Ibuki Q&A Thread: Ask simple questions here!

No. She has low health and low stun, rarely has universal answers to things (eg: antiair), has a crapload of tools that you need to familiarize yourself with (eg: SJ, slide), etc.

Ryu or Ken are better choices. Their gameplans are incredibly basic. I normally vote Ryu as the go-to character for beginners, but his nerfed cr.MK really hurts his footsies game.

**

**

Yes and no. It depends if your opponent knows the matchup. Normally the same could be said for every character, but it’s especially the case with Ibuki because apparently she’s so rare at the tournament scene.

If your opponent is bad, you can most likely autopilot day 1 mixups on them and still win.

If your opponent is good, and knows wtf is going on, then you need to be on top of your game, maximizing damage (tsumuji loops), making full use of SJ, making constant reads, catering your okizeme toward their patterns, etc.

**

**

She certainly has a shitload of things to consider when playing her, such as character specific combos, specific spacing, and timing for her vortex. For examples: she has at least 5 different antiair options at any given time, and her TC4 does not fully connect on a lot of characters, especially on block.

Yeah. Disregard my post, Mingo put it better.

Aww. :C I really like her a lot, but I don’t think I will drop her. Though I’ll take your advice and try out Ryu/Ken.(My friend even told me to start off with them!)

I’m just not sure when to move on from Ryu/Ken once I get the basics down since Ibuki is a lot different than them.

Thanks so much for replying, Mingo. You too, Izuna!

Which version are you on? Learning Ryu’s option (try getting at least a C+ in ranked) then moving onto Ryu vs. Ibuki matches should be a decent start.

Off-topic: The training begins, yo.

http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc6/254636_10150271830342819_709122818_7822868_6654372_n.jpg

I have AE. Would Ryu be a better choice? I like Ken a lot better. :oops:

Ken would be fine I guess. I mean, which platform? Xbox?

Ken is a good candidate because of his new buffs and lack of really bad matchups (eg: Ryu vs Guile/Dhalsim/Fei), but my vote still goes toward Ryu because your goal should be to learn the game, not play to win. Ken is more complicated because then you have to worry about things like kara throw mixups and the spacing for his non jab dp’s to fully combo. Combined with his f+MK to help control spacing and excellent air EX tatsu and below average fireball game, he’s clearly meant to be played more offensively than Ryu, but offensive is not something you want to be concerning yourself just yet when you first pick up the game.

With Ryu, your basic goal is to simply zone your opponent out, ST style, with fireballs, shoryukens, and cr.MK (due to the nerf, you will probably have to use it cautiously) and other normals. Adding to Ryu’s simplicity is that he has probably the easiest safe jump setup in the game, which is after a sweep. And considering that Ryu has several ways to combo into sweep, this makes your pressure game incredibly straight forward: hit confirm into sweep, otherwise if blocked go into a tick throw. Either way you do not have to concern yourself with getting back in, compared to Ken who generally wants to stay nearby as much as possible to threaten with kara throws.

One disadvantage of Ryu that I wanna point out this is his mp.dp is harder to use as an antiair than Ken’s mp.dp, due to 1f faster startup but 1f less invincibility. Especially since antiair trades are not always in Ryu’s favor. This may actually be beneficial to you, depending how you look at it, as it’ll force you to time your antiairs perfectly and/or learn crouching dp.

Oooh. I use Xbox. :3

@Mingo: Sounds good to me! Thanks a lot for the info too. I guess Ryu it is then. Ahaha.

When you feel you have a hang on Ryu, I’ll play you and give you some pointers for Ibuki. =)

Um, a few questions.

  1. How do you guys deal with other characters offense? While standing and on wake up. Sometimes I find myself in the corner with no idea wtf I should do to cut their momentum. God forbid I get knocked down and have to deal with Elf or Akuma’s oki game. It’s like I need to spend meter just for the invincibility that other chars have for free, and even then the dp gets stuffed at the most amazing moments.

  2. This is more of a general issue than an Ibuki exclusive one, but do you have any tips on teching grabs? I’m glad most people don’t notice this, but you can 10-0 me in a set doing nothing but Ken tick throws all day. I try to predict when it’s coming because I can’t recognize then react to it fast enough, but sometimes instead of teching, I end up whiffing my own grab and getting punished. With Ibuki I’ve been trying to use Raida to avoid dealing with it, but the start up time usually isn’t convenient.

  3. What should I do after a Focus Attack crumple? I used to just DP>FADC>Raida, but after some time in training mode I decided that HKCD>c.lk>HKCD>c.HP>SJC>j.lk was pretty sneaky. Been trying this online and it looks like it only works against people who won’t mash out a reversal…so in other words, no one. I don’t want to go back to the Raida juggle if it’s not putting them in the corner. What should I do?

  1. Short answer: block and don’t get knocked down.
    Long answer: the latest generation of SF has combined big reversal windows with shorcuts to create a generation of mash happy players. While the punishment for a blocked dp is not as great as it used to be, you should be using your reversals as a calculated risk/reward or as a part of footsies and mindgames, not because you are put at a frame disadvantage or other uncomfortable situation.

  2. Set the training dummy to Ryu and record him doing walk up cr.LP , throw. Playback and practice teching. Once you get the hang of it, record Ryu doing a variety of different tick throw setups, as well as tight frame traps, such as:
    cr.LK , throw
    cr.LP , cr.MP
    cr.LK , throw
    cr.MP , throw
    cr.MP , cr.MP
    cr.LP , cr.LP , walk up throw
    cr.LK , cr.LK , walk up throw

These are the most common tick throw setups and (variable) frame traps with Ryu. I say variable because the gap is about less than 3 frames, meaning you shouldn’t get hit unless you are mashing like a mad man or unless you were too slow on the frame trap timing.

When practicing with a dummy with a bunch of setups recorded, be sure to do a random combo on the dummy each time to “randomize” the setup he does.

  1. It depends on situation and what your goal is. Do you want damage or do you want to mixup?

If you want damage, first consider the character (ie: are they tsumuji loopable?) and then consider your own execution ability (ie: can you tsumuji loop?). Obviously the best damage/stun/meter options Ibuki has are off tsumuji loop combos. If your execution is really top notch, you can also go for cr.HP xx jump xx kunai, then tsumuji loop. If these options are off limits, then simply TC4 , st.LP , st.MK xx special is the next best thing, for only a 2f link.

If you want max stun (and don’t want to tsumuji loop), anything into cr.HK mixups is your best bet, such as
st.MP , cl.st.HK xx SJC cd , cr.HP xx whatever
note: st.MP , cl.st.HK is a 1f link

If you want mixup, Ibuki has like a million options. She even has target (launcher) combos that are meant to be used as resets. There is no need to waste your time with this cr.LK xx hk.cd or dash under nonsense. That’s for non-rushdown characters that have crap reset options. Ibuki has too many options for me to list here. Again, it comes down to your execution ability and what your end goal is (do you want to end up on the other side? do you want to push them to the corner? etc.). You can do things like tsumuji loop but end with TC10 and SJC cd mixup, or you can end with kazegiri xx FADC , cl.st.HK mixups. If you only care about mixing up your opponent, anything that turns into a cl.st.HK mixup is probably your best bet, because
-you can easily control which side you want to land on by changing your command dash and its timing
-you will likely cross under your opponent numerous times, confusing the fuck out of them and fucking up their mashed reversal inputs
-you can jc or sjc instead and go for a jumpin or crossup or kunai fake or etc.
-if you have super, this mixup becomes incredibly devastating if you sjc hien for the fast overhead reset into 300+ dmg.

Even something as simple as TC4 , st.LP , st.MK xx hk.cd then throw or combo or f+MK to catch crouch tech, would be a worthy reset.

theres a huge tournie coming up “erie-con” in my area. my fightclub is going but idk if theyre bringing everyone maybe just the top ten ranked ppl in the club(which isnt me of course) idk if they bring the whole club or what…i think they call to tell u if ur eligible… oh god if i am geez i dont do well in front of crowds for anything o_O

How do you fight a good blanka?!

Know how you can punish each option.
(If Blanka does a):

Slide -> you can either neutral jump for a pre-emptive punish, or block and go into st.MK or cr.HK depending on your range. I don’t like the idea of using a Level 1 focus to punish it…

Horizontal Roll -> if you block any of his rolls, punish with Neckbreaker (reversal) or if your timing is good and your range allows it, use Ultra II. If Blanka does a short roll towards you, you can pre-emptively punish this with st.LP or cr.LP

Besides that, you just want to anti-air him and practice a safe-jump for getting out of his EX Up-ball.

Neckbreaker -> Ageman (b+MP), High Jump, LP Kunai
Punish him with a Neckbreaker if he does the Up-ball.

It’s also important that you use a combo that works on him crouching, such as cr.LP, st.MK.

I hate it when I do a j.LK on their wake-up, and because they’re not good, they crouch… So of course the j.LK hits, and I think that since it’s a jump-in they should always block high, and the TC4 whiffs. Poo.

BTW Blanka is SSS-tier online. My only two losses on AE PC Ranked are from him =(. The crap ones are the hardest.

thanks so much

Not exactly the matchup thread, and not exactly a simple question, but okay:

Neutral jump is not a good idea. If Blanka has good reactions he can simply swat you out of the sky with up ball. If Blanka hits you with the very tip of his fingers, then his slide is safe. Any closer then it’s punishable by cr.HK. Closer than that and it’s punishable with st.MK. It has slow startup, so if you suspect a slide you can counterhit it with your own slide and then link (either f+LK or st.MK) into a combo. It also has slow recovery, so it is easily whiff punishable. Max range slide may be an unpunishable poke, but constant movement from Ibuki should make it very difficult to space correctly.

Actually level 1 focus won’t punish it unless you counterhit it (kind of hard to do). Level 2 focus is the better option for the crumple, but this really isn’t necessary given the above options. In this match you’ll most likely find yourself using FA to punish Blanka’s slow pokes, such as cr.HP, after you’ve trained him not to do random horizontal rolls of course.

Only point blank MP/HP horizontal rolls are punishable with ultra 2. If any of his rolls aren’t point blank, then it isn’t punishable with ultra 2. Punishing with ultra 2 requires very good timing anyways. When in doubt, just use hp neckbreaker.

If you get hit with an EX horizontal roll, you can catch him by surprise and dash up and kara throw. If you get hit by any roll for that matter, you can dash up and put pressure on him (without frame advantage though).

For okizeme I highly recommend you learn a neckbreaker safe jump, whether it be the one Izuna listed or a safe jump involving j.HP (such as: neckbreaker , whiff cr.MK , j.HP). Blanka’s ex up roll is 4f so practice well. But even if you get hit with ex up roll, as long as your timing wasn’t way off (within about 4 frames, such that you are grounded when you get hit), it’ll be the same situation as if you got hit point blank with an ex up ball, so you can still dash up and kara throw or do whatever.

After you master that, you should also master your vortex timing. In this matchup you don’t necessarily need to go crazy with vortex setups, as you only need one or two setups that look like or is kunai vortex. One such setup you can do is super Ibuki standard vortex timing, which in AE translate to almost never crossup kunai. This way, since you’re not crossing up but yet still landing on the other side, his EX up roll will whiff completely. An even easier setup, is to simply take a short step back after neckbreaker and then SJ kunai. Due to timing this will almost never cross up, yet it puts you in perfect position and timing to do safe jump sj.LK instead, in case you need to safe jump his U2. It won’t be safe against EX up roll, but you should be baiting his EX up rolls with the other setups anyways. If you manage to bait out his ultra 2 this way, you can probably end the round right there.

While this 50/50 is generally in Ibuki’s favor, in case you don’t want to take any risks, you can always fall back on your trusty safe jump setup.

If you want a braindead safe jump setup, use:
EX neckbreaker , lk.cd , j.HP
easier than the regular neckbreaker setup because lk.cd is a special, and thus bufferable, or having a larger input window.

When vortexing Blanka, if you throw the kunai, you may have to watch for his FA dash since it’s pretty quick. Also, if he mashes backdash, he’ll be put into a juggle state, similar to vortexing super Ryu when he mashes jab dp. When this happens, you can juggle with raida, kazegiri, cl.st.HK, whatever you want.

If you manage to hit Blanka with a meaty kunai, your best damage combo would be TC4 , st.LP , st.MK xx special. If in doubt if the kunai was meaty or not, the next best thing would be st.MP , st.MP , st.MK xx special. If you want to use crouching normals, keep in mind that you can only do up to 2 lights before he’s out of range for a 3rd light. For example, cr.LP x3 whiffs, so you have to do something like cr.LP cr.LP st.MK. Also keep in mind that due to Blanka’s retarded hitbox, far.st.LP and st.MP will often whiff on crouch, and when he’s in hit reelback. For example, try doing noncrossup kunai and then combo st.MP. It’ll never work beacuse Blanka’s hitbox is the most retarded hitbox in the game next to Chun.

Actually for this matchup, I would advise to ditch the TC4 habit, since st.MP st.MP st.MK will work almost all the time (make sure you cross to the other side, so you can st.MP the back of Blanka’s head) whether he crouches or not. Unless in special situations where you know what you are doing and you don’t have to worry about a crouching Blanka, such as when doing cl.st.HK mixups and then you do meaty cl.st.LP. In this case, using TC4 can be better since you can hitconfirm into another reset or blockstring or whatnot.

To deal with mash electricity, when in doubt, simply use f+LK. It will beat it every time unless you are point blank (in which case you’ll either get hit or be put in blockstun), unless it is EX electricity. If you are farther away you can use st.MK or cr.HK, but most good Blankas will not mash when you are this far anyways.

Switching over to Blanka’s pressure game: it’s very weak imo, compared to Ibuki’s. It’s basically hop trickery that we’ve seen since vanilla, with some small buffs on his lights and electricity blockstun, I believe. Going by theoryfighter, I do not believe Blanka can option select Ibuki’s backdash, except maybe with his df.HP slide, but then this means he has to pressure you without back charge, which means no combos into roll. Though I don’t play Blanka so I may be wrong.

Patience, good cr.MP usage and midrange control, and mastery of Ibuki’s okizeme will pretty much secure you the matchup.

at least 5.5 - 4.5 Ibuki favored imo.

Did I miss anything?

Blanka balls are punishable on hit if he is cornered. =)
I’m pretty sure Blanka can OS a Hop.

Yeah but how often are you going to corner Blanka?

If Blanka option selects hop, then he still doesn’t have back charge. AND he loses down charge as well.

I may have to test this myself, but from the point of view of a Blanka player, couldn’t they just OS Hop into throw if Ibuki backdashes?

According to frame data, no. In fact, his forward hop is slower than his forward dash.