So I’ve been trying to give Ibuki the good ol’ college try for the past two weeks. I was a solid Gold player with Ryu but have tanked into Silver ranks with Ibuiki. Too be expected I guess – Ibuki is a hard character to use AND I think she’s rather under powered:
I have a friend who is a Gold ranked Alex player. I’ve played probably 30, FT3, sets with him. That’s a lot of games. Alex craps on Ibuki. We have another friend who is a Gold ranked Nash, who has also taken up Ibuki, and he does even worse than me in the Alex matchup. Being this is the modern era of fighting game balance, it’s a legit 6-4 in Alex’s favor, meaning it’s winnable for Ibuki but it’s a hill to climb and you’re playing from behind.
Alex’s cr.mp is an obvious problem. It dominates the neutral game. Any advice to counter this button can easily be applied in reverse to Alex to counter Ibuki’s buttons. The obvious answer to this is Ibuki’s V-skill, but then Alex crush-counters st.HK boot to the your face. You can counter poke Alex’s cr.mp, but the range to do so with Ibuki’s st.mp feels awkwardly far away. Ibuki’s st.mk into sweep TC would be a better choice but it loses a lot. Ibuki’s sweep would seem good, but cr.mp by Alex stuffs that too. Anytime you want to frame-trap-crush-counter with f+hk, out range with st.HP or st.HK, you’re going to lose frame race as well.
Alex’s cr.lp is a another problem. Alex just has to delay his cr.lp a few frames during Ibuki’s up close pressure and it’s going to stuff command dashes and overheads. The downside to delay mash is that Alex is prone to tic-throws. That doesn’t matter because he has a lot of health and Ibuki doesn’t get anything off of throws. You know that lil “mixup” Ibuiki likes to go for after a forward throw where she buffers cr.mp into kunai if the opponent hits a button? Well people are catching onto that just delay the wakeup button so they can counter poke the counter poke.
Alex can perfectly space his elbows making it very difficult to punish. Even though it’s -4, at certain ranges Ibuki’s st.lk will whiff and at certain ranges her DP takes an extra frame to reach the distance Alex is spaced so you can’t punish with that either.
Kunai’s would help, but they only do 40 damage. It’s hard to reload in this matchup because Alex can ex-elbow through to punish whenever you feel like reloading. Even when I want to jump in the air and use an air-kunai to get in, Alex will sometimes ex-elbow right through as well.
Walk speed does make a reasonable difference in this matchup. But when you’re Ibuki, walking down Alex is scary cuz he can just flash elbow you in the face due to the 8 frames. I’d feel more comfortable walking him down in other games, but things that seem reactable in other fighters just aren’t so in SFV. But I digress.
In general the matchup looks like this: Neither person can really get inside to get stuff started. Ibuki wants to get in and start mixup with dashes, and Alex wants to get in to mixup with lariat and powerbomb. Her counter-crush buttons, used at a range where they SHOULD work, lose to Alex’s quicker buttons in cr.lp and cr.mp. Ibuki can use ex-kunai to start some pressure, but Alex can use ex-chop/elbow to make stupid guesses with a lot of Ibuki’s single hitting moves. Under pressure, the Alex I play against generally stand blocks and walks backwards pressing a delayed normal if he suspects a command dash. The walking back avoids a lot of tic-throws. The delayed button press stops the command dash pressure and overheads. My friend’s Alex intentionally leaves himself vulnerable to low sweeps (which gets stuffed by cr.mp BTW). He takes those risks because the payoff for a punished sweep is much higher than the dink-and-dime of getting a sweep here and there with Alex’s health.
Tl;DR The range where Ibuki can make Alex pay with cr.mp, generally leads to a situation where Alex knows he doesn’t need to hit cr.mp. Everything else becomes a relative stalemate but his gambles work out better in his favor and wins the war on attrition based on his high health against Ibuki’s low health.
=======================
My friend’s other character is Guile. Once again we aren’t experts, but we’re Gold level players so maybe there’s something that can be of value here:
I think Ibuki wins this matchup. F+hk does a really good job of hopping over Guile’s cr.mk, and even hops over sonic booms when properly spaced. Guile’s other long reaching pokes in st.HK and f+HP have a big slower startup so you won’t lose too much in the footsies battle. In kind of a weird-meta-strategy kind of way, Guile players are very defensive so the command dash mixups work pretty well here. From full range the kunai will sneak under a sonic boom and clip Guile in the toes. If he throws a slow one, Ibuiki has a enough time to reload a kunai. It’s a weird situation that probably makes a lot of Guile players feel uncomfortable.
Also, holding down MP for the multi kunai throw works well too as a few will sneak under the sonic boom. This creates a knock down and you can reload kunai with very little impunity. Sometimes Guile will throw an ex-boom to punish, but he’s giving up a reversal ex-flash kick every time he does that.
df.MK works great for walking down Guile and sliding under sonic booms. It’s great for really backing him up and making him feel uncomfortable. Even when Guile is able to side switch with you to get out of the corner, you can usually get him to block a cancelable normal and command dash through the other side to cut off the screen again.
Also from mid screen, a well place air ex-kunai works wonders. It can make a flash kick whiff. It can also punish a sonic boom. Follow up with HP raida, and you’re pushing him into the corner again.
I think this matchup is in Ibuki’s favor. 6-4 or 5.5 to 4.5