Ibuki Critique Thread ver.2

Your anti-airs need some work, there were a few jump-ins from Chun that you simply blocked, and at one point during the first match, you just let her jump kick you in the face. You also dropped 3 critical hit-confirm combos, 2 of which off a jump in and kunai, that could’ve easily won you the match. It doesn’t seem like you know how to safe-jump her properly, since you ate 2 EX SBK’s and even missed a jump attack for one of those knockdowns.

You landed a couple of nice FA’s through the hazanshou, but don’t do much to capitalize on it. You normally just hit her with a level 1, and backdash, which is a wasted opportunity imo. You’re able to front dash and make her react to you getting so close. Many chun-lis simply EX SBK, but along as you’re mindful of this, and just block, it’s a free punish. If you had done this 2 or 3 times, you would’ve trained her to stop being so reversal happy, which allows you a brief opportunity of time to apply some good mix-ups up close and personal.

First round of the second game was pretty messy. You did a random hien and EX kazegiri at ranges that doesn’t work, and you purposefully put yourself in the corner. Chun proceeded to put her OWN back in the corner, but you didn’t capitalise on this opportunity. You were definitely playing scared in the 2nd game, and you stopped trying to capitalize on your knockdowns, which Ibuki has to do in this matchup.

No reason why Ibuki should ever be at full-screen, there’s literally nothing you can do to threaten Chun. Play the game at mid and up close ranges to keep yourself in the fight. Once you backed off to full screen, Chun realised that you were “lost in the weeds” so to speak, so all she had to do was turtle up and win out.

Huh, I just fought Raiden’s Chun and Oni a bunch last night.

You have two options against Chun’s Hazanshu (besides blocking high):

  1. FA lvl 2 Crumple: You need to hold the FA long enough for lvl.2. This is something you have to get used to, because many players would want to release FA the moment they absorb the hit of hazanshu. Remember, Hazanshu has quite a bit of recovery.
  2. (What I do) Reaction FA dash forward-> TC4 xx neckbreaker; I like this because Chun has to burn 2 EX bars to FADC backwards to make it safe. But I dashed forward, so I’m in Chun’s face. Watch out for backdash EX legs from lower level Chuns though.

Mingo’s probably going to tell you to master the jab jab unblockable set-up after neckbreaker. However, if you’re not confident with the timing to do that, your safe jump against Chun is whiff B+MP after neckbreaker -> j.HP. If Chun wakes up with EX bird, you will be in Chun’s “centre” and it will completely whiff. You have to pause and let EX bird’s animation go on (a split second) if you want a full punish. If you hit Chun before she “lands” from EX bird, you will reset Chun with a flip.

Random general vs Chun tips:

  • If Chun forward throws you and she **DASHES and then JUMPS FORWARD, **you can HK CD outta there every single time.
  • You generally don’t want to play footsies against Chun. It’s doable, but her pokes are better than your pokes. You have to play really patiently, and you should play defensively if you have the life lead. Chun can’t start a proper offense, so you want to frustrate her to make a mistake and open her up. But of course, once you get in/the knockdown, stay in.
  • Don’t think that you should always stay on the ground. Unless the Chun starts AAing you with j.HPx2, her other AA’s don’t hurt. I’m not saying just jump in, but keep Chun players on their toes, because they will then know that you are willing to jump in. This leads to more free dash ins to get in Chun’s face.
  • FA dashing through Chun’s pokes is pretty effective against Chun because Ibuki’s dash is good. Don’t abuse this though, because good Chun players will adapt by either waiting to throw you, doing st.MP xx EX legs (not many Chuns can do this), or doing cr.MK xx EX bird. Or you can mess with them by mixing up FA forward dash/back dash.

This is something I’ve been working on lately: If I face an opponent and I cannot whiff punish their pokes (depending on the character), I can react to their whiffed poke by dashing in. Then, I’m in and my opponent should be on the defensive.

RedCaliburn, I used to main Chun, so if you play on XBL feel free to hit me up if you want not-so-laggy Ibuki mirrors or practice against Chun. I also have a pretty decent Cammy (who doesn’t?) and Ryu. XBL: fumikoai

Okay, I’ll add you. I’ve noticed that the reason why I can’t play against his chun-li so well was because of the pokes eventually leading me into a corner, the sweeps are difficult to punish because her range is too far. Back-dash is hard to catch and it’s difficult to get her with vortex because I’m constantly on my toes with that EX spinning bird kick. Guess I panicked because I forgot all the safe set-ups.

Kunai her while she doesn’t have any meter
Safe jump her when she does.

If you want to mindfuck her, mix your safe jump with the unblockable b.MP - step fwd j.LK. Your opponent will see a safe jump and block, and well… you are actually performing an unblockalol. This works terrificly and really simplified the vortex on Chun imho.

I was thinking of doing this. But you know, with a controller I can’t exactly plink/time these set-ups perfectly and I have a higher chance of messing it up.
I just did the double jab unblockalol setting, but she can still escape with ex spinning bird kick.

Oh, you play on pad? It’s harder to do certain things, but definitely doable.

Mingo says that the double jab unblockalol beats EX SBK, but there’s also a version of the double jab unblockalol that gets beat by EX SBK (I’ve gotten this one more frequently). Hmm… well, if you’re not confident with the timing of an unblockable set-up in a tourney situation, just do a safe-jump.

I can land tsumuji loops very consistently in casuals but I’m very hesitant in trying to hit them in a tournament match. I play with a 6 button stick, so I can’t b-link either.

The double jab unblockable is also easy to recognize, while this b.MP unblockable is more difficult since it looks like the safe jump. Without plinking you can do step forward THEN b.MP (that’s what I do).

Alioune Sensei plinks with his pad. So you should as well :stuck_out_tongue:

Safe jump is hard as well for me because IIRC a 1-frame link to pull it off?
Then I pray to the SF gods that I’ve landed it, only ending up to get reversal’d.

I only use tsumuji loops against players that can are very aggressive and can take a huge chunk out of my health in one combo. Meaning that damage is very vital in this situation. Although again, I don’t plink tsumuji loops and it can be unecessary at times, because I end up dropping it.
I rely only on timing and muscle memory for these sadly. :frowning:

Pics or it didn’t happen >:[
Nah, I’m joshing around. Tutorial plox.

You can’t plink Tsumuji loops anyway.

Alioune uses the fightpad, and the button layout is not flat, so you can actually slide your finger from MP to LP if you want to plink MP for example. Check Alioune’s replays on XBL and look at his inputs

Unless you have a rewired stick, which is forbidden in most tournaments, using Tsumuji Loops is a big risk. You’re playing FT2, you can’t afford to miss an untechable knockdown possibility. You can’t afford risking to miss such a knockdown against a very solid player anyway.
If you’re playing FT10, you can try, you’ll have a lot of time to fix a possible mistake

Says who?

Not at Evo.

Here here. I also try to remember the sound of my buttons as an audio cue when I go for tsumuji loops. But yeah, dat muscle memory.

For b+MP, I think the best way to plink that on pad is to slide your thumb from MP to LP.

When I play Ryu on pad and I want cr.LP x3 ~ cr.HK, I hit the RT button with my ring finger and then quickly hit LP or LK with my thumb. That’s how I plink HP/HK on pad.

That was when I used to be free

I learned to kara-grab and kara raida with the controller. Although it’s a little difficult to explain, I don’t exactly slide my fingers from one to another, since the MP button is on ‘default’ (the ‘y’ button) I tap the ‘A’ and then ‘X + A’ to kara grab. I can’t turn my thumb sideways lol. Oh, did I forget to mention I play on an xbox controller? It’s probably a good idea to even change the button layout if I have too. I understand that I’m even making it much harder for myself, but pad feels naturally to me. I have tried stick, and it’s not that difficult for me, all I need is lots of practice and I would be good to go; hella heavy and inconvient to carry though lol.

Thanks for the advices btw.

There is nothing wrong about preferring a pad. If you need it you can just invest 30$ in the fightpad anyway, it’s much cheaper than a stick

Looking for more critique if anyone can spare the time.

Spoiler

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I was talking to my friend while we played and he gave me some pointers such as stop using MK/HK Tsumuji on block and to watch my frame traps for autopilot (since I did use st.MK a lot after a blocked Tsumuji, the heavier punishes are in the next few videos). I was also told to mix in tick throws a lot more since I rarely do them. For the majority of the games I was doing autopilot offense and wasn’t really thinking about my moves and what I should do next which is a huge problem.

I noticed that I drop combos like crazy lately so I need to work on that, I get Hiens instead of Tsumuji from time to time and I need to stop jumping as much but I feel that I’ve toned that down a lot since I started. The seemingly random EX Neckbreakers was me failing at EX Kunai as well, I wasn’t just throwing them out there. I’ve started to use cr.mp OS neckbreaker but I still need to work on the spacing since I still get a blocked (or lucky unblocked) Neckbreaker if I’m careless.

He does get me with empty jump cr.lk which I need to work on reacting to or predicting properly and also counter-hits (a lot).

Sounds like you already know what you need to work on.

So, a few thoughts:

  • You said it. Dropped combos. Make sure you don’t drop any combo, spend time in the training room
  • I haven’t seen you doing an anti-air a single time. Your opponent made plenty of very easy readable jumpins and you didn’t anti-air a single of them. You HAVE to stop thinking only about offensive game and work on your defense, b.MP is very easy anyway
  • Bottom note, even if it’s usually not advised; your opponent didn’t seem to know thqt he has one of the easiest anti-airs of this game, you should’ve jumped more :stuck_out_tongue:
  • Hit confirm! You’re so always thinking about offense and repeating your autopilot offense that you don’t even react to what you do. Work on your reactions; hitting him with a Tsumuji should ALWAYS end with a low ender
  • And another autopilot thing: the blocked MK Tsumuji to st.MK. If you don’t wanna think about it, don’t do it. This is not even a real frame trap bt just another gimmick to catch some stupid initiatives from your opponent. He seemed to know that he could punish it so you should’ve stopped as soon as he punished you once
  • So you already have a lot of things to work on. Last thing to do when you’ll be on point will all of the above: VORTEX! You were playing Cody dude, it’s probably the most free character on wakeup, and I think you managed to hit him twice on wakeup. If you play a good vortex enough, once cody is own he shouldn’t be able to get out of your pressure for free!

What’s good: you don’t hurry too much and you have a smart use of the cr.MP OS neckbreaker.

Last note: you can punish a MP/HP (maybe EX?) Criminal Upper with st.MK xx whatever special you want, don’t miss the opportunity next time!

Didn’t know that, I think I tried it a few times but I never got it to connect so I wasn’t really aware that it would work. Thanks for the tips, I’ll work on that stuff more. This guy told me that he’s played against Ibukis online enough to kinda know which way to block so I don’t know if he was just blocking right or I wasn’t doing it right, haven’t gotten good enough with it yet.

I suggest switching out jumping HK with more MK or LK. Most of the time when you try to jump in with it, it’s difficult to hit the opponent.
And even if you use j.HK you can only hit them in the front; so there really is no mix-up at all.

I also suggest working on your mix-ups more, it didn’t really seem like you didn’t know what you were doing after the blocked tsumuji’s or when they had the life lead.
Although I’d follow damascus’s advice first before making mix-up and mind games work.

Either that or just play random and you’ll win. I got beat by a 1.5k Ibuki that did totally random shit when I was trying to play smart.