c.lk also goes under elbow drops and lets you loop from it. It auto corrects and also recovers quickly so you can still block if you do it too early or late. For some reason Damascus says its not a good option, not really sure why, he hasn’t really explained. I just think hes straight up wrong on that one but then again I haven’t faced the best Guy players, its working wonders so far… You can also use it to beat some cross ups and jumpins and loop from them too, like Blanka.
Speaking of c.mk, you can use it on a lot cases to go under some jump attacks like Bison’s Devil’s reversal (?) the one where he comes down with psycho hands and because of the distance they have to get to to hit you (especially after bullshit cross ups thing they can do to mess up your inputs) you can combo it straight into s.lp in some cases, just make sure you press directly down so you don’t accidentally slide.
Damascus, which one is correct for Honda matchup? You put 6-4 here, but @Emanuelb put 4-6 on the Tier list thread? Anyway I think this is an even matchup. It’s hard to get in Honda for sure and his damage is worrisome, but his stop sign can be tripguarded with neckbreaker. However, you do need to be in the right spacing. Don’t try air-to-air against Honda. A way for Honda to bait neckbreaker tripguard is to empty jump, but that can be beaten by air throw, dem mindgames. Hoodaman says cr.mp is good for this matchup. I haven’t seen any Honda’s normals that can beat it when I play him. I lose to Hoodaman a lot, but I’m not as frustrated in the ground game vs. Honda than Balrog. Patience is very important in this matchup IMO.
I haven’t seen any Ibuki use neckbreaker to tripguard a Honda. Try to jump back against Hondas. Kunais can also beat everything Honda has, you can make it so that it beats EX headbutt and EX butt slam on wake up, and keep them grounded. Just keep your patience once you get a knockdown there’s not much Honda can do.
Damascus
1664
I believe it is not reliable just because it is way too difficult to time. If you play easy-to-read Guys/Vipers, of course cr.LK is the best solution. However, cr.LK is also active for a very short time and the timing to make something whiff with it is VERY strict.
When you play someone who actually has a gameplan designed to make you forget about autopilot solutions, you will most likely never use cr.LK to make it whiff. Heck I played Wolfkrone for some casuals at TFC and I swear I wasn’t even able to cr.MK his burning kicks due to them being so smart and unexpected.
It’s not just “a bad option”, it is just in my opinion an option way too difficult to be used consistently at a high level, and failingaat using it means eating a full combo. The risk/reward in my opinion is just not worth it
@M00ntiger
Honestly, as I told emanuel, I don’t really know against Honda. I feel like Honda beats Ibuki, but it’s probably more like Honda beats ME lol. Some Ibukis in Europe believe it’s Ibuki-favored. I honestly can’t really be sure about it until I’ve played high-level Hondas for a while. For now most of the Hondas I play give m e a very hard time getting in but instantly die as soon as I get a knockdown. I wonder how it would be against someone who knows his options against vortex though.
How can a Guy player mess up your timing? I react to the eblow drop coming at me. I don’t really predict it or time it. I usually get it to connect the only times I don’t is when Guy drops too far for the eblow to connect or my c.lk for that matter. Even if don’t get it, I recover fast enough to block or whiff. How is that any better than c.mk where they have a much bigger window to punish you for whiffing it?
For Vipers I don’t really have any practice against. So I always get hit trying to c.mk under burn kicks. But it can be done consistently, Infiltration has done it at high level play against both Latif and Wolfkrone. Now, Just because a pro can do it doesn’t mean you can’t. It simply means you have to step up your game. You need more practice simple as that. So what if its hard? You are playing Ibuki after all.
Damascus
1666
Hmm… You know that Guy can elbow drop out of either a command jump and a normal jump right? And that he can elbow drop at different heights as he wants?
Also if done correctly he’ll end up at an angle in which he has the choice between regular late elbow drop or crossup j.MK. With cr.MK you guarantee a whiff, with cr.LK you don’t because you have to wait for the late elbow drop to happen first and react to it, hence why I prefer cr.MK
About Viper, I was emphasizing on the fact that I couldn’t cr.MK (easier option) his burning kicks, so imagine if I tried cr.LK lol.
Ibuki Brethren, how do I generally deal with Yun? My friend has a solid Yun and he blew me up with frame-traps, command grabs and Gene-jin. He made me realize how ignorant I am in regards to the character.
Damascus
1668
I have a special match coming up next week and I was wondering if anyone has information complied about C.Viper? I remember reading back about options, maybe punishes here and there, but I may have forgotten them because I rarely fight viper players. Is there a page somewhere around here I should read about, such as: punishes, counters, set-ups, etc.
Also frame data may help too if I want to find out what punishes and what can’t. 
Kpop
1670
that matchup’s really annoying. just a wheel of reversals that you just have to guess on her wakeup. delayed kunais beat ex seismo feints. if she burn kicks on wakeup against a kunai, she’ll get air-reset so just follow up with a dp to start discouraging her from spamming that option every time. off of jump-ins where she decides to ex seismo feint, os dp works fairly well. you just have to constantly be thinking of what she’ll be wanting to do on her wakeup.
chasing down runaway burnkicks with neckbreaker also works very well.
offensively, frametraps work really well if you keep them fairly tight since all of viper’s normals are fairly slow.
low forward x thunder knuckle is not a true blockstring.
time cr.mk carefully to get under burn kicks and punish them as quickly as possible, or hit st.mk asap if you either get a counter hit from the cr.mk or as a pseudo frametrap. just keep in mind she can start delaying burn kicks to hit your cr.mk if you’re just spamming it.
try not to get hit by a burn kick in the corner…
recognize which burn kicks are focusable and get the crumple
unblockables:
- Neckbreaker, walk forward 6-8f, f+LK, j.LK or j.MK
- Neckbreaker, walk forward ~9f, cr.LK, j.LK or j.MK
- Ex-Neckbreaker, 1-2f wait, MK Command Dash, j.LK or j.MK
can’t really think of anything else atm
hope you beat her lol. i’ll be there watching.
You can c.lk between viper’s c.mk into mp thunder knuckle.
it’s the instant burn kick cross-ups that can catch me off guard. The frame advantage on that seems to be about +1 or +2 when I block it.
The unblockable stuff was just glanced over before I did some matches. I didn’t realize it was an unblockable until I actually did it a few times lol. I just need a couple more matches before I can get ready. Thanks, I’ll do my best.
Aren’t unblockables:
- Neckbreaker, walk forward 6-8f, f+LK, j.LK or j.MK
- Neckbreaker, walk forward ~9f, cr.LK, j.LK or j.MK
- Ex-Neckbreaker, 1-2f wait, MK Command Dash, j.LK or j.MK
Beaten by fierce Thunder Knuckle?
Kpop
1674
never tested it out, but by golly if she decides to block… weeee~!
Julio showed me some stuff today. Always block divekick standing. Yun’s always on frame advantage if you block divekick crouching. Divekick hitting above the waist is unsafe; he said at worst, he can be -12! So you can punish with TC4. Far.mp xx jab shoulder isn’t a true blockstring, so mash EX DP when the Yun autopilots that string, or focus dash through and punish, but this one is harder. A good Yun player would stop using it, and that’s where the metagame would come in. Safe jump is a very good oki option to keep putting pressure. Hit confirm to neckbreaker everytime if you can.
About Genei-jin, he showed me a ghetto blockstring of cr.lk,st.hk. Since you have to block low on that one, he’s going to sneak in an overhead. Very hard to block. One time I got excited that I blocked an overhead that I forgot to block low lol. I guess what I can only say is have a really good defense when dealing with Geneijin blockstring, but that’s easier said than done.
I keep getting bodied on this matchup, but I’ll try to share anything Julio says that can help later on.
cris25
1676
How do you time the crossup kunai after EX neckbreaker and after sweep (since these will be our remaining setups in Ultra)?
Edit: And tsumuji low ender (is the same timing as regular sweeps)?
i play with LUD a few times a week and im getting back into competitive play. i have a basic understanding of vortex and bnbs.
but in the chun matchup, i know ibukis footsies are ass compared to chun. i notice what happens alot (but in my defense, im getting more patient) is that he’ll wait mid to far screen and whiff all her good normals because it forces me to come to him. once i get to midrange, i start getting poked. mostly st.mp,cr.mp and cr.mk. i cant deal with her walkspeed very well and i try to compensate by keeping him out with tsumuji. this doesnt give me MUCH advantage but it buys me time to think. unTIL she gets meter or ultra. then he either punishes on reaction with ultra or ex legs on block.
in the event i get in,idk how to best get the knock down. dash pressure, i get throw teched, thrown or legged. im planning to play for a whole year in the lab after this month, before returning to tournament, and the sooner i can hold my own against him, the better chance i’ll have at being somewhat decent, for longer.
in short, please teach me the chunli matchup, and what i can do to make it less likely for me to get bopped. thanks for any advice.
If he keeps whiffing normals, practice whiff punishing or jump in when you notice a pattern on his normal whiffs. Her AA is bad so it’s not a big of a deal, but that doesn’t mean you can jump all the time because you can get punished for being predictable.
For oki, I like to use safe jumps (neckbreaker> b.mp, j.hp), on her when she has meter. Some players won’t respect safe jump and wakeup with EX bird kick, so make sure you do it right to make them respect you. After you feel that he respects your safe jump, then mix in empty jump overhead or lowxx lk tsumuji, hit confirm to tsumuji loop if you can. She’s free on wakeup when she has no meter. You can either use kunai vortex or grounded meaty cr.lp os sweep if she backdashes; safe jump os neckbreaker works too. Remember, Ibuki has HK dash that can kill charge and eliminate potential wakeup ultra, if Chun has U1.
Her Ultra can’t punish blocked Tsumuji. Maybe you mean Super? Or maybe you pressed a button after lk tsumuji? Or he whiff punished your tsumuji?
he whiff punishes it with ultra, i mean he does ex legs after block, sometimes im trying to keep pressure with f.lk. so maybe thats why i get smacked.lol what normals should i use for whiff punishing?ive tried raida but its too high risk low reward.
QjonPL
1680
Sweep or s.MK into whatever.