spam, which Sakura doesn’t really have a good or easy way of option selecting your backdash. Sakura doesn’t have an easy way to option select in the first place, as her sweep generally whiffs on Ibuki due to airborne. She simply has to option select Shouoken which is a lot harder and might not be practical, such as in the situation outlined above (walkup + st.LP/st.LK).
  5. Point blank f+MK whiffs on crouching Sakura.
  6. Sakura might get smart to your f+MK and f+HK usage and crouch tech with cr.HP. If you spot this, let it whiff and punish with whatever. I prefer raw ultra.
  7. Take note of the knockdown and setups that Sakura does. They should become obvious after she does them on you a couple times. For example, after a Shouoken knockdown, if Sakura jumps immediately, it’s not a safe jump. She’s most likely going for an instant throw or low attack. Sometimes she might purposely whiff a j.HP or something to create the allusion of a jumpin attack.
  8. Sakura’s cr.HP is a very good antiair, but not unbeatable. You can mess with her timing by mixing jump/superjump with/without kunai. Sakura will eventually have to be more creative with her antiairs or have really really gdlk reactions to spot the different jumpin attempts from Ibuki and antiair appropriately.
  9. If you see cr.MK during strings, press st.LP as soon as possible. There’s a very good chance she’s going to cancel it into a Tatsu, in which case you can stuff it. If not, a whiffed jab is hard to whiff punish anyways as long as you’re not obvious with it.
  10. Sakura’s fireball is slow. Unless it’s online, there is no reason Sakura should ever be doing a fireball when you have meter unless you’re knocked down + untechable.
  11. Ibuki’s far.st.LP is really good in this matchup, even though it loses to Sakura’s cr.MK. Use it and use it a lot. Ibuki’s cr.MK is also good just to control space, and so is cr.MP, obviously. Smart use of FA as a counterpoke is also very good, as Sakura’s armor breaking move at midrange is Tatsu, which is easily stuffed with random far.st.LP’s. f+LK is good to pester a Sakura spamming cr.MK, but I couldn’t really get it to convert into anything so I didn’t really use it much.
  12. Sakura’s jump/jump tatsu “mixup” is kind of annoying. I don’t have a clear answer for this, but maybe sticking to fast antiairs such as b+MP and then reaction trip guard if he did the air tatsu. Or if you know he’s going to air tatsu for sure or if he aims the air tatsu at you, then you can cr.LK or cr.MK to lower hitbox and then trip guard.
  13. I think st.LK and f+HK might be useful tools in this matchup, but I didn’t have a chance to really use them.
  14. After a Shouo knockdown, your best option is to block. Veteran Sakuras are apparently masters of forcing dp’s to whiff when they want to, all the while setting up an ambiguous jumpin. Your best bet is just to block the jump then mash dp as much you want. Also don’t be afraid of the 2hit Otoshi knockdown into meaty lvl3 fireball. Sakura has to do something to keep you grounded. If she jumps at you which should be obvious enough, just FA backdash. If she stays on the ground, be prepared for a high/low mixup. Block low initially and then high if/when you see her overhead. If Sakura instead just walks up to you, get ready to throw, or stand tech.
  15. Definitely feels like Ibuki favored matchup imo. Maybe not 6-4, but at least 5.5-4.5 Ibuki favored or something.
    I’d have to watch the replays again but this is what I got so far.

Holy crap. Well I only got to play a Bo3 against him and I want to just point that that DO NOT go to cr.LP, cr.LP, st.LP. I think you took all of his energy away because when we played, while it was very solid and v.GGs, both of our executions were terrible. I agree this that match-up is slightly in Ibuki’s favour, but mostly because of now risky it can be for Sakura to anti-air Ibuki, and Ibuki waking up 1-frame faster seems to make the Uryo set-up not work as well on Ibuki, maybe it was just timed wrong I don’t know. Either way I’m just glad I got to play someone solid on AE PC for once.
As for Sakura’s cr.Fierce, because Ibuki has a super jump, it’s not easy for Sakura to anti-air with it because if Ibuki doesn’t do an air normal (cancel into air-Throw or j.MP something so you have less recovery frames) you can punish it on the way down.

I want to say thanks for the forward+st. lk xx lk tsumuji thing on ryu’s low forward startup.
Its helped tremendously. I feel great when I stuff it.

Well don’t look at me. He’s the one who was like “I WANT TO PUSH EVERY BUTTON RIGHT NOW”. Nigga was going crazy all day like a female version of Yun. At certain times I would just stand there and do nothing while he whiffs all this random shit.

I didn’t know Ibuki wakes up 1f faster, and I doubt it makes a difference either. He was still able to do the 2x Otoshi into meaty lvl 3 fireball without risk of getting caught with wakeup EX kazegiri or something.

i cant find any frame data on onis dash but it feels like 17-18 frames so at worst hes -7.

EDIT: saw now that it only works on hit. on hit oni has frameadvantage :S
sucks to be sick.

Hold on… I wholeheartedly disagree with this. Ibuki’s damage/stun output back in Super along with her Neckbreaker spacing making the Unblockable easy to time, she was definitely a better character. If I play SUPER Ibuki now, she’s a very good character. AE Ibuki is a nerf, with the biggest buff being TC10.

^ sshh

Are you serious??

I rather take footsies then a brain dead vortex any day. I don’t know, Ibuki just feels like a much more solid character now.

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The damage/stun nerf didn’t really affect me. Then again I go for Tsumuji loops all day everyday.

The neckbreaker dmg/stun nerf really hurt. Not really combo-wise but using it to punish people escaping pressure, eg: backdash or teleport. With such a strong emphasis on okizeme and vortex, it’s crucial that Ibuki be able to keep her opponent pinned down and reluctant to try to escape. Akuma can do an epic punish with option select U1. CViper can very easily reaction EX seismo; Yun can EX Lunge into U1, Rufus can reaction U2, Makoto can U2, etc. As Ibuki, our U2 doesn’t even reach that far, nevermind having to worry about that dumb shit going into juggle mode instead, leaving us instead with Neckbreaker punish or making a gdlk read with SJ.

In that respect, we’re kind of forced to use EX Neckbreaker into unblockable spam.

st.MK and st.LK 1f faster, and TC10 addition, and then suddenly Ibuki has good footsies?

I mean, st.LK buff is great, and st.MK buff just makes things easier (like the overhead combo being more consistent), but the only actual legitimate change was TC10. Maybe you just player her more solid, go back to Super with what you know now. Also the chip damage on the Kunai was an important change too, especially the Jump-back Kunai being a great keep away move.

I still believe jump kunai was and still is a useless “keep away” move. You’re not keeping anybody away and you’re only putting yourself closer to the corner.

You can also do MK tsumuji, but it only combos on counter-hit.

This is probably true.

As far as footsies go, I personally think that st. mk was her best buff. Not to mention it just flat out beats certain normals now. In AE it became one of her scariest normals, for example a counter hit low forward is now easily a knockdown opportunity into some decent damage. The same goes for her f - hk. The st. lk didn’t affect me much because I always used it from max distance to push my hitbox back to out prioritize my opponents normals.

PS - lets not forget how free Ibuki was to focus attack spam in super. I’m actually working on reacting to focus attacks with command dash for better punishes now instead of our new tc.

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Now it’s garbage, but before against characters like Balrog or Makoto it was a good move especially since it did quite a bit of chip damage back then. It was so easily punished, and you could use it at lower ranges of a jump instead of a backdash to get away from stuff like EX Hayate as well as cover some distance.

I’ve never played anyone that did Focus spam but this the TC10 I mentioned was her only true buff.