Wouldn’t his mp.dp just simply whiff? Giving you a free and easy punish.
in my experience versus both joon (ken forum guru) and my boy that plays vega and gouken… no the mp srk RARELY wiffs. it autocorrects like 98% of the time, mp srk is like a get out of jail free card against the vortex… IN MY EXPERIENCE. people have said that kunai can stuff it, but in training mode and matchplay ive NEVER gotten this to happen. i can only assume that people are interchanging ryu and ken without actually playing against ken. ryus dp gets stuffed or wiffs in the wrong direction… kens doesnt.
-dime
Well in my experience (Team Ibuki vs my Ken), mp.dp was worthless. Either it whiffed and I got punished or it got stuffed. If it keeps autocorrecting, pretend your playing Blanka or something and time your vortex so you don’t crossup, but still land on the other side.
I think Ken’s wakeup timing is a little different/earlier than Ryu’s. One matchup I really feel one sided though is Rose’s. The only normal I could throw out was Far HP HP and cr.MP. The crouching purple hand is annoying, the grounded hop-kick feels imba. Vortex doesn’t work with Satellites/EX DP. So what the heck, I’m at a loss. o_o
It’s not even the vortex aspect that makes Rose a tough match up. Ibuki simply has to get lucky on the ground and pray the Rose plays dumb.
Yeah if you don’t cross up with vortex then the DPs will just whiff, or if they try to autocorrect they’ll get hit because it won’t work since you didn’t even cross up yet. If they just block you’re still in their face and can apply pressure again so it’s all good.
But yeah… I haven’t had any luck trying to stuff Ken’s mp.dp with kunai so I just make him whiff.
Dunno if anybody saw the UYG stream or not, but I got assraped by wolfkrone. Yeah vortex is kind of useless if you can only knock your opponent down once out of two matches.
I guess I’ve been spending too much time perfecting all of Ibuki’s mixups instead of learning how to find knockdowns. Either that or he just plays this game more than me.
Yeah man, thats why i’ve been saying shes not as good as you guys have been saying. lol. She needs to get knockdowns and once she does get them…people know how to block that crap now. You cant shenanigan good players and she cannot defend against good characters w solid pokes. You have to make your offense wild, random, and effective but at high level play…that doesnt work because they are going hurt you much more for a mistake than you can with your dash mix ups and kunai guessing game.
Ibukis a mental character, you have to get in your opponents head. Thats the bnb of it. She is very hot/cold…like Viper. If youre not feeling it/in the zone, youre going to get fucked up.
I attribute my loss to not knowing how to play footsies as well as wolfkrone, and not utilizing Ibuki’s normals to their full potential. Not that Ibuki is an ass character, an idea you seemingly try to shove down our throats 24/7.
Viper doesn’t have footsies dude. She relies on shenanigans that are effective and feints all match to bait you into doing something. Her block strings are annoying as hell too.
Nah man, Ibuki is not ass…I just recognize her weaknesses and that is part of growing as a player. Knowing that your character has weaknesses. Something that I think you guys try to overlook.
Now, Gouken, Gen, Makoto, Dan, Guy, Cody? They’re ass.
I don’t care how people may try to convince me they are good I have strong reasons to back up why they are horrible. When I lose to these characters I feel ASHAMED no matter how good or bad my opponent is. I think that with minor changes all of these characters could be 3x better…but they just lack so many things to be viable. lol.
Anywho, Ibuki is mid low tier IMO. Shes viable…but she can’t do much against the top tiers when in tournament play. She has to play really close to perfect and its not like
she has the zoning, keep away, and offensive talents of Seth and Akuma
The AMAZING oki game and u2 of El Fuerte
The scary block strings and oki of Viper along with a GREAt ultra
the amazing spacing and versatile ultras of chun
she just has two crappy ultras and a good dmg output that is really hard to utilize against people with good pokes. She lacks tools for someone who as low health as she has.
i agree completely with dont jump here on that last post. ibuki is all about getting in peoples heads. she doesnt really have anything that strong… at high levels, except maybe for people not knowing the matchup. but its whatevs.
viper beats ibuki cause viper has easier knockdowns and better spacing tools. both characters pretty much die once the other gets a knockdown. which is why people think its even and that the better player wins. but viper having easier knockdowns makes it harder for ibuki, vipers favor maybe 5.5-4.5 or 6-4 but its not even.
-dime
what you just said about ibuki could be said about the characters you say are ass imo
makoto’s axe kick against ibuki is dumb, my friend who plays makoto uses it to space me out and punish almost anything i do =\ when i start FA back dashin he punishes with dash punch and goes for more resets. It comes down to me having to react very quickly and hk.cd to the other side of makoto when i see him going for more axe kick pressure. he normally punishes this when i start doing hk.cd by using neutral jump axe kick which is less brutal because of where it leaves him but overall he still has good control of the ground as well and wherever i could go. also vortex him is just really not an option as soon as he has u2, which makes the match nearly impossible as i loose anyway of gettin in on makoto that i can see =( any suggestions on what everyone else does against axe kick pressure is appreciated =D i know u2 can punish a blocked axe kick
my other friend plays guy alot and has become a champ at beating b+mp with air flip, he knows the distance he needs to either cross me up with j.mk or air flip-> elbow drop. if i try to b+mp i could possibly whiff the elbow, but more than not if i try to b+mp he destroys it with j.mk for free combo’s. Guy has to many options against ibuki cross screen its annoying. from a distance he will either air flip(not that bad just need to make sure i can AA, or block) but than he start getting me withn ex shoulder rush frame traps. once he starts trying to frame trap me the best thign i can do is try to bait out ex spin kicks and punish that. anything else he really beats. ALso guys cr.mk destroys ibuki’s normals, its hitbox make guy almost untouchable by most of ibuki’s normals as far as i can tell and when spaced properly is fairly hard to punish. tips on how you guys deal with guy would be awsome =D
the characters you listed that you think are ass in my opinion really are much more like ibuki in the fact that once they are in the zone or in your head they are dangerous. If you feel ashamed when you loose to these guys how do you think people feel when you beat them with ibuki not trying to say these character are good because i have an issue with them, just that every character has alot of potential like ibuki in my mind.
anyway my real purpose for posting was that today while experimenting in training with various tc4 setups something reall bizarre happened for the second time. Abel on the last hit of the tc6(launcher target combo) when backwards instead of in front of me, the first time i did this the cd still when off and i ended like a screen away from abel, the second time the cd failed and abel fell behind me. the frist time it happened it was so fast that i didnt really know what happened but after the second time i was kinda blown away with the result. anyone else had this happen in training? i imagine it was some fluke maybe had to to with corner or something but just curious if anyone else has seen this happen. i was just curious cause if we could MAKE it happen it would be another mixup imo.
when ur playing online just grab makoto’s wake up she cant do crap but tech ultra and ex command grab i think plus its funny watching makoto players who don’t know wat to do when u do that and make them think ur gonna attack them on wake up don’t just walk up and grab everytime try command dashing neutral jumping or whiffing some normals b4 wake up then grab and vortex it may sound stupid but it does work but if they’re smart they will found away out get out of it i love when they try to uppercut me from grabbing them thats almost as funny as the fei long who tried to hit me with ultra 2 after he hit me with a focus attack anyways for guy when he starts giving u the elbow drop and the flip throw try cr.mk
Makoto’s U2 gets her out of vortex? What? lol
Yes you’ll come across people that know how (or try) to get around aa’s. You’ll just have to space yourself, either by walking back and forth to mess up their spacing, or dash/cd/slide out of the way and then punish their landing. Normally neutral jump MK or air throw would be the ideal counter to people that like to jump over b+MP, but Guy is a specific case since he has a ridiculously damaging command air throw. Guy’s jump is slow enough as it is; you should have no problem judging the spacing and then choosing the correct antiair option within time.
Dealing with Guy’s cr.MK is the same way I deal with every character: just stay the hell out of their effective footsie range. For Ryu this would be his cr.MK/cr.HK. For Bipson, this would be his lk.scissors kick range. For Ken, this would be his f+MK range. There’s no reason to be up that close anyways. Ibuki does not have a worthy cr.MK like Ryu, and she does not have a really good cr.LP like Boxer. No, Ibuki’s primary range would be max range of her cr.MP/st.MK. At this range you should have no problem whiff punishing Guy’s cr.MK and doing your own pre-emptive cr.MP (which I think has more range than Guy’s cr.MK).
Guy’s EX hozanto is punishable on block (as is his hp.hozanto)… punish with raida or lk.kazegiri. Or if your timing is good enough, st.MK or cr.HK.
The fun starts when you face good Guys that know how to do like run-stop-pressure (see Combofiend).
I also have no idea wtf you’re talking about with Abel. Something about going backwards or something? Did you mean TC6 xx SJ?
@jrock1292: they can also backdash.
o yea i forgot makoto has that incredible backdash then thats when its time to use meaty cr.mp
I would not recommend U2, since Makoto is able to special cancel her backdash. Maybe just reaction forward dash and combo.
maybe its makoto’s u1, whichever one sends her to the wall. if he sees my vortex coming at all he takes me out of the air, if he reads the cross up he’ll get animation(not sure if he has to read the cross up but he doesnt get animation much)
thanks for all the advice
if makoto does an instant air axe kick and you try to on reaction get a lvl 3 FA good luck =\ he always combos after with cr.lp if he sees me FA and and gets ch and goes into combo, hence me backdashing, maybe the issue is i havent been able to focus soon enough to beat it? i’ll have to test i suppose. if i can get a lvl 2 FA i normally go for a block string after the axe kick. But holding the FA is deffinelty the worst possible outcome, i end up loosing all the 220 damage one axe get gets off of ch =((( the biggest problem i have is if he ever grabs me and gets a knockdown he’s all over me with meaty axe kicks and i cant seem to get a good way out except guessin good, which makes it really hard >.<
ya, ment tc6 i beleive, i did an edit, but the launcher target combo, i dunno odds of it being anything other than weird training room shenanigans is unlikely but i was really surprised when i saw it happen a second time
We should probably continue this discussion in the matchup thread but whatever.
FA2 is good enough to get a crumple. You don’t need level 3. If you’re within Makoto’s cr.LP range, you’re too close for an FA. Hell if you’re within anybody’s cr.LP, you’re definitely too close. It’s not that you can’t FA at this range, it’s that they’re more than likely to just do cr.LP xx cr.LP and break your armor. Save FA for poke range during footsies.
If Makoto is using Axe Kick (Tsurugi) for pressure, keep in mind that it’s minus frames on block (maybe even U1 punishable?). Makoto is going to rely on you not pushing buttons if she wants to continue pressuring after a blocked Tsurugi.
Some more theory fighter but you could possibly stick a b+MP in there if you predict a Tsurugi. Outside of throw range, that is. Or you could try reaction antiair with b+MP or EX kazegiri. Tsurugi is slower than Cammy’s TKCS and I’ve seen Daigo reaction punish it with dp.
Aknoba: that TC6 thing… i remember a discussion about it about a month or so after release. IIRC, it has something to do with how quickly you press the second HK and the frame window is pretty tight. I think Dime_X would know more but I’ll try to find it in the older posts.
nice =) i remember dime saying about a variation of hk.cd not crossing up on certain scenarios i think. i see a night spent in training looking for that window, thanks for the tip