Well, he didn’t exactly say he was using it as a meaty. If it gets parried out in the open then you’re probably just being too predictable, or your opponent just habitually parries high during footsies. Remember to use your low options as frequently as your high(mid) options.
And no, if they parry and throw then Raida will not be fast enough to catch them unless they are really slow with their execution. LP Raida has a 4 frame start-up, and normal throws have 2 frame start-ups.
If you ARE using it as a meaty… remember that blocking is a very good mix-up. Blocking can be very powerful.
Because Ibuki has such a strong rushdown and really good mix-ups, it’s really tempting (and fun) to go full-force throughout the whole match. But remember that Ibuki is a low-stamina character, and you should weigh your options depending on the flow of the match. Especially against metered Chun. Ibuki can also be played very defensively and is able to gain back momentum very easily with EX Kunai.
Xeno, Devil thanks for the advice. I’ve this tendency to force the momentum of the match and sometimes it gets me killed. I’ve taken your advice and adapt rather then alway rush down. I’ve noticed that I last longer against better players and take less hits against those I can beat.
Also you guys are right about simply blocking and doing nothing. Its amazing how many times I’ve got people off guard (ume srks, whiffed throws etc) by just blocking and hanging back.
Yeah…that’s why they call Ibuki a momentum character. She can rush like a beast but all you have to do is hold back a bit and space with kunais to throw off the opponent’s game and you can put things in your favor again. Ibuki’s a character that can easily force the opponent to make mistakes because of her frame advantage on seemingly every move she hits you with. When people see that there is a chance to throw an attack that’s when you can turn on the defense and force them to do something that’ll work against them again.
Main reason is her low defense. Ibuki takes damage the second quickest to Akuma. Meaning you have to be near flawless in your execution/mix up game to not lose a round with her. Any slip up or failure to do something can cause you to eat big damage. Even with that she is still a solid mid tier character. She is definitely a strong character in the right hands and actually has a better poking game than the majority of the cast but…it’s just those higher tiers have that extra incentive to whoop ass that she doesn’t quite have. Chun and Ken can simply make more mistakes than she can and still come out with wins and Yun can basically win the match playing battery and just charging up for Genei Jin. Just activate after charging the super small bar and you have a chance to take away half of the opponent’s life bar.
She just doesn’t have options that are as super solid as the top tiers and although the damage potential she has is decent…she can’t take away half your life bar with one mistake like the top mid tiers (Makoto, Dudley, Urien). A lot of her game is based on messing with the opponents mind and generally taking risks to do damage. She has a ton of options for this though which can make her solid and very hard to punish in the hands of a good player. If she could take away half your life bar in one combo like she could in the earlier SF games…then maybe she’d have a shot at being top tier.
Can’t hit confirm low forward into super for huge damage.
Can’t rape half your life bar off one mistake.
Can’t combo off a command grab.
DP isn’t Ken/Ryu/Akuma level. So her “good” wake-up options require meter.
Stamina is really low (second lowest), making her very fragile.
But if you think about it, Dudley would probably be god tier if he had an Aegis super. And sure, Ibuki would probably be top tier "if … ", but that’s just not how it is. She is awesome, but she lacks the tools the top tiers and upper mids have.
lol I’ve noticed that Ibuki get raped by Ryu it’s not even a fight for him nearly lol but the way she dashes and the air throw are v.useful especially after parrying an air tatsumaki. i can read combos lol I know what you have to do but if it’s written down I cant do it. I’m using the DC version and some wierd combo is like HP, HP, HK QCB LP and i know what to do but its well hard to do it on a DC pad!
also. why did they can Ibuki’s SA2 when 3rd strike came outlol that was well good and what’s with dudleys move in SF3:SI where he flies :S
First off…Ryu’s not all that bad for Ibuki. Granted…EX fireballs and shoto sweeps will hurt Ibuki cuz they both create knockdown and Ryu is pretty scary on wake up. Even with that…Ken is still a much harder match for her than Ryu. As long as Ryu’s not within a real close distance the worst you have to fear from him is EX fireballs or a random poke. He needs to be up close to do any of his real damaging combos and Ibuki has a lot of shit to make sure he doesn’t get real close. Namely s.MK, c.MK and f+HK. All of these pokes are good zoning tools against Ryu. Especially f+HK. f+HK goes over and hits shotos out of any low poke. If he throws c.MK…bam f+HK in the face. Raises the stun bar by a good bit and keeps him far outside of the range he wants to get within. c.MK is also good for keeping him from trying any standing pokes and it comes out quicker than his c.MK. s.MK of course is good cuz up close it can also take Ryu out of his crouching normals and then can combo into EX qcb+K for hella damage. If you don’t have bar for EX you can always do qcb+MK x 2 and then hit d+MK to combo into the sweep for a 4 hit combo.
You really should find yourself a PS2 and get a copy of SF AC. Much closer port to the arcade than the DC version. The DC version is ok to mess around with but it has a lot of stuff that is changed from the arcade release. I would also recommend looking into buying a good arcade stick. At least a SF AC stick or a Tekken 5 and then mod them later on with arcade grade parts. Or if you have the money go all out and get the custom made.
They canned Ibuki’s Hashin Sho super from 3S because it was basically another SA2 Chun Li/SA3 Ken situation. Think of it like this…you could throw out a chain combo that started off of a LOW attack. c.LK, c.MP. If that chain combo hits…you have like a year to confirm into super. Not only that but in the corner this super led to juggles that could take half an opponent’s life bar. Ibuki was like TOO fucking good in SI. Now her game is more so based around mix ups and she’s gained some new mix ups and new pokes. I prefer the way she’s played in 3S because now her game isn’t sooo much based on the damage potential as it is outhinking the opponent.
Which IMO makes her more fun to play but it is also the same reason why a lot of people are too afraid to use her competitively in 3S. You always have to be one over your opponent in your mindset to win and if you aren’t…you will start feeling the hurt quickly. You have to play a bit more risky and people don’t like losing in 3S. LOL. Yet…if you know how to pressure people with Ibuki and can minimize her mistakes…your offensive game can be pretty overwhelming no matter which character you’re fighting against. Ibuki is arguably the safest character in the game when it comes to her offensive game. Which sounds weird because Ibuki is still one of the riskiest characters to use in the game. Essentially…it’s hard to punish a good Ibuki player. A lot of her attacks create tons of frame advantage from her and she’s one of those characters that can always be in the opponent’s face throughout the entire fight.
When you learn how to use Ibuki effectively…you can close a round out in a matter of 10 or 15 seconds because of her ability to just seemingly always be right next to the opponent. Never letting up on the offensive. Yet despite such…Ibuki also has a lot of good defensive options and when you start zoning with kunais to change momentum that can also throw people off. This is good to use when you take away that last bit of health from the opponent and would rather not risk taking damage.
As for kara throws…go to one of the general strategy threads to learn about that stuff. Oh and Dudley’s SI special was horrible. It was punishable even if it connected and it was very hard to hit someone with it to begin with. So it was taken out of 3S.
I’ll show you guys some vids from my recent tournament win at a local in Sterling VA. The finals were against a top EC shoto player (who used both Ryu and Ken) so you guys can learn ways to shut out shotos with the ninja.
Thnaks mate, I really wanna get into this, and I dont anna use shotos/yun/chun cos everyone uses them… I’ve noticed that heavy attacks break kunai like:
HK tatsumaki (Shotos)
B+HP (Chun-Li)
and yes, Kunia is very useful but why do people use the EX one, it seems to be quite innefective.
Cuz the EX kunais are actually the most effective. Just cuz they don’t do tons of damage and create a knockdown doesn’t mean they don’t have their purpose. EX kunais are an effective zoning tool from the air and can be difficult to parry on reaction due to how the kunais can angle and force the opponent to parry 2 hits instead of just one. Making them confusing to defend against. If you jump in deep enough with the EX kunais you basically get a free sweep/s.MK afterwards to set up some good damage.
EX kunais can also cross up the opponent so you can set up a chain combo on the other side afterwards. The long stun allows you to do this if you set up the EX kunais deep enough towards their back. Also…if you jump in deep enough with a kunai/EX kunai you can’t be punished regardless of whether it was blocked or parried. You will get frame advantage regardless. EX kunais are also much faster than regular kunais. People can easily dash/super jump past a regular kunai while a EX kunai can be difficult to move through (unless you’re using Makoto or Oro).
Not everything Ibuki has is solely based on damage output. The same goes for a lot of characters in 3S. It’s all about forcing the momentum of the fight in your favor and any tools you can find to do that can work in your favor. Regardless of damage output.
EX Kunai does more damage then you think. It sets up a bunch of stuff, it’s hard to punish, it tricks people who think she was going for empty jumps or normal jump in tricks, it spaces/zones well/counters every broken rushdown tactic in the game you can think of except Aegis, and is all around a very good thing to do. Especially against characters who can punish blocked Dagger super depending on how the hits land, leaving you no option but to save the super til the end of the round. It’s also really the only good EX she has against Chun since Dagger super can be punished by SA2 in alot of situations and EX spin kicks will not hit her crouching (yes, wtf to this.)
Yeah…Chun Li is Ibuki’s worst matchup by far. At least Ken and Yun get hit by EX kicks and she has a poking game against them. All of Ibuki’s pokes except for c.MK and s.MK go right over Chun’s head. If it weren’t for those 2 pokes Ibuki would literally have no poking game against Chun. Luckily she does have those EX kunais to pressure with and f+MK works to go over low pokes every once in a while. If you get close enough to throw a s.MK out you can qcf+LK and try to set up for a throw or TK SA1 (which is pretty much your most damaging option against Chun).
Second, the LP version of SA.1 is very hard to punish, even for Chun-Li. The reason is because the LP version only has 2 frames of recovery once Ibuki reaches the ground. Technically, if you space it right (meaning you do it very very low to the ground) even a reversal SA.2 from Chun-Li won’t punish it on block, Ibuki can land and block. Though obviously it’s punishable if the opponent red parries to last hit or two, or if the opponent is pushed out of range for the last few knives to connect.
The MP and HP versions are mostly useful for pushing people too far away to punish Ibuki – never use them on a cornered opponent – Always use LP in the corner.
And if you feel you’re at high risk to get punished, don’t mash out the knives. Only throw 10 knives. And if you still get punished, try mixing it up by pressing punch a few times and throw 12 knives, or 16 knives. Mix up how many you throw to throw off their timing.
Dash forward, D+MK, throw; then MP, Raida, EX (what’s that spinning kick move called again?) then thar “penguin kick” SA1 I’ve not tried this yet but I hope it works.
Right. I didn’t mean to make it sound like Chun just shuts down the super completely (even though believe it or not in effect she almost does =/) but doing the super puts you at risk more often then not.
At ECC Potter punished Zar from near full screen range off a mp knives that looked really safe by actually taking the hits near the end of the super and mashing out SA2 (Why the hell does this even work ? :P). Very ugly to watch. It’s all about how much you are willing to risk, in this case Zar lost the match because of it.
While in effect she somewhat has to know what’s happening to punish you, the risk is more in her favor. If she gets blocked you can smash her face in but if she hits Ibuki with raw super it’s probably going to signal the end of the round.
EX knives doesn’t have the tick damage factor but it sets up lots of awesome stuff on Chun that is probably amongst Ibuki’s best options on her. The bigger problem is just how much Chun can safely crouch under.
I’m actually running V.Sion as main now mostly because I’m addicted to the Akiha summon tricks in the corner. Can’t wait to see the Sbo vids.
Um…I don’t even know where you’re trying to get with that “gameplan”. You need to concentrate on simpler setups. There’s too much randomness in that setup seeing that a c.MK puts you too far away to set up for a throw unless you walk forward first and then you’ll have to be careful of eating an attack to super from the opponent. How is the MP in your setup even being used? EX kicks don’t even combo off of a Raida and characters like Chun Li and Oro can completely duck the EX kicks.
Yeah…Chun Li is a character you have to be especially careful about when using SA1. The best way to set it up obviously is to get her to whiff a c.MK so that you can instantly take to the air and do a TK SA1 over her head. Effectively taking away 30-40 percent of her life bar. Outside of that you’ll kinda have to just pick apart Chun Li little by little while staying away from c.MK to super. Ibuki will have to take momentum of the round as soon as the match starts.
The problem with this stems from the fact that Chun Li can also do a pretty good job of keeping you away. This is before Chun Li even gets a super bar. Once she does get a super then you have to be calculated as all hell to not get hit by a super. Anytime she hits you with a c.MK or b.HP you could potentially lose nearly half your life bar. Losing half your life bar off of one mistake = not cool.
Ibuki will want to get as many knockdowns as humanly possible. The more Chun Li is forced to the ground…the more incentive there is for her to make a mistake. She has no real reversal on wake up (both EX lightning and EX SBK can be beat by a meaty s.MK, sweep or kunai) so if you knock her on the ground you can set up for some tick throws or s.MK to command throw/qcb+MK as long as you don’t get parried. Cuz that pretty much equals death. Ibuki has a lot of options to mix it up and bait stuff (especially with s.MK to qcf+LK) so don’t be afraid to get on top of her on wake up. As a matter of fact…if you give her any space after knocking her on the ground you’re basically doing her a favor. The more time you give Chun Li to think about what she should do after getting knocked down…the higher the chances you’ll eat something bad.
How about Ibuki vs. Remy? My friend plays Remy and I know just how easy it is to beath the crap out of him once I get him cornered, the problem is getting around his defense to create mixups and stuff, I can win but not at a rate I like, P.s I’m new to Ibuki, so I’m not really all that sure of all my options
And while we’re on matchups how about Hugo, Alex, and Dudley?