Ibuki Q&A Thread: Ask simple questions here!

What Yun doesn’t pressure? He’s always divekicking like Rufus trying to land his bnb. Doesnt take long to get GJ and activate it but he’ll be offensive as hell to get it even faster. All his attack pretty much covers the screen to. broken bastard.

At high level play most Yun players tended to be more defensive if they didn’t already have Genei Jin meter. Yang is the character you’re talking about if you’re talking about a character that just went balls to the wall on you with dives and combos. Yang was basically like a dive kicking version of 3S Ken that had less health but had nearly infinite meter to combo after a BnB. Anytime u got low shorted or dived on you were going to eat at least 20 percent life and 30 percent stun from Yang. Once the second round came in he was like another Rufus in that any time u got touched by shit he got a free knockdown, solid damage and okizeme. If you don’t count Genei Jin…IMO Yang was more stupid than Yun. He always had meter and he could always get free damage anytime he landed the smallest bullshit on you.

Yun on the other hand yeah he COULD just start rushing you down with dives but generally Yun players would tend to be more defensive before getting Genei Jin. Whereas Yang was rushing you down from the start of round one because one he got one EX meter he basically turned into a 3S version of Rufus. Anytime you got parried or dived or low shorted you were eating free shit into a knockdown. The only thing that made Yun really stupid was Genei Jin. Without Genei Jin Yun is way more tolerable than Yang. As a matter of fact I was more scared to fight Yang players than Yun players as Ibuki. With Ibuki it was basically at the start of round 1 I was a better character than Yun was. I just rush his ass down and keep him from building meter for super. Plus in 3S you can parry dives and Yun’s BnB game is pretty sub par damage and stun wise without Genei Jin. So the onus was on Yun to make sure he got Genei Jin before I killed him. Of course once Yun gets Genei Jin anything he touches you with can lead to free damage but if you block well and force him to command throw you the damage gets scaled a bit and unless he gets you with a really good ender he’s only getting a little more than a 3rd of his bar back. Sure one combo could potentially get him Genei Jin again but at least before getting that he’s a bit less of a threat than Yang who can just hit you with one c.LK and your whole game can be ruined off that one low short.

I guess it also had to do with the fact that most of the Yun players in the US were really not top top level Yun players. Yun was a very difficult top tier to utilize correctly. If you messed up in your execution or guessed wrong even a few times and took some big hits you were going to an early grave with Yun. Yun had really low health and had an average stun bar at best so he really couldn’t afford to fuck up. Sure he had technically the most powerful tool the game had to offer but it was very difficult to utilize at high level play against people who knew how to defend against it (basically block and try to red parry his target chain before the activation). Basically if you had good blocking Yun wasn’t super super scary unless you were fighting like Pyrolee’s Yun. Whereas Yang was more like Rufus where basically if you got touched by his hair you were going to eat free damage and untech knockdown and he could do that over and over until you were dead. Not to mention Yang built stun much faster than Yun. Even if you took big damage from Genei Jin it didn’t really build any stun so if you were building up Yun’s stun bar he had to be more cautious with his approach as any poorly timed dive or poke could lead to him getting stunned. Whereas with Yang you also had to worry about stun. 2 BnB’s from Yang was more than half of your stun and if he hit you with one more combo you were pretty much guaranteed to lose the fight.

I think there was a specifc reason why KO switched from Yun to Yang and it was probably because Yang fundamentally was a more solid character than Yun and with one super meter filled basically had infinite BnB setups into 20-30 percent damage and stun. All of that plus a command throw that he could kara and jump cancel to make it unthrowable and u pretty much had a Rufus on crack. Yun was basically entirely based around his Genei Jin. If you blocked well against Genei Jin and kept him from building meter he was basically a weak Yang at best. Only the best of the best could truly make Yun that scary and his gameplan was much more formulaic and not as reliant on high low mix ups before Genei Jin as Yang’s was.

DJ and his Third Strike knowledge being unleashed. God, makes me want to go play third strike now xD (I miss playing Yun). Actually, I think I might go watch Issei play some awesome Yun.

You want to just block in that situation. This is why anti-air is so important. It keeps you out of this situation. When someone is right on top of you and you are blocking c.lps, they have every advantage. You’re in block stun, and if they leave a gap you could hit a normal in, they’ll still just counterhit you. Just block and tech throws. Attack when you have the advantage(after blocking an attack that puts them at frame disadvantage), or things are neutral(footsies range). Just be more patient and don’t be scared to just try and block everything.

Ok i’ve played a couple of hours yesterdy night and I realized that I cannot learn anything useful playing random ranked match. at my level (PP3500 PB800 :((( ) the 90% of the opponents are picking up RYU KEN or SAGAT just to throw at you a wall of fireball and DP while they backjump to keep you away.

unfortunatly I have no strong players who lives in my town so I need some advice on “how to train myself out of that shitty situation”

I followed at best your advice… waiting for an opening to land a blow which leads me to an hit confirmable string and a ko ending but it’s soo hard when ur opponent jumps like bugs bunny over and over even if you punish him with AA or air grab. probably they know only that kind of “jump approach” but so far i can recognize the style of tem “reading” their BP/PP ratio… if it’s like mine but they don’t use IBUKI then their strategy will be “no matter what happens, keep jumping in and spam DP”

i need a solution, it’s so frustrating

Two things wrong with this statement:

  1. If their still jumping even after you anti-air them, then keep doing it. It’s free damage, it’s an easy way to win, and if their dumb enough to keep jumping in and going for DP your still learning three very important things about SF in general: Dont do unsafe jumps, Dont mash DP, and anti-air when you can.

  2. Bait their jump-in to DP. Block the jumpin and let them DP while your blocking to get punished after they realize that what they did was a stupid mistake. And if they dont, well then keep on doing it to them!

If you know your going to be fighting fireball characters 90% of the time online, then you should have U2 selected, and should learn how to avoid the fireballs using Ibuki’s respective moves. If they decide to jump-in after you slide under their fireball your still at an advantage since you can block their attack, and just do as you please from there. Overhead will allow you to get over most fireballs, and allow you enough time to anti-air if need be if they jump-in behind it (slide can be used the same way). If you know they are going to jump-in you can even command dash, or slide under them to basically get free damage when they land.

You can wait for an opening, but from the sounds of it, the opening was their but you just missed it. You shouldn’t have to really wait for an opening too much since Ibuki can, and will get in when you learn the correct pokes, and such. In fact, she can be played extremely lame to where you can force your opponent to come in. Staying at the far end of the screen and just jumping above their fireball to where just before she may land on it you can throw a HP kunai, and dodge the FB as well as place pressure on them to move.

Also note that simply waiting for a hit-confirm can take ages, which is why several hit confirms are used, and in most cases, blockstrings which are usually the same thing/similar to her normal combos. Don’t forget your own air to airs either. If they become extremely predictable to jumping in the air, just keep airthrowing them till they finally realize their retards (similar to the situation of anti-airing). DP is strong, but only as strong as you let it be. Dont forget that like I said earlier, most fireballs are punishable from full-screen with U2. And if the people your playing against online are that noobish to throw one out randomly while you have U2 stocked, well then they are REALLY stupid and should never play this game again.

thx m8 ,
will try that .
Normally i would end up getting hit trying to counter anyway.
so what you’re saying sounds good. :slight_smile:

If i do hit AA with b.mp what would be the best followup ?

I’ll do my best to punish them every time they Jump at me but sometimes i simply miss or trade and they connect immediatly with a DP and start it over waiting for another trade or a bad timed AA by me. I know it’s my fault but i think u cannot teach em not to jump only with b.mp (unless u connect it 100% of the times) cos the damage output they obtain if they “land it” it’s huge compared to ibuki AA. (btw as I said b4 I think it’s my fault I must reach that 100% AA)

I appreciate that:

cos finally I understood I lack the “correct pokes”, no joke, i react the same every time instead of trying new close up only cos i don’t feel safe in performing such a move.

I’ll train harder this night and I’ll post my result tomorrow :smiley:

tnx

This should never happen unless your timing is horrendous.
Situation 1: b+MP hits your opponent out of the air, you get 2 hits
Situation 2: b+MP hits your opponent out of the air, you get 1 hit
Situation 3: b+MP hits your opponent out of the air, but it trades; you get 1 hit and your opponent resets outside of dp range.

Anytime you get the 2hit situation, cancel the first hit into command dash and follow up with hk.kazegiri. 190dmg everytime they jump in should teach them a lesson.

If your b+MP misses, you either doing it too late or you’re not spaced correctly to use it.

Also I find it strange that you play 3500PP players that only know how to jump, dp, and fireball spam? Hardly any such players exist over here near that PP range.

Man…it seems like I’m the only one who use c.fp sjc mixup…

I am very interested in learning to play Ibuki, but I am unsure where to being my practice. What aspects should I work on first? Do I need to be competent at the vortex to make her work? What basic BnB’s are the best for me to learn while I start learning Ibuki? Finally, do you have any basic tips I should heed while learning Ibuki?

Learn TC4 and TC6 launcher as your main go to combos. Learn any bnb starting with cr.LK or cr.LP (eg: cr.LP , cr.LP , st.LP , st.MK xx Speical) as your secondary combos in case you are unsure if you are within range for a target combo. Eventually you will want to learn a bnb starting with cr.LK to make your opponents at least think about blocking high/low. Make use of TC7 to complement your pressure game as your overhead that also moves you slightly closer to your opponent.

Once you learn your combos, probably the next most important thing to learn is your spacing. Get acquainted with your dashes, command dashes, and slide. You’ll be using them all the time to stay spaced. With perfect spacing you can easily score knockdowns off your opponent’s mistakes (eg: opponent jumps in and you’re perfectly spaced for b+MP xx CD , hk.kazegiri = big damage + knockdown). Learn your poke ranges (st.MK, cr.MP, cr.MK, st.MP are your main pokes, and cr.HK to punish whiffed pokes). Get in the habit of buffering stuff after your pokes (eg: cr.MP and buffer tsumuji). If any of your pokes land, you need to turn it into a knockdown. While you’re at it you can also try kunai zoning but at first you’ll probably just end up giving away screen space to your opponent.

You can learn vortex whenever, but it’s important that you don’t rely on it too much. Ibuki’s vortex is a tool in her okizeme game, not her only tool. Should your opponent guess right everytime, or be almost impossible to vortex (eg: Dictator, Rufus, etc.) you need to know what other options you have.

Basic tips? Don’t mash, ever. At low levels it’s tempting to mash EX kazegiri or spam backdash anytime you get pressured, but at high levels they’re going to bait/punish EX kazegiri and option select against your backdash (although most characters don’t quite have good option selects against Ibuki’s far travelling backdash, especially when it’s not a safe jump setup, so you’re sort of lucky here), so in the long run it’s not quite going to pay off.

Lastly, you need to practice, alot. Learning a new character takes awhile, even if you’ve already got your fundamentals down, a new set of characters’ moves changes your usual gamestyle alot. Especially since Ibuki has fairly high execution requirements (tons of 1 frame links and SJC usage). If you’re really serious about going pro, post videos of your gameplay for people to analyze and give specific advice.

Thanks! I’ll start working on those.

on the “Train Harder! The Ibuki Critique Thread” post #160 I’ve uploaded a couple of video.
I appreciate any comment by all of you who gave me a lot of tips here.

After her corner kicks to raida, can you fit a kazegiri ex or otherwise after the raida?

My friend says he has seen people do it, but can’t provide evidence, and I just can’t do it, so I wondered if that’s in her arsenal or not.

cheers.

Your friend might be confused is all. After using the tsumuji in the corner, you only have three options that you can follow up with afterwards:

-cr.HP
-Raida
-Kazegiri

Raida forces a UKD right after it connects, and you wont recover in enough time to kaze afterwards.

that’s what I thought. I also thought he might be confusing the tsumuji to kazegiri FADC Raida, but yeah, i’m sure he’s confused.

Question about jump in target combos against focus attacks?
It seems like when I attempt the good ol’ lk, f.mk against a starting FA, the opponent’s hit box gets shifted back causing the f.mk not coming out. Is it best to try to always be directly above my opponent in case a focus attack comes out?

I have one more question for you about my “rookie” SF4 experience.

could You explain to me how you use the Training Mode to train yourself?

I hear that someone use the dummy on “random block” to train the transition from a blocked hitconfirming to throw.

I’m thinking to record every special of the character I fight more often and try to punish them after blocking or countering with some pokes.

but I accept any suggestion about it…

I want to train also my jump and crossup ( as u can see in my uploaded videos I have 0 skill on that) but I need some clues :smiley:

plz help me one more time :smiley:

Sorry if this was asked already. I used the search tool and I couldn’t find this being asked . . .

Is performing an instant kunai practical in any circumstance? I’ve never played Ibuki and I was messing around with her today, and I tried the instant technique like instant tetsu for Ken, though they’re completely different moves. Anyways, I only think instant kunai will only be practically just minimally if you are anticipating a FA and you perform its EX, therefore you break the opponent’s FA and you’ll be close enough to perform a decent combo follow up. However, you’ll probably get away with this once or twice at most for an entire match, I think.

I don’t have any friends haha so I couldn’t practice its effectiveness or practicality in a real situation, so I guess you guys could toy with it and let us know keep it or dismiss it.