Okay let’s go!
First Match
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Initially I played you as I would any Ibuki I have never played before. I turtled to see what kind of offence you wanted.
[0:19] Straight away you start the round with a jump-back Fierce Kunai. Could you tell me exactly why you would do this? You give up space, and even if I get hit by the Kunai I would take minimal damage and you have no follow-up.
[0:24] I actually like the jump-in Kunai here as it was perfectly spaced. Had I not been trying to troll with Raida and went for an Ageman instead I would have gotten hit. But after I jump back… You’re mashing cr.Fierce which gets you hit.
[0:30] Just look at your inputs here. You’re mashing cr.Roundhouse. Even if I messed up my combo I would have just counter-hit you for more damage.
[0:39] You noticed that I wasn’t option-selecting anything or pressing any normals so you came in with a Roundhouse Kasumi Gake. Normally I would expect a throw but you went for cr.Jab so I got counter-hit. However you did not follow up this hit-confirm which could have started your Okizeme.
[0:49] Looks like you missed the Jab Kunai, which happens to all of us. However please tell me why you would want to throw a Kunai here.
[0:55] Please explain to me why there are a bunch of cr.Fierce inputs here. Also if you’ve been Anti-aired the whole round, why would you start empty jumping in? Did you want to see me pull of the combo or something?
[1:26] Pause it here. Take a look. Now you’re mashing cr.Jab. What good did that do? I ended up getting a counter-hit in. Even if I went for a throw it would have gotten you anyway. Do you know how to crouch-tech yet?
[1:44] This is why I thought you’ve been playing a lot of Training Mode. It seems that you were conflicted over blocking low and inputting the Target Combo 4. Don’t worry, you’ve get used to not doing this very soon. At the end of the round it looks like the Neckbreakers were coming out due to poor execution rather than bad decision making. You wanted to throw a Strong Kunai but you Negative Edged the Strong.
-> I want you to try something for me. Pick Ibuki and hold down Jab/LP. Do the Neckbreaker motion and then release the button. What happens?[/details]
Second Match
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[0:36] I see what happened here. You have to be careful with Ibuki’s Target Combo 4. If you’re too far away it turns into the useless Target Combo 5. After you throw a Kunai to stuff an Anti-air I suggest you either do [st.Jab, st.Forward] or go straight into [st.Forward].
[0:40] Here are the cr.Fierces again. I wonder, are you mashing them to Anti-air a potential jump? If so, you’re supposed to be reacting to a jump, not guessing.
[1:06] Are these cr.Fierces again? I think you tried to react to a jump and Anti-air but maybe you didn’t realise that I did a Safe Jump. Either way cr.Fierce has a start-up of [9]. If you want to Anti-air a set-up like that, and you think it isn’t a true Safe Jump, at least use EX Kazegiri which has a start-up of [5].
[1:11] The mix-up I did is hard to block but you weren’t even trying. You were holding down. At least pick a direction.
[1:14] I’m actually impressed here. A lot of people don’t realise that mashing gets you out of dizzy, and the impressive thing is that you allowed yourself to block as you recovered which is something I haven’t seen many players do.
[1:17] Again… You can hit-confirm of these. You should get into the habit of trying to see if you are hitting, then follow up with a st.Forward for a combo, rather than jump trying to jump over me after just two hits.
[1:22] Do not ever do this. You weren’t even on your last bit of health.
At the end you were doing the same jump-in Kunai over and over, and had I not been trying to Raida you I could have reaction punished with nj.Forward a long time ago. The terrible thing is that you were WALKING BACK to the same spacing, and then jumping again. It is very obvious when you want to jump if you keep on jumping in the same spacing.
[1:38] What is this again?
[1:46] What was that?
[1:53] Unfortunately my random Yoroitoshi masked the best thing you did in this round. You dashed forward to start offence with st.Jab. You had already pressed it before but even if you didn’t, you were holding up-forward which is the best way to punish the Yoroitoshi. Even though we didn’t get to see it, this was actually a good idea.
[1:56] Again you’re feeling conflicted so you can’t get the Target Combo 4 to come out. This sort of pressure and lack of experience with an Arcade Stick is perfectly okay, we are all like that when we start out.
[2:08] This was when I noticed that you were mashing cr.Fierce…[/details]
Final Match
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I decided to play against you without sandbagging to test your defence rather than offence. To be truthfully honest you shouldn’t feel embarrassed because if you’re unfamiliar with Ibuki she will do this to you. Here I will point out the things I did so you get an idea of what I’m thinking about.
[0:14] I deliberately stayed on the same side because I expected you to try and block it as a cross-up. However after looking at your inputs I see that you were too busy mashing random buttons that you didn’t give yourself the ability to block.
[0:16] Here I switched to the opposite side to confuse you, and I think you actually reacted to what side I was on. However this is probably your inability with using the stick but, despite you knowing where to block, you weren’t able to put your hands in the right place. Execution matters for blocking too, not just combos.
[0:19] I didn’t finish my combo because I didn’t want to you stun you with a lot of damage scaling. My cr.Shorts were blocked and I figured that you would block instead because in our previous games you were pressing buttons and getting counter-hit.
[0:21] Even though I did the throw to Stun you, I didn’t recognise this position so I didn’t have time to decide what the most damaging combo would be here. However I decided that it didn’t matter so long as I went for a Neckbreaker before I could set up the Unblockable which was safe, and because you didn’t have meter for EX Kazegiri I could go for Unblockable n.2 (which isn’t a Safe Jump).
At the start of the next round I figured that you would probably jump again, but this time you would want to throw a Kunai to stuff my Ageman. Neutral jumping on reaction to a seeing a jump is the safest way to punish a jump-in Kunai. he most damaging way is Focus Attack.
[0:44] I didn’t want to go for the Neckbreaker knockdown despite it setting up the Unblockable because I didn’t want to risk dropping the [cr.Jab, st.Forward] link. I went for MK Tsumuji because it is safe on block.
[0:51] I was actually going for [st.Forward xx Short Hien xx Fierce Kasumi Suzaku] but I messed up the first attack. I definitely didn’t expect you to do a Kasumi Gake haha, but I was going to continue my pressure with a jump-in Target Combo for a block-string.
[0:55] I think you know why I did this.[/details]
Overall you have three big problems:
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You never walk forward or zone in with Ibuki’s slide, and you also don’t have the patience to let me try come in. You always want to be the one starting the offence and it’s very predictable and slow if you only jump in. You dashed a couple of times, but what are you going to do if I mash cr.Forward and still Anti-air you on reaction?
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Mashing randomly. You should try to understand WHY you want to press buttons in between strings, and with a basic idea of frame-data you’ll understand why mashing cr.Fierce is a very bad idea.
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This isn’t your fault, but sometimes you react the right way for guarding but you are too inexperienced with the stick. I think that as you get more familiar with using the stick outside of Training Mode, you’ll be a much better player fairly quickly.