Looking for Love: Ibuki General Discussion Thread

Oh hey I played that Ibuki before. He pretty much plays autopilot/flowchart/online Ibuki.

Just saw the video. Damn what a disgrace to the Ibuki lineage:

http://img849.imageshack.us/img849/8610/v13wtifuljoe.jpg

LOL “its button memorization and execution” !!! MAD salty!

also WTF is up with this ibuki player? LOL calling someone else cheap… dumbass.

-dime

Wow, judging from the gameplay he was doing, it didn’t seem like he knew the match up fairly well, and on top of that calling someone a ******. I just can’t stop laughing. That’s one salty Ibuki player… I mean I agree with Mike saying the way he played was kinda sloppy, but saying that she’s the least skilled character to use is a bit far. It’s more along the lines of ‘easy to pick up, but hard to master.’ =/

^ LOL at this ^ Not that it takes zero skill to play HO, but how overpowered was he in super when Mike caught fire.

Planned on going to EVO. Cancelled my reservations when they switched from super to AE. Sorry, we didn’t have AE in the midwest until 3 weeks ago.

Ibuki is the second easiest character to master, second to (but far from) Yun. Makoto is probably 3rd with how basic that character is in AE.

How are people defining “master”?

My definition is that in order to master a character, you need to know all of their moves, not just how to do them but also their general properties, frame data, hitboxes, spacing, etc. As well as when to use them, and in what situations, whether it be the commonly seen Ibuki’s b+MP or the uncommonly seen f+HK. You also need to know all of their setups, safe jump setups, knockdown situations, okizeme options, mixups, blockstrings, frame traps, etc. And when you finally hit your opponent, you need mastery of combos, and with Ibuki this means tsumuji loops, 1f links, and SJC’s. On the defensive side, you need to know how to keep your opponent out if necessary, including antiairs, reversal options, escape options, etc.

Going by this, Ibuki is not easy to master at all.

…um… you are completely wrong there on ibukis part. MASTER? i certainly havent mastered her and ive been playing her from the start. only person that i’ve seen that seems to have her mastered is sako.

masterclass ibuki utilizes tsumuji loop combos,close hk sjc mixups, u2 sjc, AA B+mp mixup cancels,a myriad of vortex options besides kunai 50/50 and sweep tc mixups (from the naked sweep or from target combo)

theres alot of shit to mastering ibuki than other characters.
even her “basic” game is more involved than most other characters.

is she flowchart as fuck? yeah. but thats literally the ONLY thing people could point out about her being easy.everything else takes alot of time studying the character and how she interacts with other characters…

we went through MONTHS trying to bring her to her fullest potential of cheese and now people are starting to take notice. DONT TAKE AWAY ALL THE HARD WORK THE IBUKI BOARDS HAVE PUT INTO HER. that just isnt fair.

-dime

Now if only we could get ClakeyD and Sako to merge, then we’d have S tier Ibuki. ClakeyD is the one with good matchup knowledge and experience. Sako is the one with top notch execution and mixups, and freaking gdlk reactions. Did anybody notice that Sako sometimes tries to counterpoke with raida?

lol that would be like combining chois fireball game,valles footsies, and daigos execution into one supreme badass shin ryu.

it’ll never happen. daigo is the best overall expression of a “shin” ryu and sako is the best for ibuki… we should just be happy that there are people out there that have mastered characters to that extent… cuase it really is slightly superhuman.

-dime

Perhaps “master” is the wrong word, but I meant her being very easy to win with. I agree with Mike Ross, it’s all muscle memory at the end of the day.

All of that is execution, and has hardly anything to do with match-ups/reading your opponent. The closest thing to depth in her abilities is whether or not a Tsumuji Loop will work on a character, but that’s only for an extra bit of damage.

Though it’s fair to say that she does take a lot of work. On the other hand, I don’t think she has as much depth besides difficult execution to almost every other character in the game. Her b+MP anti-air has sadly high priority, and the 50/50 mix-up that follows is again, down to dexterity.

This is the same for every character, so it doesn’t shift the position of difficulty for Ibuki by any major means.

I don’t like Sako’s Ibuki, it’s not consistent. A heck lot more consistent than the vast majority of other people using other characters, but it’s not as solid as Iyo’s. Iyo hardly ever goes for a bunch of 1-frame links; but the way I see it, it’s better to have something guaranteed than have a chance of failure. The mess that was ClakeyD vs. Sako comes to mind.

Take Ibuki’s mix-ups away (which is more about an opponent’s inability to defend) and she’s considered a low-tier character. Therefore to way I see it, she wins mostly due to her strength of mix-ups and high-damaging/stunning combos that follow, which are all down to execution.

since when was hard execution NOT a factor of how hard it is to use a character?

i also use chun, VERY easy execution and another braindead sf4 character as far as strategy goes… doesnt make her easy to use in the slightest though imho. for all those GREAT mixups that ibuki has she also has a SLOOOW walkspeed, shitty pokes and low health which means that an ibuki player will need
to use SKILL to overcome them.

sorry but after using ken,ryu,chun,rog,rufus,honda,bison i find it a hard pill to swallow that all of a sudden ibuki is derp tier. shes not, those characters i mentioned are WAAAY more derp than ibuki is. shit, ssf4 cammy anyone? lol gimme a break.

-dime

Does she have less depth than Ryu? Or less things to consider than when playing Chun?

It is not the same for every character. With shotos, you have a single antiair solution: dp. You don’t have to bother with this airthrow/raida/nj.MK/b+MP/cr.HP nonsense, and you almost never have to worry about spacing. If you mess up and it trades, then np, take your free ultra (Ryu/Sagat) or get a good vortex setup (Akuma) etc. When you get pressured, you don’t have a 3f cr.jab. You don’t have a good cr.MP crouch tech like Ryu. You don’t have dp FADC until 3 bars, and Ken/Akuma have hitconfirmable dp FADC, which Ibuki does not. And then there’s Ibuki’s backdash. When should you use it? When shouldn’t you use it? What options does your opponent have to punish it? Her backdash is unique in that she’s very airborne and she travels a far distance, at the cost of being a slower than average backdash. For example, a lot of option select sweep setups will not work on Ibuki due to airborne and hitboxes, but she is a lot more susceptible to reaction punishes. With a shoto, this is simplified. Your backdash sucks and you should probably never use it. For Ibuki, smart backdash technology is vital to her defensive game.

It’s not just your opponent’s inability to defend, but how well you can mix them up. Of course Ibuki’s primary trait is her mixup game… she’s a rushdown character after all. The same could be said for any other rushdown character. If you get rid of CViper’s BK mixup and her high/low/throw mixup game, what does she have left? If you get rid of Rufus’s dive kick, what does he have left?

@Dime: as a former Cammy alt, I give mad respect to those Cammys that win her 4-6 matchups, such as Honda/Boxer/Guile. gl hf autopiloting against Charge Fighter 4.

Completely agree with what dime and mingo said
@Izuna
It’s ok to not like sako’s ibuki.But this is how she’s meant to be played and a character in general.Maximum damage,maximum stun.Like we didn’t know from the beggining that she was a mixup combo heavy character.Take those away and she’s left with her shitty footsies and of course she becomes low tier.
Basically the tsumuji loop can do much more damage and stun.Take abel for example.You can do 385 damage and 488 stun with the loops.That’s 131 more damage and 150 more stun,which is a huge difference for a character like ibuki who has shitty health and can be stunned by two easy combos from most of the characters.Or for example the mixup against akuma i posted in the mixup thread.Why not stun him in one mixup instead of three?
Do you think that if iyo and acqua had the gdlk execution of sako,they wouldn’t go for more execution heavy combos?These combos and mixups are not just for showing off(well a little,lol).Like i remember watching an iyo match and he had u2 stocked about to finish the game and instead of sjcing into ultra goes for untech knockdown,the opponenet blocks correctly and reversals him to win the game.Of course iyo is more solid compared to sako.He’s been playing her almost exclusively for a year and knows the matchups better.But even if i didn’t know that sako’s combos did more stun or damage,his ibuki is much more interesting to watch imo.

Nah Ibuki is pretty simple and boring to play sometimes to be honest. Rinse, repeat, rinse, repeat. She just doesn’t require as much thought as some other characters do. Doing hard combos doesn’t mean the character is hard to play. In my opinion the hardest characters to play would have to be sim, makoto, gen, and akuma.
Sent from my Thunderbolt

my favorite ibuki to watch is motempests… i never get bored of ibuki cause i know that there is more i could be doing to win… like some motempest stuff that i never see outside of playing against him.

if ibuki bores you then MAYBE you should push yourself a bit more, or find better opponents. no character in this game is boring to me when playing against competent competition.

to be completely honest i stuck with ibuki cause i found her less boring than any other character regardless of my opponents level.

-dime

Well playing against better competition is never boring. But them again sometimes I wish I had a better walk speed, normals, or something to actually scare my opponent. Currently I’m putting a lot of effort into Makoto. I just feel like she is a better fit for me in this game. I mean Ibuki is only scary when she gets a knockdown after that all you got to do is block and her pressure is over.

Sent from my Thunderbolt

So I was browsing the Sonic Hurricane strategy section, reading all articles of interest, and came upon this: http://beingascrub.wordpress.com/2010/05/20/eyeballing-your-opponent/ which also linked to this Thelo's quick guide to reaction-based defense

So my question is, where do you look when playing?

After following the article’s advice and focusing on the spacing in between both players, my antiair reaction has skyrocketed, allowing me to ultra dive kicks on reaction, even online. Either that or I’ve been playing the newer recruits of the Yun/Yang army.

I used to focus only on the space in between both players, but once I got familiar with my character’s spacing/normals or my “sweet spot”, I focused only on the opponent.

Now, I focus on the opponent about 75% of the time and 25% on the space in between both players. I think. I haven’t give it much thought lately, and it’s kind of hard to gauge.

After reading a bit of the “quick guide to reaction…” about putting yourself in a position to react better, it reminded me of something a friend taught me about spacing. He calls it, “doubling up”, because you cover up the 2 situations where your opponent is either grounded or jumping in when you’re pressuring. The simplest example is Ryu doing cr.mk. If the opponent jumps in, you have enough time to react with a DP. If he doesn’t, then continue poking or cancel into fireball.

When Godsgarden first went online, I remember watching Sako do it live with Cammy. He’d walk up and pressure with tick throws or frame traps, and if they jumped, he did close st.hp as an anti-air.

I mostly play without my glasses, so the whole screen is a blur. Putting my glasses on (when I played at a tournament) completely messed me up. I also hate it when they use Japanese voices and mono sound =(.

Since I play best on a 7", I guess I look at the whole screen. haha

Did anybody see S03E09 of Gootecks/MikeRoss show? The terrible Ibuki is really making us look bad.

http://img34.imageshack.us/img34/9333/niggerdick.jpg

http://img40.imageshack.us/img40/9913/mainchicken.jpg

http://img14.imageshack.us/img14/9500/ft5r.jpg

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