Ibuki Critique Thread ver.2

What’s the point of critiquing when you raped this guy 2-0?

Ok fine, critique this
[media=youtube]tFkauqdrmnM[/media]

I know he was doing random shit so I got owned for doing unsafe random shit. Also, I destroyed him today. Just saying. And that cr.mp, cr.mk xx hadoken combo is annoying as shit.

  1. He was doing random shit, but you were doing way more random shit. Random neckbreakers, random dash forward, random FA, random slide, random jump. None of that shit is going to fly against anybody decent in an offline setting. Did you have any sort of gameplan when going into this match? Did you learn anything at all after this match? Stop pushing random buttons, play a little more patient, and use your head to get in, get knockdowns, and win. Not just bank it on a full screen neckbreaker.

  2. You’re at a disadvantage after a blocked level 1 FA. Don’t try to mash jab afterward, you’ll just get counterhit like he did twice against you.

  3. FA is a terrible antiair. Ryu pretty much jumped for free and you even got punished for it by Ryu’s j.MP into dp xx super.

  4. cr.MP , cr.MK xx fireball is not a true blockstring. EX neckbreaker or U2 that shit for free. Or FA dash up and combo.

  5. When training, I highly recommend playing your matches without vortex or any tricky mixups. This shifts the emphasis on your solid ground game and footsies, as opposed to winning simply because your opponent guessed the wrong coin flip 3 times. If it wasn’t for vortex, you probably wouldn’t have gotten half the damage you got on him.

I’ve almost haven’t gotten any critiques for a long time posting on this thread. But a majority of them oftem leads to execution errors, or bad decision making, or it can be the opponents fault for not knowing.
Before I get started first I want to say that the people I went against went against me for a long time- but cannot deal with kunai vortex. They don’t know in every exact situation when the thrown kunai becomes a bad one. They kinda know how to escape- but Majority of the times, not really.
Here’s one of the fresh ones I just finished today and it was streamed- best out of 5 matches-ish. I was blown up by the chun-li player who plays Oni, yet I actually won a best of 3 matches in the last tournament I was in (about 3 weeks ago).

There is about an hour of total footage of me failbuki/autopilotlolz lots- so if you can watch the whole thing that would be awesome, but I think it’s best if you see the first one with only 10 mins to save your time.


^This one is watched from 1:00-33:00

I understand that I dropped alot of execution, bad decession making, etc. Maybe I need a pointer to some area’s like: “Oh dude, what were you thinking there? Why did you do this when you could of done X? Did you know that in this match-up you could of done X? Or, hey, I noticed a pattern in this guys gameplan, why did you not capitalized it first to take him down easier? You need to drop X habbit because of X. And finally, never ever, ever, do X in this situation, that’s bad- you made a critical mistake, this is what you can do (explain)”

Much appreciated guys. :slight_smile:

1st link: Wtf isn’t Oni banned? I honestly don’t know shit about Oni because I only get to play random ass mashing Oni’s online. Don’t really have much to say about the matchup, but I wouldn’t jump at all unless it was an unblockable setup. That air dash shit is dangerous :\ I don’t even use kunai vortex on SRK characters anymore.

2nd link: It seems like you were trying to do some flashy stuff with SJC? (st.mk SJC EX Kunai) I only go flashy when I get stun :slight_smile: or if I wanna be an asshole. In that round where you taunted by accident, what were you trying to do? Neckbreaker? Also, your instant kunai in the beginning scared me :frowning: I like setting up that kunai with a forward throw, hk CD, instant kunai. Other than that, I think your metagame was alright. Not saying that mine is any better though :stuck_out_tongue:

How is Oni banned? He used his Oni at Canada’s April duels, and it wasen’t banned.
Anything other then a neckbreaker or a tsumuji knockdown starting with her BnB (cr.lp, cr.lp, mk/cr.lp, cr.lp, st.lp, mk) is an execution error, those are not flashy stuff. Taunt is supposed to be a command dash lol. Alot of execution errors are seen everywhere, even an instant kunai is considered an error lol.

I was going to ask that, why would Oni be banned? does he have an infinite? @_@;;

RedCaiburn, I know I’m a scrub, but I wanted to asked why didn’t you do the unblockable setup on Oni? I see you catch Oni with TC4 alot of time, but you end it with tsumuji instead of neckbreaker. does the unblockable setup not work on Oni? I thought it works on all Dragonpunch characters?

I remember hearing that Oni was banned? Even if he isn’t, everyone uses Oni so disrespectfully, like how Poongko uses Seth.

Ahhh, I would never have known. The first thing I ever do on a fighting game is practice execution. I know that’s bad, but I just developed a habit :frowning: Helps in the long run though!

I had more time to watch the matches thoroughly today, so here’s what I have to offer:

  • One question, were you nervous in the tournament? My first tournament made my execution like crap even if I am an execution monkey.
  • In my opinion, slide sucks ass even if you can go under fireballs/combo into it at max range. The only reason I use it is because my opponent didn’t use a safe/meaty jump-in so I can go under them.
    -Walk/dash under them after an air to air j.lk so they get confused.
    -Use more tsumuji pressure when up close. If you know they like to interrupt your strings with something like a cr.mp or sweep, I like using a bigass frame trap with MK Tsumuji (2 hits) > cr.MP xx Tsumuji. If they have EX, I would bait out a reversal after the first tsumuji. If they block, I stop after the second. If they fall for it and get a counter-hit from the cr.MP xx Tsumuji, free knockdown. If they block, free chip or bait. Also the option of switching it up with CDs.
    http://www.youtube.com/watch?list=UU85vYak_jtRcxwg8xyq5gvQ&feature=player_detailpage&v=-7yUfqU46h8#t=98s <<< Example

Also for Izuna’s unblockable, Mingo made a timing for that.

Neckbreaker, walk, f+LK, j.lk

Sorry x_x I’m not that good at giving critique haha

Edit: They unbanned Oni after 2012 update >_>

In the rev 3 guide, instead of f.lk they use a ‘pause’ but perhaps f.lk works too.

I was told before not to use lk tsumuji as a pressure tool- unless during block? :frowning:
This was not in a tournament setting, just casuals for fun. I have participated in more then 10 tournaments in total and I get naturally nervous if I’m going against a player who exceeds tremendously in skill level. Ex: daigo, tokido, air, jozhear, etc. Or just strong players in general who can beat me mentally and fundementally.
I did not realize Oni has an unblockable; actually in fact, I did not know that every single shoto has an unblockable after regular neckbreaker (ouch, that shows how much I pay attention facepalm). That’s somthing I need to remember, thanks for the advices. :slight_smile:

I’ll show the next 5 more videos which is kinda special for me, because I fight a special player which exposed everything I’m terrible with in general; not just Ibuki, which is easier to crtique. I pretty much get blown up, plus you would see how the nerves got to me and it demonstrates how far I can only go before it shows that I need alot of work in area ‘X’.

@RedCaliburn:

Haven’t seen everything, but some random stuff:

  • Stop sliding. You have exactly the same problem as me, you want to hurry getting in. You shouldn’t. Especially against Oni: he has a pretty bad footsie game and doesn’t have a lot of ways to approach you. Wait for him to jump to his death.
  • Subsequent problem: it doesn’t look like you correctly know your distances. I see you going back and forth the all time, but are you aware of what you’re trying to do? A lot of people do it just because it looks pro. Be sure of your distances, I’ve seen you going back a lot of times why you shouldn’t because you were at the right distance.
  • A bunch of random EX neckbreakers to eliminate asap (again, you have the same problems as me and I worked hard to eliminate them, your turn now :smiley: )
  • TC4 to EX Kazegiri? WTF?
  • Sometimes you do random choices. You hit confirm cr.LP to st.MK and the do HK command dash in a “beginning of the round” situation. You should have scored the knockdown and vortex’d him to death first. HK cd is unsafe, you have to use it wisely, just to surprise your opponent, when you are in a position to surprise him =)
  • If you wanna slide that much, learn to connect it with st.LP (only works at max range) - I’ve seen Sako linking it to f.LK but I guess it’s just-frame
  • Don’t use j.LK as a jumpin unless it’s a very ambiguous crossup. It’s not a blockstring starter, your opponent were a huge masher, he just mashed DP to kill you

Overall from what I’ve seen, this Oni looked to be a pure button masher. Even standing at a far range he’d push st.MP to scare you - or whatever. A bit more pressure would have killed him. You had countless occasions to enjoy Ibuki’s forward dash speed and use forward dash - throw/cr.LK.
Also, try to use f.LK as a close poke, f.LK to Tsumuji can catch countless stuff if you use it correctly.

Damn I wanna play Street Fighter now.

Ok, there was no reason for me to slide then right?

I don’t know. All I know that one of his move that extends his arms to poke me is giving me issues, so I usually try to play at distances where they whiff their moves and I counter them. Sometimes they whiff it, and I sucessfully counter it. 80% of the time I miss them because I didn’t react to it. It does somtimes feel like I’ve backed up too far in mid-range space, heck you see me somtimes way too far away from the opponent.

Accident. :frowning: but you’re right, random neckbreaker is a nono.

Lol, it’s supposed to be U2 if an ex kazegiri comes out. Execution error of mine ._.

Anything that’s starting with cr.lp into a st.mk is likely to be a neckbreaker, or tsumuji but then I pressed the hk by accident… HK command dash is used when I get a knockdown, then I go into a mix-up.

I connect it with st.lp when they press buttons and it becomes a counter hit that almost looks like max range :frowning:

He told me that about 80% of the time it was ambigous as hell to him in his perspective. I can’t tell you how many times this set-up works in my local area =/
He is quite a masher during crisis. It’s not a blockstring starter-correct, I would die first if they were just mashing DP and I did that set-up all the time. Can’t I just substitute it with j.lk, mk to make it a true blockstring?

It’s only good on people who are blocking. But what if I kept hit confirming it? should I use f.lk into mk tsumuji?

Thanks damascus. :slight_smile:

The Unblockable I made for vs. Ibuki only is the one that has a pause in it. The one with a fLK (which is briefly explained in the Ryu Match-Up page) is included as well. They are not the same. Use Mingo’s spreadsheet which is also linked from the guide.
I am wondering whether or not I should even watch those videos because I know what your issues are already. Okay I’ll give them a look in the next hour or so. I can’t watch on my phone so I need to grab a computer.

If this Oni player is getting hit by you jumping in with j.LK then he sucks, play someone better. Oni has great anti-air tools, he should be hitting you not guessing to block. It’s also no ambiguous as well. The reason why Damascus said that was because if you are going to jump in from the front, do either the LK xx MK target combo or jHP xx MK. Otherwise you won’t get a true block-string, and from playing you I know all I have to do is block and then mash 'cause you autopilot buttons after the jump-in. – and even if you do try to bait me, why would you put yourself in a mix-up with the added risk of being anti-aired?
Final note: if your execution is that bad, don’t bother with Critique because you know exactly what to improve on… execution.
P.S. Ryu/Rufus in SFxT are so good, so is Jin, Hugo, and Rolento. Maybe Xiayou and Lili. Ibuki? Pants. I’ll main her 'cause I can’t play that game at the arcades anyway =P

Izuna: Right. I totally forgot it was different haha.

f+LK Unblockable - Doesn’t stuff shoryukens
Pause Unblockable - Can knock them out of a shoryuken

RedCaliburn:
I honestly don’t get why someone would tell you NOT to use lk Tsumuji as a pressure tool haha. Well, I actually use MK Tsumuji but that’s cause I want a knockdown. Maybe that’s the reason? Also, it seems like you jump way too much. Surprised that your opponents didn’t AA you as much as I thought they would. I feel like you do autopilot a bit instead of opening up your opponent first. I suggest you stay with basic footsies and fundamentals until you kind of know their strategy, then you can blow them up with vortex/mixups :slight_smile:

About your jump-ins. Damascus stated that your j.lk should be very ambiguous. IMO, if you practice timing and spacing with j.lk, you don’t need a setup :stuck_out_tongue: (I use it sparingly and on people who don’t do a quick get-up on some setups.) It’s a bad option otherwise because even if you trade, you get barely any damage. On the other hand, if you use something like j.mk or j.hp, you’d get more range, damage on trade, and even hit confirm.

Izuna:
Ibuki is crazy good cause of that dash mixup crap. Also her 3S kazegiri :slight_smile: You gonna play the game? I hate it right now because online is so crap. Can’t even get a single match without the sound cut out distracting me or extreme lag.

theonlylite@: I would turn off sound to play it.

[media=youtube]5_gFdFFxOpg[/media]
That’s a long URL ._.;

This is the last one I’ll upload for now. It’s me against air to a first to 5 match (I’m pretty sure you know who won). So this is the best critique I can get.
Notes: air clearly demonstrates he dominates in footsies, and his reactions are nothing I’ve experienced before. There are many places where he knows what I’m going to do next within the next few rounds ex: back dash on wake-up, FADC on hadouken, etc.

Critical errors:
-He purposely crouched to make my TC4 whiff during a kunai vortex, when I didn’t realize that I could of done cr.lp, cr.lp, mk, special. I know that Izuna told me about this awhile back, where only good ryu players will do this.
-I jumped a little too much, but the majority of the match I got nervous and it got to me. Even my AA got shut down because of it. Sometimes you’ll see me whiff an attack that should of been b.mp or st.hk, but out comes a MK.
-I did not shut down his fireball zoning which I should have done before-hand.
-Clearly unsafe kunai’s that ate HP shoryuken’s.
-Did not use mix-up properly, relied on kunai vortex too much.
-bad footsies.

The rest, go for it. :slight_smile:

TheOnlyLite: SFxT EX Kazegiri has pants invincibility that he gets hit out of, making Ibuki very free to certain mix-ups.

@RedCaliburn

Match 1: Crouching Ryu as I said, you can’t autopilot a TC4 against him. If you time your Kunai right you can do a true block string with st.MP. Get used to using that. Also you only ever got a knockdown due to an execution error from Air, and a random neckbreaker. The corner mix-up you’re trying to do… you need to delay the Kunai a bit more, doing it so quickly will make it get blocked. Also you know for a fact that Air has played Iyo, this is Iyo’s set-up, why would you use it against him?

EDIT: The rest of the matches are the same basically. You got a knockdown whenever Air made an execution mistake and after a random neckbreaker. Also, please practice the Shoto Unblockable in Training Mode, you’re jumping immediately after the dash which is not what you’re supposed to do, watch the video on it.

I’ve actually been playing a lot of Lili. I think she’s pretty good too, but having a poor walkspeed and below average footsies game prevents her from being broken like Ryu is. Can’t say much about Xiayou but besides her cr.HK loop, I don’t think she’s broken. Yeah I’m using the word “broken” very loosely because Ryu/Rufus/R tier characters are really really good almost to the point of being broken; but then again I think a lot of the cast are viable due to the sheer number of matchups and options that nobody can realistically master every one.

Back to Ibuki, I think she’ll still be decent-good, simply because jumping is so damn good in this game and hardly anybody has reliable antiairs, making her gimmicky jump kunai actually really good.

@REdcaliburn:

Just watched all your matches vs Air.
Thoughts:

  • Again, this confirms me what I said earlier: you don’t know your distances and you slide too much. You have to learn that slide should be used wisely. You were playing online, but IRL a good player will punish a slide on reaction. I played HellTPM (Spanish top player, he plays Cody) at the World Game Cup, he used to counter every slide of mine with a cr.LK, he didn’t even have to wait for the slide to it, he just reacted. Now that I’ve experienced that, I learned that I have to be careful of my slides.
  • You’re way too nervous and agressive. Against Ryu, you should be waiting for his initiatives. Almost whatever he does, you have something to counter it. Just stay out of his cr.MK range and look him in the eyes until he comes to his death.
  • You jump way too much. I’m surprised Air didn’t anti-air all of your jumpin attempts, they were very easy to react to.
  • Random neckbreakers again!
  • You need to stop kunai-ing. I’d consider an option for you: try to play for some time without kunai vortex. Only use ambiguous jumpins, ambiguous HK command dash mixups… Ibuki’s game is so diverse that we are sometimes stupid to use only her kunai. Okay, I know that a good player such as Air will delay his DPs to kill your jumpin attempts. But a good player should also focus backdash/backdash your kunais. As an example, aside from unblockables, here is a nice setup: Neckbreaker, slight step backwards - sj.LK, crosses up very ambiguously and makes Reversal DPs whiff.
  • cr.LP FADC ?? WTF?
  • EX Kazegiri to go through Hadoken? Were you trying to U2? (you were anyway too far to connect U2)
  • You always have to do cr.LP 3 times to hit confirm. Try to train and to go for cr.LP 2 times. The third will sometimes put your opponent out of st.MK range. Also this has been said above, but TC4 shouldn’t be used in an autopilot way =)
  • Distances again, but if you want to do cr.MP OS Neckbreaker you have to be absolutely sure that the cr.MP won’t hit him unless he’s walking towards you

And… That’s all. I’d anyway advise you to practice your Ryu matchup. We meet a lot of Ryus out there, and since this matchup is supposedly easy for Ibuki, you should work it so that you’ll be confident every time you meet a Ryu :slight_smile:

I wanted Critique so I played on the VisionGames stream. I’ll post the archive link when it releases. Though the match-ups were Adon, Blanka, and T.Hawk so I’m not if there’s much I missed.

I already know what Mingo is going to say about the T.Hawk match.

[LEFT]Some various commentaries, not even a critique, what can we say about a match when a good player just pwn obvious medium to scrub players, like against T.Hawk in which you had nothing to worry about except a mashed command grab:[/LEFT]
[LEFT]- 1:33 . You obviously missed something :stuck_out_tongue: I personnally don’t like to directly go with this “space frame trap” as if my opponent mashes buttons he’ll most likely beat me. I prefer starting by seeing what does he usually do, and if he does not mash, go for it. Anyway, pointless.[/LEFT]
[LEFT]- 1:48 Wakeup Kazegiri for the lulz (obivous - and smart - EX kazegiri mashing afterwards to finish the round though)[/LEFT]
[LEFT]- 3:13 So you’re getting hit by such a stupid upball? Were you sleeping? =) (and cr.HK HK with no followup afterwards, why not going for SJC LK Tsumuji? )[/LEFT]
[LEFT]- Why didn’t you ust jump back EX kunai at the end for chip damage? Anyway this Blanka sucked[/LEFT]
[LEFT] [/LEFT]
[LEFT] [/LEFT]
[LEFT]I’d rather like to see you getting pwn’d by rekkaTEC to critique something :P[/LEFT]