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

Good point with the counterhit cr.MK, but I dunno about 1f link being easy. Not that I’m complaining about 1f links lol.

Despite the f+HK buff, I still don’t see myself using it that much.

Ibuki’s air target combos rape focus spam. You should use them more, especially against that bad Boxer guy you keep playing.

Nope, he can’t anymore in AE 2012. Unles EX Lunge is a counterhit maybe.

Has anyone been using her b+mk? It kinda stuffs Ryu’s cr.mk (at its max range), and the faster recovery is nice.

I haven’t used it much, other than trying to land the follow-up overhead. I usually just stick with cr.mk, or cr.RH, especially as a whiff punish against Ryu. Ryus LOVE whiffing cr.forward against Ibuki, it’s all he can really do.

Lmao at the front page of this thread

Have finally started play around with these setups I noticed from the Sako vs Tokido set.

  1. 0:47 - builds meter with Raida instead of Neckbreaker?
  2. 2:23 - TC4 (3hit) xx MK Tsumuji , cr.MK , j.LK
  3. 2:55 - LP dp , forward dash , cr.LK , forward dash , j.LK
  4. 6:42 - Neckbreaker , cr.LP , slight walk up , j.MK
  5. 9:40 - Raida , forward dash , cr.LP , j.LK
  6. 9:49 - MK Tsumuji , LK cd , j.LK

Tokido does #3 against Sako, and if you remember, Sako does wakeup FA xx forward dash to get out. I dunno if this is already public news (I don’t play Akuma) but I just tested it and** it is an unblockable against Ibuki. **Ibuki must be in corner, and you must not quick rise for some reason for it to work though, so I think it’s easily avoidable.

Video soon, and will be testing the other setups later.

Tested setup #2, Akuma in the corner. It is another unblockable! At the high level it looks like this game is all about abusing any and every unblockable… lol.

Video soon again.

Edit: after testing the entire cast, this setup also works on Sakura.

Tested setup #6, Akuma in the corner. You guessed it: yet another unblockable. This setup seems pretty much the same as the cr.MK one, since both cr.MK and LK cd have a total of 20f. This one doesn’t seem to work on Sakura though. Must be a spacing issue, since Sako did this setup after a Tsumuji loop.

Yet another video soon again.

Edit: also for characters that this doesn’t work on, generally your opponent will have to block crossup as you land behind, but on some characters they have to block regular as you land behind, which can prove to be a mindfuck as they have to quickly switch guards. Characters such as Gen and Cody are examples.

Edit2: this setup seems to only work against Akuma.

Tested setup #5, Akuma in the corner. Another unblockable to add in the Ibuki vs Akuma matchup. All three of these unblockables have one thing in common in that they aim for a specific spot on Akuma back at a very specific time as he gets up. They also all cross up no matter what, even though Akuma can’t block crossup. If I had to choose, I’d pick the TC4 one because cr.MK is easily plinked while the others are not. Unless you can blink. I’m not sure if full TC4 would make a difference though.

Yet another video otw…

I’m really too damn lazy to test so I’m just going to assume it only works on Akuma, and the same shit happens to the rest of the cast as the previous unblockable. I only also tested Sakura, and it doesn’t work on her, so yeah.

Finally, setup #4 looks like a simple hitbox safe jump vs shotos. I can’t seem to get an unblockable off it, unfortunately. But we still have the Neckbreaker f+LK unblockable anyways.

It is unblockable and this setup does not work against Ken’s mp dp.

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Had a chance to play some very good players this week-end, some thoughts:

Yesterday, I met VRyu Sensei on XBL, so a nice chance to meet a very good Makoto. I really like the Ibuki/Makoto matchup as it is all going for rushdown and keeping your opponent down. Just a quick thought: don’t ever do a braindead b.MP as an anti-air against Makoto. Normally I’d just eat the Tsurugi (not even sure about this jump - special kick thing’s name). Against VRyu I’d end up eating an extremely damaging string and finish stunned. I decided to stop anti-airing like that. How would you anti-air Makoto btw?
A nice solution I used was an early HK command dash, and a st.MK eating Makoto’s recovery frames when she’s landing. Any other stuff?
Unfortunately I played right after and forgot to save my replays :frowning:

And then today I played against GxC Darkos’ Blanka (I’d honestly say he’s the best Blanka. And if it’s not him, it’d be VaD En3ru. He recently raped Will2Pac in an FT10, check it out: [media=youtube]phP4wtr6ebA[/media] ).
Any member knowing me here knows I terrificly hate the Blanka matchup. So playing a good blanka is even worse. I think I’ll upload the games as they are pretty representative of my poor level against Blanka (and I surprisingly did better than what I expected ^^ )
First thing: against Blanka’s command dash, when he goes behind you, I’d advise people to COMPLETELY MASH CROUCH TECH.Why? It beats electricity with cr.LK, slow normal with cr.LK, and techs his throw. He’d have to do something like an EX rolling to hit you. Don’t even try blocking, I swear the risk/reward is way better if you mash crouch tech than if you do anything else.
Other stuff, from a far distance, cr.MK seems to be nice against him.

Last thing: how do you fucking vortex/safe jump a Blanka? Seriously, I swear almost every kunai I threw were stuffed by his stupid braindead EX vertical rolling. So frustrating :confused:
With this stupid buff on his EX moves I feel like Blanka is now a fucking autopilot character. Like Fuerte :confused:

Why doesn’t b+MP work against Makoto? You can also use FA, although risky if she goes for HK/EX Tsurugi or j.HP into some invincible move, or empty jump. cr.MK to lower hitbox is sometimes good.

Mashing crouch tech isn’t really like the gdlk option select you make it sound. You’re probably mashing it early and Blanka mashing late and beating both his electricity and throw attempts.

To vortex Blanka I’d first recommend you learn how to control your vortex. By that I mean you can choose whether or not they have to block the kunai crossup. Then, when you suspect EX up ball, just go for noncrossup kunai, but still SJ to the other side, and 99% of the time EX up ball will whiff, giving you plenty of time to reaction punish with necbkreaker or something.

If you want a guaranteed safe jump, you’ll have to practice these https://docs.google.com/spreadsheet/ccc?key=0AqClL3kJPchYdFlDd0VhMmt4R0w3TVdJQ2hHX29GLUE#gid=9 but since his EX up ball is 4f, you really have to be on point. If you really want to add safe jumps to your game, I’d first recommend figuring out a max damage punish first, as a regular neckbreaker punish won’t really be enough for all of your efforts. That way if you’re ever ensure of yourself you can do empty jump mixup and then do a big punish on his EX up ball.

Blanka has always been an autopilot character. And the best way to deal with stupid autopilot characters (and players) is to play solid, let them make the first move (and kill themselves), and generally just sitting there doing absolutely nothing at midrange unless you have to. Going autopilot yourself may not be the best idea, especially if they’re “better at autopiloting”.

Against Makoto, FA is way too risky, and b.MP often gets stuffed by Tsurugi’s particular hitbox (pretty hard to AA a correctly timed Tsurugi!). I usually go for it against players who use Tsurugi when tey are too high, but used at the appropriate height it’s just a nightmare.
Not sure cr.MK will lower my hitbox enough to avoid low Tsurugis, I’ll have to try it :confused:

About Blanka, crouch tech is not THE godlike thing. It’s just the best risk/reward possibility. Just enumerate the possibilities: if blanka is doing his command dash to go behind you, he’ll either:

  • do electricity - gets hit by cr.LK
  • Start a combo with a low normal: can possibly trade with cr.LK according to his timing
  • Throw: the OS will tech him
  • EX Rolling/vertical rolling (scrub choice but well, why not): beats cr.LK

So basically you are out safe in 3 out of 4 cases. If you just block, assuming that you’re reacting fast enough to switch guards (and this is precisely why I prefer to crouch tech: a good Blanka will not mash his command dash for you to detect it easily. He’ll rather try to surprise you and you will most likely not have time to react and change your blocking direction), you would get out safely in 3 out of 4 cases, without any punition (while a cr.LK leads to an untechable knockdown -> vortex starter).
Thanks for the safe jump list, I’ll have to try this :slight_smile: but this also means that we don’t have to OS a neckbreaker against Blanka, right? Otherwise he’d just get out with EX upball for free :confused:

And the point is: what’d be your max punish option against a Blanka who is crouching 24/7 ? st.MP st.MK xx special? I’m a bit frustrated having to use only cr.LP st.MK xx special. I feel like it’s cheap and I can do better :confused:

I’ll have to play more against this kind of Blanka. Waiting for the opponent is still something I can’t really do as I quickly loose patience and would at least just use a cr.MK or something like that (and get punished for it).

Why is FA risky? Why would b+MP get stuffed by Tsurugi’s hitbox? I usually don’t have a problem with it, especially since Tsurugi isn’t like a regular dive kick; it doesn’t change her trajectory/doesn’t keep her in the air for extra longer. For example, you cannot mix up j.HP/jump Tsurugi as well as you can j.HP/jump CStrike with Cammy.

I really really doubt this “option select” actually works. Here’s some more theory fighter: Blanka’s fast electricity is 5f. For the sake of simplicity we will assume it is not invincible, just that the electricity has a gigantic hitbox and will hit you if you’re anywhere close to him and not blocking. So, you can hit him out of his startup but not his active frames, otherwise it’ll trade or beat your attack. Since Ibuki’s cr.LK is 4f, this means you have to do crouch tech on frame 1, otherwise it’ll trade or get counterhit.

http://img845.imageshack.us/img845/6139/blankatheoryfighter.png

Therefore, if you’re planning on trying to stuff his electricity, you’d might as well just mash st.LP since it is 3f, or just mash throw since it’ll cover both his options.

Is my theory fighter incorrect?

As for “punishing” Blanka, it really depends. Did you just block an EX up ball? Block an ultra? Or are you talking about what to do after you hit him with kunai vortex?

As for practicing patience, I would try pretending that every opponent is spd mashing Zangief, and then go from there. That way you get into the mindset that you don’t have to get in, only just keep your opponent out. And that when you do get in, you heavily train your opponent not to mash reversals first, then go for the mixups.

Unblockalols:

[media=youtube]X6O1kfUCCl8[/media]

Doesn’t st.lp have a tendancy to whiff on Blanka’s crouching hitbox?

Yes it does, along with several other characters, Chun-Li, Juri, there’s a whole list of them.

If you’re trying to do hit confirm combos, you’re best off doing cr.jab x st.mk, its more difficult than doing a st.jab x st.mk, but it’s still pretty easy, especially if you get into the habit of plinking or double-tapping.

That was in reference to Mingo/damascus Blanka thing.

You’re right Mingo

Can’t fight master Theory Fighter yet

About your last advice, I can’t really make it. I don’t wanna switch my entire playstyle based on attack =) Ideally I’d like to, slowly but surely, build an offensive-enough safe Ibuki. Keeping my opponent far from me just annoys me to death (Gief matchup FTW), and there’s no point in playing the game if I’m not having fun :smiley:
I’m rather still working on get my opponent used to the fact that he shouldn’t mash. I’m finally starting to use true blockstrings and safe jumps/kunais. Each time he DPs, he gets stuffed, that’d make him think about it next time he’s down.My last problem is to be consistent enough, I still miss my safe jump/kunai execution sometimes, it’s a but frustrating to eat a mashed DP on wakeup while I was going for a safe option… But well, it’s just, still, a lack of experience.
And let’s say that it’s finally giving me some nice results: except the matchups I hate (speaking about Blanka… again) I can pretty much control a lot of my matches against very good players by keeping a consistent offensive game, but of course not too offensive (I wouldn’t even think about random jumpings lol).

Was it Izuna who said here that we have to apply an unique gameplan if we want to be efficient with Ibuki? I actually kinda like Ibuki’s variety, I saw a lot of different - and solid - Ibukis out there that I can’t even think about approving this idea. Let’s just compare Sako and Iyo. Or, SRK speaking, compare Niko, EPGKooky, Izuna and Mingo.

World game cup in two weeks, can’t wait to play there!