Against Bison? No plan. Haha. Actually I was trying to wait for him to come, which did not happen. Then I tried approaching him and saw it didn’t work as well. Then I was mindfucked. The CR.MK is “just” an execution mistake. I also don’t exactly know how to deal with the Bison matchup. This is basically what happens every time with this guy: he doesn’t do anything and let his opponent kill him. He could beat Starnab and almost Alioune Sensei in last Paris Game Week tournament. How would you react to that?
Lol @my crouchtechs. I am so bad at tech-throws that I end up mashing crouch techs :-/
Time the crouch tech in rhythms, like: 1-2-3-4. At the most, that’s what I did when I was still learning ibuki. If you really want to be good at crouch techs, you should be able to react to them, or predict when he’s going to grab. When you mashed crouch techs during the dudley match, you were getting alot counter hits. Frame traps will also beat out crouch techs, so it’s important to know what your opponent is hitting you with to avoid using crouch tech if they’re trying to bait you.
Also, it’s okay to block during a match. You aren’t losing if you’re blocking. I noticed that you got pressured in the corner easily. Wait for an opportunity in the corner to escape safely, because eventually they’ll get annoyed at the fact that you’re blocking every single hit, and they might try something risky to open your defense.
I’ve only been playing Ibuki for about a week, and SSF4 for about 3 (i started with Rog, lets not even go there…)
Anyway, i’ve had the most success with Ibuki (which isn’t much) so I’m sticking with her and willing to put in the effort.
I do alot of noob things - I mash and I don’t know all the best options to do after say a forward throw or back throw. I’ve been reading alot on here and am picking that stuff up.
What I ask from you guys is to watch my game, and just pick 1 thing from all the bad that I can work on and you think would be most beneficial for me to work on first, then once I get that down, move on to the next thing. I realise i have a long road ahead and i just need a little guidance on where to start.
I appreciate the time you take to help a new player out and get me started on some personalised training regime!
@Evil_Scrag: I know one thing for sure. Mingo is right. But your gameplay isn’t too bad. You’re doing a lot of random things which cause you to get hit. That Cody wasn’t using as many frame traps as ones I’ve found online, but yea. I’m an execution freak, that’s why I could do SJC combos fairly quickly after learning them. If you have Xbox, I can help you with execution online and teach you some basics!
Thanks man… I only have PC atm, might be getting PSN soon though! I cant SJC just yet, im trying to get the basics down. I can do 1 type of vortex (the one in the video) at maybe 85% consistancy - im still practicing. Guess maybe i need to get my gameplan a bit more solid. I tend to get alot of throws in when i play so maybe practice/learn what to do after a forward and back throw?
Also i see alot of people use Tsumuji but i find i cant get it out. What’s the best poke/OS to use to hit-confirm one so I dont throw it out randomly. I’m always working on not doing random neckbreakers. I know it starts my vortex so I sometimes throw it out - I think i did that in the video but got lucky and it connected!
Any other advice?? I’ve started mucking around with dhalsim just to learn patience seems he’s a zoning character and is all about reacting to the enemy with the correct normal attack - hoping it will help me to stop relying on specials like neckbreaker as much and learn to poke/hit confirm more. If this is a bad idea though let me know and i’ll stop
I think I can give you a good advice about hit confirming, since I had a lot of trouble setting up my combos.
The most basic way (but not damage efficient) to hit confirm imho is to start all of your combos by cr.LK / cr.LP. So you can keep training with cr.LP. st.LP st.MK xx Tsumuji/neckbreaker as a basic BnB (I personnally use this a lot, it’s not damage efficient but you get a vortex setter and a hit confirm). If you are having a lot of trouble here, you can start with two cr.LP (but beware that st.LP may whiff according to the character, try cr.LP cr.LP st.MK instead).
If your opponent blocks, the combo should be cr.LP st MP, or cr.LP - st.LK.st.MK.LK Tsumuji to add a frame trap in it.
The best way to train for this kind of thing: go to training mode. Set your opponent’s guard to random. Jump in and start a combo. And try to react to his random blocking: when he’s blocking, you should do a frametrap/blockstring, when he’s hit, go for your combo. You’ll improve your reactions to block.
Another nice thing on block is to lk.Tsumuji and then directly st.MK xx Tsumuji again (works even better with 2-hit MK Tsumuji, the LK version does not work on all characters). Most of your opponents will either try something with a huge startup since they are far, or just stay blocking, allowing you to do more chip damage. I was playing against a good Dudley yesterday, he fell a loooot of times in this trap: st.MK MK Tsumuji – st.MK MK Tsumuji – st.MK - LK Tsumuji. He’d get hit at the third one, thinking that my phase is finished.
Again watch out, this is NOT safe, but it’ll punish a lot of opponents who’ll choose a slow move. If they mash DP they’ll punish you, so you better adapt to them!
Another poke: b.MK to f.MK (target combo), the forward.MK is overhead (but slow)
But please. Before using Vortex in fight condition, please be sure you can do it fine. There is nothing more frustrating than trying to vortex your opponent and get DP’ed because he mashed it. Just train, the timing will come soon.
After throws:
and mix it up. After a forward throw, jump forward instant kunai can surprise him and start a vortex.
After a back throw, a nice setup is forward dash - MK command dash - meaty MK to LK/MK tsumuji (does not stuff 3 frame DPs!)
I dunno if i can react fast enough to pull that off! I think my crouch-techs get a bit mashy! Like mingo said, I think i just need to play more games and learn some patience!
Been working on mixups after throws and stuff… still trying to find something to lead into tsumuji that i’m comfortable with.
Might put up another video in the next week or so once i feel like I have improved a bit!
Told ya, if you don’t know what to do when your opponent is down, stop playing Ibuki =)
And told ya as well, easiest way to get a Tsumuji would be cr.LP st.LP st.MK Tsumuji. If you don’t trust me, watch FWord’s videos, it’s also probably his most used bnb
Hahaha oh Damascus dont worry, i trust ya!! It’s just a matter of execution practice and then match practice. Got some buddies of mine to buy the game recently, will use them as training dummies for now so we can all improve together. Will be a slow road but i’ll get there! One week of teaching left then 9 weeks school holidays Thats where the real training begins!
I just want something to practice in the mean time, like when i get half an hr before school to hit up the training session. In the past i’ve been practising a vortex endlessly and now i want something else to add in to mix it up so it doesn’t get stale!
Overall a pretty decent performance. I personally dislike the use of neckbreaker early in the match to catch them off guard. It payed off in the first match, but if they happen to block it, you’re going to eat some big damage. Also some of your kunais at mid-range were punished by jump-in combos, so beware of the spacing for those.
Okay so, the purpose of a jump-in Kunai isn’t to do damage. You must be aware of the huge risk that comes with it, because if seen coming, you can either eat a j.X combo, or Focus Crumple.
The important thing to consider is why you want to do this: - you want block/hit-stun, and more likely you’ll be getting block-stun. This is so you can start a string of attacks and get frame-advantage, but it doesn’t guarantee a combo.
Lastly, you have to be aware that on better players, a jump-in Kunai should only be used to counter an anti-air. You HAVE to be aware of that type of anti-air your opponent’s character has.
-> If it’s Ryu, he can simply MP Shoryuken the Kunai and still hit Ibuki, which means you can’t counter his anti-air with a j.Kunai.
-> Characters like Sakura or Makoto however can’t anti-air you with ground normals, so they’d have to see your Kunai coming.
In that case i need to learn more mix-ups. I think at the moment i rely on jumping cross-up kunai as my go-to mixup after a neckbreaker because it’s the one I can do most consistantly. I know this isn’t ideal but i figure at the 300pp range it’ll work more often than not. I guess I shouldn’t develop bad habits though.
How do you guys decide which mix up to use? I’m sure you have 2-3 for any given situation. Is there one you always try first because it’s your go-to and then if that doesn’t work you try something else and come back to it later? I’m sure now that you’re all pro you make more educated decisions than that, but think back to when you were still getting good like around the 1kpp range.
Also, anyone feel like giving me a list of a few ‘must-learn’ mix-ups and combo’s just to get me started. In time I will learn it all, but im sure there is some you use more often than others, and as I can’t learn everything in one go, I would like to start with a couple - get those down - and then progress to something new to expand my options.
Oh btw, this patience thing sucks I still catch myself throwing out full screen neckbreakers lol. Aaah im so bad! hahaha. Every time i do it, even if it hits, im like DAMMIT!!! Did it again!!! Bad habbit im trying to break Gotta work on my footsies and pokes more to get in close. I find myself at full screen and go “what’s the quickest way to get to them? NECKBREAKER!!!” lol :’(
Change your mentality. When you find yourself full screen, ask yourself, “Do I have to go in?” (ie: do I have a life lead; does my opponent have a way to pester me from afar, such as Dsim limbs, etc.). If no, then don’t go in. If yes, then ask yourself, “How can I get in as safely as possible, without risking losing half my life on one attempt?” Then go from there.
It takes a great deal of patience to play Ibuki effectively, and a lot of times you have to resist the urge to just jump in randomly or do a full screen neckbreaker. Learning to play footsies is very important, in certain matchups, you have no other way to land a knockdown.
As far as mixups you need to learn, you can observe the copious amounts of footage on youtube to get an idea of how other people employ mixups in their gameplay. cl.st.mp is a great frame trap that can catch people who like to crouch tech, you can link a st.mk after it into tsumuji or neckbreaker. You can use her overhead f+mk to lead into a combo if your opponent tends to just hold down+back whenever they’re blocking. Of course you can go for a tick throw if you notice that they don’t crouch tech. after a cr.mk, you can do a st.mk to catch people pressing buttons, as well as f+lk after a lp, mp, hp target combo. The list goes on and on. As far as useful combos, learning to combo after a cr.jab and st.jab is pretty important, as that’s what you’ll be using in the majority of your combos.
cr.jab, cr.jab, st.jab, st.mk xx tsumuji or neckbreaker.
On smaller characters it will whiff, so its also important to learn the cr.jab, st.mk link.
Nah but in all seriousness, learning a new character takes time and patience. Most of us here that played vanilla went through the same thing you’re going through now. I know day 1 SSF4, I raged everytime I lost to a flowchart Ken, knowing fully well that I would have demolished him with my vanilla main. Yeah it’s kind of demotivating when you constantly lose, but think of it in a different way. You’re not playing to win, yet. You’re playing to learn. Don’t think those 5 consecutive losses were in vain. Think next match you will be more comfortable executing combos, performing setups, etc. and next match you’ll be that much closer to improvement.
Unless you are still struggling with fundamentals and game mechanics. If so then I definitely suggest not using Ibuki to learn those things, but instead I recommend going through everything (tutorials/guides/etc.) in the newbie saikyo dojo.
I fully understand game mechanics, I am just having issues taking what i learn in training session against a motionless dummy (or even cpu control) and applying it in game. And its always 2-3 seconds after i go oh damn that was where i should have done this. I know that will come with time, but i find watching pro’s play isnt really that helpful because they just go blam this combo then blam that combo. Yet i know if i were to try that it wouldnt work. They have experience and that’s something you can’t learn from watching a video. Thats why i was hoping for some basic things to practice in training that with a few tricks up my sleeve i could take it online and --maybe-- win a single game.
I’ll upload a game shortly that i just finished playing after just losing for maybe an hr solid. I think by the end of if i was actually worse
I wrote that post up there that i have since deleted (yet you managed to quote it in time) after losing 6 games in a row to a 500pp blanka who all he would do was jump back then slide in, instant jump back followed by anther slide. Once i started blocking it he would jump back twice then cannon ball in.
The reason why i was mad is because that was his ENTIRE game strategy - and i didnt know how to punish it!! It’s so frustrating when you KNOW what is coming and even if you block the recovery is good enough that he can just jump back so i would try to counter or reversal and end up getting hit by the follow up slide. SIGH. I’m a big noob, i know that. I just would have thought that even i should be able to win 1 entire match after like 5 games of the same crap OVER and OVER again… zzz getting raged at myself again now lol… Ohwell
New game upload shortly, dont really need to critique it i guess, as like i said, i’ve gotten worse i think. The guy im playing was his first game online though it looks like he’s at least had some experience offline or on a different account.
I’d have to see wtf was going on, but based on what you said: neckbreaker punishes Blanka ball on block. If you can react in time you can simply cr.LP or st.LP him out of the air. Depending on spacing, Blanka’s slide is punishable on block with f+LK, st.MK, or cr.HK.