Ibuki Q&A Thread: Ask simple questions here!

What state is this?

Pennsylvania
EDIT: also idk if there letting everyone go to state they may only take the good people , but ill find all that out later so i guess these tournaments may matter in a way

I think what you are referring to is Summer Jam at the end of the summer. I’m pretty sure anybody can enter that tournament. in fact, i think the only tourney you need to qualify for is SBO.

im not sure on the exact details of this tornament u may be right or may not they didnt call to give me the details yet tho

Well, even if it isn’t the same tournament it may be worth it for you to know that Summer Jam is in Philly late August. look at the tournament forums for more info.

Quick question, I’ve been on autopilot with Ibuki for a long while now and I started playing with Ibuki with less enthusiasm because I keep thinking of the nothing-ness she received in AE. Anyway, why does it seem harder to do a late kunai for vortex now? It seems like back in SSFIV, it would land accordingly as I set up for vortex. IN AE, it seems that the lp. Kunai is flying too far past my opponent(about half a character space or away). I am starting to doubt my vortex ability now because it seems that I am throwing so many kunai(s) that are blocked normally because I fear of cross up kunai will fly past my opponent.

Is this just a slight problem I can fix from AE changes or have I totally just gone into pseudo auto pilot mode that is crippling my game in the long run?

Apart from fighting Yun (who gets up faster than others) the timing is pretty much the same if you walk forward instead of waiting. They changed the distance so the timing is a little bit different.

Going by my win ratios (50</>70).
Bad Match-ups [Ibuki vs.] = Zangief, M. Bison (Dictator), Yun, Rose
Good Match-ups [Ibuki vs.] = Makoto, Dudley, Cody, Juri, Seth, Sagat, Adon, Rufus, Dan, Balorg (Boxer)

In AE vs. Abel is no longer a Bad Match-up.
In AE vs. Ken is no longer a Good Match-up.

I disagree. I think Yun gets up at exactly the same time as the rest of the cast. Ryu’s cr.HK , j.HP safe jump works on Yun, so this must mean Yun gets up like normal.

Good to know. I’d had just assumed.

This is grand finals? lol. Anyways:

  1. Too many dropped combos.
  2. When doing tsumuji pressure, don’t just backdash. Use this opportunity to frame trap, bait moves, etc.
  3. Please at least do 3hit TC4 (st.LP xx st.MP xx st.HP) and not 2hit TC4 (st.LP xx st.MP) when comboing. That’s a waste of good damage/stun.
  4. A lot of missed punish opportunities. Especially with whiffed dp.
  5. If U1 will finish off your opponent, please use it. Don’t bother taking the risk of going into a neckbreaker knockdown, possibly giving your opponent another chance at life.
  6. You should probably cut down on your random EX kazegiri and U1 usage, as well as wakeup backdash. It looked like Ken did not know the matchup whatsoever, but eventually started picking up things, such as U1 being a grab and neutral jumping to bait it, or FA to punish kunai followup after EX kazegiri. If he was smarter though, he’d go straight into ultra and not have to worry about any sort of kunai. And as for wakeup backdash, it’s fine for now because this Ken was terrible with his option selects, but everytime your opponent does a meaty, you should assume he’s option selecting to catch your backdash as well. By thinking like this, you can see that you should only backdash if you predict a throw, or a reversal bait (ie: block).
  7. Besides wakeup backdash, there are other good times to use Ibuki’s backdash, such as after badly spaced or blocked slides. In this kind of situation, your opponent cannot option select you, but instead has to take a risk (eg: EX tatsu) to punish your backdash. This way you are keeping yourself relatively safe, as opposed to backdashing after tsumuji which is just simply throwing away pressure.
  8. Don’t bother with cr.LP st.LP st.MK combo anymore. Use cr.LP 2x as your hitconfirm and then go straight to st.MK. You should have done this in super, but now that it’s a 2f link, you have absolutely no reason to add the st.LP as a part of your hit confirm. In fact, a number of your dropped combos were because far.st.LP whiffs on crouching Ken.
  9. I would have definitely liked to have seen more f+LK usage. It was obvious that Ken did lots of cr.LK, cr.MK, and cr.HK, all of which f+LK can eat up for breakfast.
  10. Ken’s cr.HK is punishable on block, please punish it.
  11. You jump alot. Stop jumping.
  12. Watch your spacing. You should not be within Ken’s cr.MK range unless you know what you’re doing.
  13. You should learn to tech throws instead of mashing backdash all the time. Backdash beats throw, but it’s not exactly the safest option. I was willing to give you the benefit of the doubt that kara-throwing Ken has a good throw mixup game, but he pretty much only threw you in setups like cr.LK , throw, or cr.LK , cr.LP , throw, none of which required a kara throw.

The primary reason you won is because this Ken was kinda bad, and he didn’t really know the matchup very well. He never bothered to FA out and challenge your vortex. He had troubles antiairing you. He didn’t bother using his cr.LK , cr.LP as hitconfirms. He dropped lots of easy combos. He did crossup j.MK into cr.MK into nothing for whatever dumb reason. And he let you wakeup backdash all day because he doesn’t know how to option select.

Also seemed like you were supposed to lose at the end due to random U1 and his neutral jump bait, but he failed and let you get away for free.

i thought the play was decent intermediate stuff, the ken player wasnt a mashy scrub so thats a plus. he had good fundamentals on certain things and bad fundys on others… some advice for you:

you didnt use cr.lp and st.lp fakes in neutral game AT ALL. against a mostly reserved player like that you need to use those kinds of things in order to “lull them into a false security” basically your offense is to predictable in that EVERY action you take is either a direct way in OR a direct defense… basically your defense was jump back kunai to reset spacing (defense) or dash cr.lp or slide or jumpin (offense) this ken player only really had to know whether or not you were tryig to be offensive or defensive, and could react very well to lots of your jumpins. fakes take care of this a bit cause the other player wont know what they are reacting to right off the bat cause they will be trying to visually confirm whether or not you used a fake or actually did something direct… which slows there reactions down.

second, you were WAY to predictable with always going for tc4 on block or cr.lp x 2. its not at all bad to overuse those blockstrings to a certain extent… BUT you need to mix in a decent amount of cr.lpx1>throw. that way you make sure that you have a decent way of getting damage even on block, mix up that with cr.lp> st.mk as a frame trap… basic stuff, works VERY well and makes the opponent much more scared of your offense cause they will know that you are getting that mostly off of a blocked jumpin, so they will start concentrating on AA you more than ground gaming you which leaves you much more open to getting dash cr.lp or slide in.

do that basic stuff and your ibuki will be WAAAY more threatening for very little more investment executionally or straegically. also read the player that you are playing, that ken was patient and patient players fall for HK cd mixups and resets very ppredictably, atleat use them when you are down and need that comeback.

your use of meter was coreect imho, i wouldnt change a thing. ex kunais in neutral game are good and give the other player something else to react to and are a great counterpoke in there own right… just dont overuse them of course cause you want meter for your combos and possibly even wakeup ex kazegiri to fadc. ex kazegiri to fadc is the only use of meter that i didnt see that could have helped you imho… but i understand all of the ex kunais instead.

so yeah summary:

cr.lp>throw mixed in with frametrap as a mixup
wiffed neutral game jabs

just those 2 little things will make your ibuki much more threatening at the most commonly played spacings.

look for places to hk crossup and then cr.lp,st.mk xx tsumuji. its an eas link now and works against all the cast. only yomi you need is 2 things:

are they pressing mad buttons? if so dont even try. (just frame trap them till they learn)
do they stop pressing buttons after blocking 3 normals or so? (basically thinking they are safe, and just content with letting you push yourself out) if so they are open to hk cd crossup.

anywho thats the basics… you may need to use more different strings in oreder to fully mindfuck your opponent into leaving themselves open to hk cd crossup (like cr.lp, F+mk) but that stuff comes with time. in casuals parctice using hk cd crossup and look for what temeraments and skill sets it works on, as well as when are good places to fit it in your game. listening to your opponents buttons gives tons of information like that.

happy hunting.

-dime

I have a couple questions that need answered(about 5 actually lol). I noticed that some people dont save up for a super. I actually use my super is it a bad thing to do that(Question1)? Its usually pretty easy to throw in a cl.HK to Super to finish someone off( or at least i do it often). Also i dont really use any EX moves at all. Usually i just use the EX neckbreaker to punish fireballs and EX tsumuji to raida in a corner. Shud i use more EX moves or not(Question 2)? While on the subject of EX moves does Ibuki have any combos that utilize the EX Focus Cancel(Question 3)? Ive been experimenting in training and i cant find any but im no pro. Next I know some of ibukis good anti airs are st.hk, back mp, cr.hp. just curious are those the only ones(Question 4) and which one of them is usually the most useful(Question 5)? Sorry I have so many questions but ive been looking around the forums and cant for the life of me find any answers.

  1. Don’t save up for super? When do you see people using meter? You use your super? When do you get to use you super? When are you ever going to land cl.st.HK?

  2. Besides using EX moves in situations you just described, meter usage is completely dependent on the Ibuki player’s playstyle.

  3. You mean FADC? She can Kazegiri FADC into cl.st.HK/cr.HP mixups. EX Kazegiri xx FADC is also her only means of having a safe reversal.

  4. Air throw and nj.MK are usually solid antiairs as well. Against dive kicks, you may consider st.MP, st.MK, and raida.

  5. I usually use b+MP/nj.MK as my go-to antiairs. Against dive kicks I spam st.MP and st.MK.

I’ve just started playing the game. I got a question. I see people at close range use st.HK and when it hits they cancel into kasumi gake. How do they do that?

Super Jump Cancel into command dash.
st.:hk: :qcf::uf: :k:

what are ibuki’s options against players who mash jabs during block strings? (especially boxers)

You’ll want to frame-trap them: http://shoryuken.com/forum/index.php?threads/ibuki-frame-traps-and-option-selects.108200/

I just throw them. If they’re jabbing, they’re not teching throws.

Back throw is best because the safe jump followup is very easy to do (backthrow , forward dash , j.HP option select neckbreaker)
But forward throw is also doable if he has meter, or hitbox safe jump setup (forward throw , walk back , j.LK)

^ Is backthrow, mk.cd, j.lk no longer viable?

Also, can Makoto ultra out of vortex?