Yea lol I’ve never made anyone that salty
Don’t worry about it. The reason I know about him, and his brother (Weaksauce), is because they usually play in tourneys in New England, around the MA area. Also in one of the Souper Bowl local tourneys last year, I played Weaksauce’s Honda/Abel, and I made him throw his stick. Although he says he simply stood up and his stick accidentally dropped. This was also way back when I used to player super scrub Ibuki, like those you see abusing online tactics. Dash up throw, SJ everywhere, jump back kunai, mash EX kazegiri, the works. I’d probably be pissed too if some random scrub randomed me out and sent me to losers. Not saying you’re a scrub or anything, I’m referring to my old self, in my anecdote.
Yea he couldn’t block any of my kunais. The one time he did wakeup ex seismo I read it, so I did safe jump os low foward since it’ll beat ex seismo and go under ex burn kick.
Anyone got any advice on how to beat Blanka? He is the only character i seem to really struggle with.
This isn’t exactly the matchup thread but I’ll bite.
Basic zoning, spacing, antiairing, and far.st.LP and cr.MP usage will go a long way toward keeping Blanka out. At mid range outside his cr.HP range, you really only have to watch for jumps or dashes or hops. Blocked horizontal ball is easy neckbreaker punish, and the slower jab horizontal ball can be reacted to with st.LP or cr.LP or raida or whatever you wanna do.
You can probably even turn this into an option select, so when you see horizontal ball you input raida when it is supposed to hit you. Since the last input of raida is back, you’ll autoblock if he does the HP version, and raida won’t come out because you’re in blockstun, but it will come out if he does the LP version. This is just theoryfighter as I have yet to face really good Blankas anyways.
I personally think Blanka has limited “solid” options in this matchup, and will probably have to ride his offensive pressure (hop trickery and electricity spam) to victory once he gets in, if he ever gets in.
The main thing I suggest you master in this matchup is your kunai vortex. There is a specific timing where you can make EX up ball whiff, and still land safely on the other side. If the Blanka player is not used to vortex, then you can probably get away with simply aiming for non crossup vortex but still landing on the other side, as a non crossup kunai will pretty much guarantee a whiffed EX up ball. If Blanka doesn’t have meter then you don’t even have to bother with this. If Blanka gets ultra 2 stocked, then you may want to mix in safe jumps alongside your vortex. Something like sj.LK can be very ambiguous and still be safe against his ultra 2, but not EX up ball. If you want to go for the perfect safe jump at the cost of ambiguity, then use the setup: neckbreaker , cr.MK , j.HP.
Let me know if I missed anything.
6-4 Ibuki favored imo.
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LK Kazegiri is a good move to beat out throws. Making it 4 frames would give it more priority in that respect (beating 5-frame moves AND throws, for example after Ibuki tries to pressure after a 0-frame attack, LK Kazegiri would beat her st.MK and throw). Possible letting it cancel on the second hit so it’s possible to cancel on reaction (if it’s a block) would be great. Giving her invincibility without meter alone would make her S-tier.
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In 3S her cr.HK xx st.HK combo was spacing specific
[media=youtube]87bx9YxYJQQ[/media]
- This would make her feel more like her SF3 versions, and make her mix-ups that little bit more ambiguous. IMO it doesn’t make her stronger, just more stylish.
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The first hit of f+LK will still be special cancel-able, just not the second hit or third. However, they can still be cancelled with a High Jump. This means that a 3x f+LK xx High Jump xx Kazegiri can be used. Ibuki can only cause an untechable knockdown after a f+LK with EX Tsumuji, or by using a Tsumuji Loop. This means that this new chainable f+LK can be a good hit-confirm but only with difficult execution. This will allow Ibuki players to overcome her weakness through training (similar to C.Viper).
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This makes a huge difference. At the moment, it’s too difficult to react a a EX Kazegiri FADC into Raida or cr.HP. Some of the best Ibuki players are deciding to follow up on the launch before even confirming that it has hit, which means some times they don’t follow up on it due to inability to react. EX Kazegiri is only FADC-able on the first hit, so she can’t confirm that it has hit like Ken, or Akuma. This isn’t to save Ibuki meter, but to make sure that if she spends 3-meters to do EX Kazegiri FADC, she can follow up on it on reaction. To me this is very important.
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Ibuki’s backdash staying the same doesn’t matter, but my suggestion to increase the recovery frames is so that she’s balanced along side Yang. She covers a lot of distance with her backdash, and hops over low attacks too frequently (especially when fighting Makoto). Currently, everyone is using Option Selects to beat Ibuki’s backdash. At higher level play it makes no difference, but at lower levels her backdash to too effective for escaping because of this.
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I should be more specific. LP Raida should be -2 on block. Raida always beats a throw so it makes sense to maintain it’s weakness in that if Ibuki uses it at the wrong time grapplers can throw, but I don’t agree with it being punishable by a non-grappler’s throw or combo. It should leave her at a disadvantage because of how Ibuki can set-up after it on hit, but at the moment it’s useless outside of a hit-confirm.
OT: I was thinking about having Ibuki’s cr.MP do one more frame of block-stun (so she is +1), but that’s the number one thing that would make her broken. Just like in 2nd Impact.
Mingo is right. The Vortex safe-jump is Neckbreaker -> Ageman -> SJ Kunai. I used it against LapChi (the Blanka player that beat RedCaliburn and won the recent tournament) and beat him 2-1. You can punish the whiffed upball with EX Neckbreaker which is very important.
Watch out for Blanka’s cross-up Ultra 1. It got me everytime because I was trying to do a wake-up Hashinsho to escape (which is what Iyo does). A fair bit of practice is important, as it’s not easy to get a reversal Hashinsho after an Ultra freeze.
Wow, thanks a lot. I am fine doing the kunia vortex on most characters, but i can’t do it too well on Blanka cos of electricity spam. I guess i should just work on my timing for it.
I’ll try this stuff out
Hey guys, I just came back from EVO.
Yeah, I made it out of pools in Winners. I used to main Chun and I played against 2 Chuns in my pool. I know that match-up extremely well, because I know exactly what most Chuns want to do.
But then I lost my composure and lost to Mr. SNK and Chris G. They both beat me 2-1… =/
I think I did quite well for not having played AE in awhile. But dammit, I played like absolute ass when I went up against Australia in the 5v5. My problem is that I don’t play it seriously. That’s gotta change. I need to focus and take this game more seriously again.
No Ibuki luv? ^
Not sure if that’s directed at me or not, but Ibuki is my main now. I really want to get better with her. I think my favourite match-up is against Bison right now.
Ugh, drinking until 7:30am with Mago and Poongko didn’t help me concentrate on my matches at all lol.
- I still don’t understand why you’d want to use a move that is -27 on block, just to beat out throws and 5f moves. Even if it was easily FADC-able on reaction, I just can’t possibly see how this would be useful.
- You do know that at max range f+LK, you’re going to be too far to cancel into kazegiri? It’s just going to whiff.
- Just do cl.st.HK or cr.HP and then SJC lk.cd as if it’s going to hit, and use that as your hitconfirm whether to continue or not.
- I still think it’s just going to be a braindead frame trap. You have to consider what this would mean against non grapplers as well. And due to pushback, you’ll probably be able to spam it some more after block. Worrying about a grappler punishing with a combo is the least of Ibuki’s concerns, since simply going into spd or ultra would be their most damaging option anyways, not a throw or a combo.
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That little bit of priority will still make a difference I think. It coming out faster would make it better vs. High Dive Kicks as well I suppose.
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Really? {cr.LP, st.LP, st.LP, st.LP, st,LP, f+LK xx Kazegiri} connects.
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You’d go for that if you could react to EX Kazegiri hitting. You could press it everytime, but in respect to other characters with their juggles after a reversal, Ibuki’s is probably the fastest.
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at -2 you wouldn’t be able to even backdash or jump. You either get punished by a 1-frame grab, or you’re forced to block. LP Raida doesn’t have much pushback, everyone’s cr.LP should reach.
- Against dive kicks I’d rather use raida.
- Then just react with cross under into raida. Definitely not impossible as you say.
- Do max range raida, not point blank raida.
I understand. #6 we may agree to disagree. I agree with #4, I forgot how easy that one was to do. 4-frame LK Kazegiri might make too much of a negligible difference.
So in the end, I’d like to see the following changes (for the sake of reference):
–Buffs–
- f+LK chaining into itself (ala 3rd Strike)
- cr.HK xx.st.HK being spacing specific
- more distance on jump-back Kunai
- cr.LK xx cr.MP target combo
- EX Kasumi Gake
- Faster EX Hien
- Hashinsho bringing Ibuki closer
- Kunai has no height restriction
- LK Tsumuji and Neckbreaker 20 more damage
–Nerfs–
- Ageman juggling for 1 less hit
- More recovery on backdash
- less range on st.MK
- it’s really good to talk with someone with a different viewpoint. Thank you
you wont to screw up stuff that actually makes her decent and give her stuff that would make her more random? this is street fighter man.
btw i dont know what exactly you mean when you say the kunai should have no height restriction.
That’s her 2nd Impact stuff. She was S-tier in that mostly due to her Hashinsho and cr.LK xx cr.MP target combo. In SSFIV it’s less important, but would make her feel more agile like she used to.
Kunai having no height restriction would mean she would be able to apply pressure similar to how Rolento used to. Think Cammy’s Instant Cannon Drill, but with slightly less frame advantage. This would allow Ibuki to combo LP Kunai from a cr.MP.
Connect the dots.
she can already do that, and it definitely is a good way to catch os techs.
This is SF4, not SF3. Why in the hell would you want to nerf her s.MK range, I will never understand.
No, because the height at which you can do the kunai makes it unsafe on block. Giving her no height restriction allows your to TK it.