Pretty much the same combo I did on Vega but with jab kunai and cr.lp into knee (+4 from kunai).
Hey Ibuki players,
eMraistlin just posted a truly awesome Excel sheet calculating the exact active frames after a whiffed setup.
You can find it here:
http://www.hitcombo.com/wp-content/uploads/2011/04/frame-calculation-Ibuki.xls
Explanation:
You have three columns (FIRST_MOVE, SECOND_MOVE, THIRD_MOVE) listing what setup you should do, if you want the third move to hit.
The last two columns, MIN_ACTIV & MAX_ACTIV are explaining what is the first active frame, and what’s the last one.
If you take a look, you’ll understand pretty easily if you’re frame-data familiar.
This could be very useful if you want to investigate safe jumps/ fake jumps setups
Beware that this file is a result of an SQL query in Ibuki’s frame data, so it’s huge, and a lot of things aren’t useful (unless you wanna know how to meaty cl.LP someone lol), but taking into account all character’s wakeup duration, you can find some safe jumps setups here, just look for “JUMP” in the THIRD_MOVE column to get these setups
The only “jump” I see in the third column is "SAUT : JUMP FORWARD MP"
Whatever that means.
I still don’t understand the point of this when you can guesstimate safe jumps with Ibuki’s frame data.
Oops, forgot to translate it, “SAUT” in French means “jump”. I don’t know why he added that, “JUMP FORWARD MP” is enough anyway
Well, it just helps you to estimate the safe jumps with giving you the direct exact numbers, saves you the mental calculation time
As far as I understood it (please stop me if I’m wrong, I’m not that used to frame-data), since HP neckbreaker har 21 recovery time, if you have an opponent taking 71f to wake up, this would mean that we are looking for a setup with the first active frame at 50, am I wrong here?
I still have no idea how to read this.
HP neckbreaker has 19f of recovery…? Unless the frame data on SRK wiki is wrong.
I read on the wrong column, 21 active frames, 19 recovery frames.
I just discovered this and I’ll have to check it, I’ll anyway probably meet the guy who wrote this article tonight so I’ll ask him how does he use it, maybe it can help
Cool story bro.
Also Damascus, I currently cannot read that on my phone but I was wondering if something like existed yesterday when messing with specific setups. Thanks a lot for posting that.
Super Street Fighter IV Yun Edition :smokin:
Also I don’t really get why Akuma would have more trouble fighting Yun than Ryu/Ken/[insert shoto here]. Is that only because he’s got a low stamina?
Oh, Saunic just posted an Ibuki’s match-up list. He prefered just splitting into categories, instead of giving the classic matchup numbers.
Here’s the list:
What do you guy thinks? I am pretty okay with the list, I would just switch Cammy & Bison… Let’s see what good Ibuki players think of it
Big advantage
Dhalsim [Not that big prior to Knockdown, Dhalsim can also play a pretty good rushdown on Ibuki]
Noticeable Advantage
Ken [This is a hard match-up for Ibuki]
Chun-li [This is even worse]
Cody [5-5]
Dan [Underrated character, but if you say so]
Gen [5-5, Gen has many unblockables against Ibuki, and U1 escapes basic Vortex]
Gouken
Hakan
Juri
Rose [No, she can backdash out of basic Vortex, and is hard to combo when crouching]
El Fuerte
Blanka [You’re kidding]
Vega/Claw [5-5 for sure]
Evil Ryu
Oni [Why? No one knows this match-up]
Slight advantage
Adon
Guy [5-5 imo, but okay]
Ryu
Sakura [Sakura has the advantage here for sure, Ibuki can’t deal with Shunpuukyaku pressure or launchers without meter]
Abel [I agree, but this is so hard to master I’d say 5-5 for effort compared]
Dudley [Huge advantage, not slight]
T.Hawk
Sagat
Guile
Makoto [LOL]
50 - 50
C.Viper
Deejay [No way, Dee Jay murders Ibuki]
Slight disadvantage
Zangief
Gouki/Akuma [Very 5-5, everything about this match-up is even. I really want to know why people think this]
Seth [Disadvantaged for Ibuki? She has Unblockables and high stun combos, with the same escape options with the rest of the cast for Seth’s BS 50/50s]
Feilong
E.Honda [No way, I’m out of time but seriously, there’s so much reason why Ibuki has the advantage here]
Balrog/Boxer
Noticeable disadvantage
M.Bison/Dictator****
Rufus [Slight, but yeah, I agree]
Big disadvantage
Cammy [Not in AE]
Yang
Yun
Why shouldn’t you have a big advantage against Dhalsim? You’re ten times faster than him, can go over any of his long range pokes (Sako’s b.MP ftw) and once you put him down, basically, you won. Unless he surprises you by rushing in a very smart way, the psychological advantage is definitely yours imho
I agree for Chun-li, I’ve to get his opinion 'cause Chun-Li is probably one of my worst personal matchups (with Bison & Abel).
Why should Ken be a hard match-up? Once he is down you have an unblockable to keep him down. The most difficult thing to do against him is to be able to prevent crossup tatsus to hit (not that evident) and stay out of his kara throw range. Looks fair for me.
As far as I know you can punish almost anything Blanka does by an untechable knockdown. This fact alone gives you an advantage. I hate Blanka anyway.
Why huge advantage against Dudley? I don’t really know this match up and keep getting asskicked by good dudleys because I don’t know what to do on wake up…
can you explain how Ibuki has an advantage over honda? 0.0
Dhalsim still has the ability to block your mix-ups, and his Yoga Blast/Super will beat most of Ibuki’s ambiguous cross-ups. It sounds like you haven’t played a really good Dhalsim because it’s very difficult to get in on one. Dhalsim doesn’t need to be in the air to keep you away unless he’s anti-airing you at certain ranges. Ibuki also has low Stamina which means he doesn’t need as much. Saying “it’s over after a knockdown” is basically saying the Vortex is unblockable or something.
Okay, the EX Neckbreaker unblockable will never be 100% consistent, and it also doesn’t work with Ibuki’s back to the corner. Just staying out of his kara-throw range will put you in the corner from the sounds of it. Ken’s damage is ridiculous in AE, and he’s got just as good set-ups on wake-up after a hard knockdown or HP Shoryuken. Trying to knock Ken over isn’t easy because he definitely has better ground tools, and he can just focus out of your Kunai Vortex anyway. It’s never “over” after one knockdown. That’s like saying it’s “over” after Seth does his Tandem Engine.
What are you going to do with an Untechable knock-down against Blanka?
- Neckbreaker -> b+MP -> sj.LP Kunai makes Ultra and EX Up-ball whiff, bit mid-screen you’re not punishing the EX Up-ball with anything large. Also, this “safe-jump” loses to Electricity. Even if you get some hit-stun, you can’t do long hit-confirms on a crouching Blanka, and the most damage you can do is about ~170 (whatever cr.LP, cr.LP, st.MK, HP Neckbreaker is). Also, Blanka’s Okizeme is some of the best in the game. He has better Okizeme than Ibuki.
Because Dudley can’t get in haha. Ibuki can do a lot of set-ups on his after knockdown, and even if Dudley blocks correctly he’s not going to get a huge amount of damage anyway. His corner pressure is great but no where near as good how much pain Ibuki can bring to him full/mid-screen.
If we assume:
Big advantage = better than 6-4
Noticeable Advantage = 6-4
Slight advantage = 5.5 - 4.5
50 - 50 = 5-5
Slight disadvantage =** 4.5 - 5.5**
Noticeable disadvantage =** 4-6**
Big disadvantage = worse than 4-6
Then his tier list looks like this:
Dhalsim: better than 6-4
Ken: 6-4
Chun: 6-4
Cody: 6-4
Dan: 6-4
Gen: 6-4
Gouken: 6-4
Hakan: 6-4
Juri: 6-4
Rose: 6-4
El Fuerte: 6-4
Blanka: 6-4
Claw: 6-4
E.Ryu: 6-4
Oni: 6-4
Adon: 5.5 - 4.5
Guy: 5.5 - 4.5
Ryu: 5.5 - 4.5
Sakura: 5.5 - 4.5
Abel: 5.5 - 4.5
Dudley: 5.5 - 4.5
T.Hawk: 5.5 - 4.5
Sagat: 5.5 - 4.5
Guile: 5.5 - 4.5
Makoto: 5.5 - 4.5
C.Viper: 5-5
DeeJay: 5-5
Zangief: 4.5 - 5.5
Akuma: 4.5 - 5.5
Seth: 4.5 - 5.5
Fei Long: 4.5 - 5.5
E.Honda: 4.5 - 5.5
Boxer: 4.5 - 5.5
Bipson (Dictator): 4-6
Rufus: 4-6
Cammy: worse than 4-6
Yang: worse than 4-6
Yun: worse than 4-6
And I pretty much disagree with almost the entire list.
Dhalsim: a solid Dhalsim is not a free win as Ibuki. You still have to do work. Ibuki is not Yun and she can’t autopilot her way to victory against the best Sims. When you play Dsims that do more than spam st.HP, you’ll know what I mean. Matchup is 6-4 imo, not better, not worse.
Ken: good dp, excellent kara throw game, excellent setups off dp knockdown. If it weren’t for Ibuki’s unblockables, I’d consider this matchup 5-5. Matchup is 5.5 - 4.5 imo, possibly 5-5.
Chun: top tier footsies, period. st.MP spam can safely keep Ibuki out all day. And when you do get in, you can’t freely vortex all day. You have to watch for EX SBK, and good Chuns are going to save meter just for this threat. Mastering ambiguous jumpin + safe jump is a must. 5-5, possible 4.5-5.5, imo.
Hmm this is going to be a long list. I’ll just address the ones that are really out of place. Maybe Saunic can explain his choices as well?
SRK forums is a piece of shit running on fucking hamster run servers, so I had to split this post into two.
I’d say more advantaged (or 6-4) against Ryu, Dudley, Sagat, and Guile. Ibuki is probably one of the best characters at shutting down projectile zoning games. Take it from Air: the Ryu vs Ibuki matchup is a nightmare. Ibuki has counters for all of Ryu’s options, and a strong okizeme game (vortex/unblockables) to maximize damage off a knockdown. Same thing with Sagat, who has even lesser normals, except he can get tsumuji looped to death, and has a slower walkspeed, limiting his ability to turtle. Imo, Ibuki’s normals > Dudley, so getting knockdowns in this match should be a whole lot easier than most other matchups. Guile pretty much relies on having a boom on the screen, and you can usually nullify that with well placed/timed slides or air kunai.
C.Viper is 4.5-5.5 at best, definitely not 5-5. EX Seismo is a fucking bitch to deal with, and Ibuki can’t handle Viper’s high damage/high stun pressure game very well.
DeeJay is also 4.5-5.5 at best, definitely not 5-5. LK upkicks shuts down any obvious vortex or ambiguous jumpin attempt, limiting you to safe jumps or meaty setups; basically a watered down okizeme. You’re pretty much forced to maximize damage at every opportunity, such as tsumuji loops, so you can make your knockdowns count.
Zangief is 5-5. Ibuki has good zoning tools. Don’t just think “oh I can’t autopilot vortex him so it must be a bad matchup.” You can still put considerable pressure on Gief if you’re creative enough. Ibuki’s normals can also put up a nice fight in this matchup. Lastly, do not underestimate the power of Ibuki’s TC10.
Akuma is 5-5 imo. Akuma’s vortex hurts, but so does Ibuki’s. Plus you have an easy to setup unblockable. Backed up with proper neckbreaker reactions vs teleport, you should have as much of an easy time once you get the knockdown as Akuma. Akuma note: he cannot tatsu , cr.HK you. This forces him to spend meter on FADC to get that sweep for vortex, in certain situations. You can pretty much stun Akuma in two combos if your tsumuji loop execution is on point.
Seth is 5.5-4.5 or maybe better imo. Ibuki’s unblockables rape Seth, and like Akuma, you can stun him in about two combos. Whereas it takes like 5 mixups to stun Ibuki.
Fail Long is more like 4-6 imo. Excellent normals, almost as good as Chun’s, ridiculous damage output (which will thankfully be nerfed), and safe and powerful corner game.
Honda is definitely like 6-4, Ibuki favored lol. At least in AE. Maybe when he gets his headbutt back it’ll be 5.5-4.5, but as of now, Ibuki can play footsies against him, and the reward is much higher (vortex vs hands pressure lol). You can jump at him and he can’t do shit without meter. Ok maybe he can st.HP but if you’re smart with your jumps, you’ll be fine. It’s very difficult for Honda to get out of vortex. Headbutts don’t work. Buttslams get reaction neckbreakered. And his forward/back dashes don’t go very far.
At no point in the match is Honda ever at a significant advantage. He’s entirely based on having a life lead and maintaining that lead, and he can’t play that game very well against Ibuki. He has to be on point in keeping her out. With tsumuji loop factored in, Ibuki outdamages/stuns Honda. If Honda gets a knockdown, it’s nowhere near as scary as Ibuki getting a knockdown.
I’d really like to know why Saunic thinks this is a bad matchup for Ibuki or if he just simply gets hit by the stop sign all day lol.
Bipson: I’m tempted to call this a 3-7 matchup. Pain in the ass to pressure on wakeup. Pain in the ass to deal with scissors pressure. Ibuki’s normals to Bipson’s st.MK st.HK spam. He has a stupid hitbox which can make it difficult to force stand and get those loops in. Bipson wins just by being Bipson. Etc.
Rufus: 5-5 imo. Ibuki knows how to dish out stun and Rufus gets stunned the easiest, period. He’s completely free to vortex. He has trouble getting in on solid players, as he relies heavily on dive kick usage. Ibuki has a lot of freedom midrange since Rufus’s normals are below average, and are generally meant to be counter pokes instead. Dive kick pressure hurts, but you’ll live.
Cammy: 5.5 - 4.5 imo. With the lack of TKCS, Cammy is just not scary anymore. Yeah she can frame trap you, but she can’t do it all day. And she has to spend meter to stay in (EX TKCS). Playing patient and punishing attempts to get out of vortex will net you the win.
After seeing how Rufus/Cammy/Yang/Yun are Ibuki’s worst matchups, acccording to Saunic, I’m starting to think he just simply has trouble with dive kick characters. And maybe he’s making this list from his online experiences, and simply saying stuff like Juri being a 6-4 matchup for Ibuki, just because he never plays a decent Juri that knows the Ibuki matchup.
@Izuna:
Rose: use mp kunai during vortex. Or maybe hp kunai; dunno if that one works.
Claw: a rushdown character trapped in a charge character’s body. He certainly has good pressure tools such as cr.LP and kara throw, but he pretty much has to link like 3x 1f links in a row to even get a knockdown cuz he has to charge that laser to get access to his knockdown specials. And the combo doesn’t even do that much damage. Meanwhile he’s 100% free on wakeup (no decent reversal without ultra, lol), gets pwned by unblockables, and gets looped all day. Certainly better than 5-5.
Abel: I’d say Ibuki favored because tsumuji loops don’t require much effort, but I guess that’s just me.
Sakura: what? lol. Ibuki can’t deal with tatsu pressure my ass. Just block and you’ll get pushed out of range. Better yet just stand block. She can only do like 2 at most. What’s more important is that Sakura has trouble option selecting Ibuki’s far backdash. Same thing with Abel. Use it, abuse it. Also I thought everyone is familiar with Sakura’s EX tatsu reset game by now. Just because you want to mash dp everytime she does it doesn’t mean it pwns Ibuki. Learn to block. 5.5-4.5 or 5-5 imo.
DeeJay: does not murder Ibuki. He simply forces her to play solid. Just because you can’t vortex doesn’t mean it’s the end of the world. And just because he knocked you down doesn’t mean you autolose compared to like Yun or something.
Rufus: focus more on keeping him out than you rushing in and you’ll do fine.
@Damascus:
I play a local Chun often so I guess I’m biased? For me, the matchup pretty much boils down to spacing, footsies, and mindgames. And a lot of jump kunai abuse and FA spam. I know Chun’s st.MP is a gdlk poke and I simply stay the hell out of its range.
Try playing Dudley for a couple games; maybe until 1000 BP so you can go for the C to shining C achievement while you’re at it. I’ve played around with Dudley and it’s clear that has basically has zero footsies. Every button he has is designed to be a counter poke, and counter poking is hard, at least for the untrained. The closest thing he has to a poke is st.HP and f+HP, but it’s slow, loses to lows, and doesn’t knockdown. The damage is really nice though. Block on your wakeup. Eating throw after throw is fine; it gives you more time to analyze what buttons he’s pressing.
Back to Izuna:
You only have to worry about Ken’s kara throw if he’s anywhere close to you, usually with a frame advantage. You’re making it sound like Ken is able to use it as a footsie and somehow force you to the corner lol. Ken’s damage is not ridiculous in AE. If you can tsumuji loop, you will definitely outdamage him. If he needs to hitconfirm, his damage output is definitely between low-medium. His dp setups are good, but you can certainly mess with him by delaying, or even not quick rising. Neckbreaker knockdowns and other Ibuki’s untechable knockdowns are far better. He can’t focus out of your kunai vortex if you know how to reaction punish it. I’d say the ground game is even imo. I really don’t see him being able to force his way in or get free knockdowns. Ibuki’s f+LK beats his cr.MK, and good spacing + sticking out a normal beats his f+MK. What else does he have? Everything else is a counter poke.
Blanka: I’m going to vortex him. What else? You don’t need to punish upball hard; neckbreaker punish is already punishing enough, considering you just got him to waste meter. cr.LP, st.LK, f+LK, and st.MP are your friends when it comes to comboing Blanka. Stop thinking you need to do TC4 in every situation.
Bad troll is bad.
Mingo, I always been meaning to ask you
What’s your opinion on Ibuki/Sakura?
Pretty much the whole of Japan disagrees with you on two things: Ken vs. Ibuki, and Blanka’s Okizeme. I don’t we can agree on either of these.
Anyway I don’t think Ibuki is 5-5 on Rufus at all. He can reset himself from all unblockable set-ups, and he can force a juggle with LP Snake Strike. I’m not saying it’s bad just because she can’t do her usual Okizeme, but punishing EX Messiah Kick and getting out of the dive-kick pressue are big risks. In this match-up, Rufus has a better solid Okizeme and meaty game. It’s not massive, but match-up charts are assume both players have equal skill. You can’t just say Ibuki can Tsumuji Loop all over the place without thinking about what this would mean for the other player.
vs. Dee Jay you can still go for the Vortex but I’m not talking about that. Nothing is certain after a knockdown, and I don’t think the 50/50s themselves when considering match-ups, but how frequently they happen. Perhaps you’ve never played a dedicated Dee Jay player. She cannot react to punish his projectiles, and she has no real set-ups after throws on him. Dee Jay on the other hand does, so he’s more likely to finish Ibuk off.
vs. Sakura, I’m not talking about EX Tatsu launchers either, but since you brought that up you have to understand that that is technically a 50/50 situation that may reset into itself. Ibuki is forced to block Sakura’s pressure without EX Kazegiri, and it deals chip damage. Ibuki is also out-footsied in this match-up with less Stamina. Again, if Ibuki can block launcher resets very well, Sakura should also be able to just focus her way out of the Vortex, or block it. Sakura’s damage is potentially very high.
vs. Rose… Yeah, MP Kunai so they can Soul Throw or the chance of a juggle with is close to impossible to react to. I’m not saying it’s a very hard match-up, but no way is there a significant advantage.
vs. Claw… Okay, seriously, stop this. If Ibuki can just Tsumuji Loop all she wants into an Unblockable (which only works mid-screen or with Ibuki’s back to the corner btw), then Claw is able to cr.LP her all day. Similarly, I don’t think you know about Claw’s unescapable Super in the corner, but his Wall Dive Vortex is harder to escape than Ibuki’s Kunai Vortex. Another is that Claw is able to reset himself from the Unblockable (I forgot how, but Dr Claw was going it every time). It’s damn near impossible to anti-air Claw consistently, but lets say this Ibuki player happens to be better than Sakonoko. If that’s the case, then the Claw player is also impossible to jump at, and will probably hit-confirm his cr.MPs so Ibuki can’t even focus his pokes into a throw. One final thing is that Ibuki needs one EX Bar to use the unblockable. Building meter opens her up to Claw and/or loses a lot of space.
vs. Abel - probably is slightly Ibuki favoured now that I think about it. Especially since Yoroitoshi shuts down the rolls. I’ve managed to eat Abel’s cr.HK xx Roll or whatever it was. haha
Anyway. Most of my opinions are based on how likely Ibuki loses in NSB/Arcades to these characters. I see F-Word just switching from Ibuki to fight Blanka, and I would do the same. I’ve also seen Iyo lose to similar things. What I have never seen is Ibuki murdering either Ken or Blanka in the Arcades. It’s always close if Ibuki does win, but more often than not she loses.
Finally. You saying you play a local Chun-Li frequently making you see the match-up to be more fair would happen with pretty much any match-up. Even Iyo does well against Umehara/Kazunoko. When you play the same person for so long match-ups don’t seem as bad, this happens with like, every fighting game.
Match-ups talk about likelyhoods. If you play an unknown Ryu player that has just as good execution as you, there are many things you’ll have to assume mid-match. When he likes to tech, SRK, ect. You can’t apply tierlisting to players who have played each other so much, or say one player has gdlk execution but the other doesn’t. Otherwise Fei-Long vs. Fei-Long is 6-4.
I guess so.
Since when is there an unblockable on Rufus?
You mean autopilot her vortex.
Ryu can reset himself as well from Ibuki’s unblockable setups (which actually work on him). If Ryu had a dive kick, would he be a bad matchup as well?
I can tsumuji loop fairly consistently, enough that I would try it in a tournament match, and I suck.
You can’t really compare execution requirements of different characters, at least not Rufus vs Ibuki. By your logic we should say Rufus vs CViper is 5-5 because “players of equal skill” means CViper will be dropping her 1f links or miss SJC’s, just because Rufus doesn’t need the same level of execution. (trying not to straw man here but just trying to show that your idea doesn’t work)
Why do you need to reaction punish his fireballs? Why do you need setups after a throw?
Ask yourself this: if you’re suddenly not able to vortex Guile, would he suddenly become a bad matchup too?
Disagree. Sakura’s normals are good, but they do not dominate this matchup like you think. Again, focus on counter poking instead of just spamming that cr.MP and you’ll do much better. Sakura can’t force her way in just as much as Ibuki can’t force a knockdown.
Most Sakura mainers don’t even go for EX tatsu resets. They go for otoshi knockdowns and ambiguous jumpins or other setups. That’s how overrated they think they are.
It seems like your okizeme game is not strong enough if they can simply focus their way out every single time. And apparently simply picking Sakura means you can autoblock vortex.
Sakura’s damage output is high, I’ll give you that.
Yes I’m sure every Rose wants to wakeup Soul Throw. What are you doing that you can’t reaction punish people trying to escape vortex? Is this online we’re talking or something? I agree it’s not a sigificant advantage for Ibuki, but it’s not because Rose is somehow immune on wakeup.
Tsumuji does 300-400 damage. cr.LP spam into EX FBA does like what, under 200? If Claw’s vortex is so gdlk, why don’t we ever see it dominating matches? Why is Claw un-antiairable? Does he have a dive kick or something that I’m not aware of? Why are you trying to focus his pokes into a throw? Sure, first round you’ll need meter to use on EX neckbreaker. But you’re basically not spending meter on anything else anyways, except for maybe mash EX dp.
What did you use to counter his cr.HK xx Roll?
I’m not seeing Ibuki “murdering” Ken and Blanka either, nor am I claiming those matchups to be heavily Ibuki favored. I really don’t think Ibuki has any 6-4 or better matchups except maybe a select few.
Most of my opinions are based on my C to Shining C achievement. Does that count?
I noted my bias in that I play a local Chun frequently, and that’s why I also made a margin of 5-5 to 4.4-5.5.
I can play lots of characters on a basic level, and as Ibuki, when I play, I usually don’t learn anything new about the matchup except maybe tiny details like character specific setups or specific frame adv/disadvantage, or unless it’s a really rare character like Gen or something.
That’s why I’m so confident with Ibuki and that’s why I don’t think she has many really noticeably bad matchups. By this I mean 4-6 or worse. I think small differences between 4.5-5.5 to 5.5-4.5 are too small to notice, especially when it’s two top players.
If you’re a good/top player, and you take a loss at a tournament, and you feel you lost because of the matchup or that you could have done better with another character, *then* you know something is wrong with the matchup.
So, you don’t think Ibuki vs Chun is 5-5 or 4.5-5.5?
That Dr Claw guy is the real deal, holy shit.
We should get Mingo to fight him. TBH he’s the only Claw that’s beaten me (badly). Best other I’ve faught is xWAx Quest lol. 15-0’d him last time and after being removed from the lobby for the 4th time that’s why I quit that stupid team.
Certainly not, no.
He’d probably 7-3/8-2 every character in the game haha. Unless you’re talking about the Evil Ryu sort of dive-kick, I think you’re joking here…
So can I as I’ve found out at last week’s WSO. I can even consistently do EX Kazegiri into st.HK, cr.HP, ect. Hell, I probably have better execution than Iyo offline. However, I didn’t make it out groups because Ryan Hart capitalised on my poor decision making with Hakan.
I think the difference in our way of thinking for match-ups is that I don’t see this stuff from the point of view of damage numbers. I don’t think there are many matches where it matters if Ibuki does a Tsumuji Loop or not.
But this is how tier-lists are produced. Makoto would be higher on the tier-list if her combos were easily hit-confirmed whilst doing the same damage. C.Viper isn’t considered an A-tier character because of how hard is for one player to do so much. Latif beat Umehara at Evo 2k11, but if Umehara had his execution on point, he would have won as the chart expects. That day, Latif was the better player, he had better execution as Umehara couldn’t land st.Jab, st.Strong.
Not everything about SSFIVAE is well known. Yang has unblockables all over the place, and Claw has a gdlk Vortex. Try to play this Dr Claw guy.
Unlike with Balrog (lol)… ahem, Boxer, you can’t walk underneath his jump-in to hit an Ageman. I thought Claw was crazy hard to anti-air with anything but cr.HP or EX Kazegiri, and I’ve searched for Sakonoko matches. He chooses to use EX Kazegiri as an anti-air to, so as NVNiko was telling me Claw is not really possible to consistently anti-air.
Focus dash into throw from what I’ve seen is where the whole meta-game builds in. Without Ibuki doing this, she has no way to get in, so if she loses a life-lead she goes to build meter and force Claw to come into her.
Well, if Claw picks up the life-lead, he doesn’t really need to rush Ibuki down at all. He’s way more likely to start a lead than Ibuki is, but of course I think this match-up is 5-5 so I’m considering that it takes some serious skill to pull that off, haha.
… sorry I had more to say but I’ve run out of time. Oh I punished the roll with U1. Of course the cr.HK wasn’t on hit… Is it cr.HK that they cancel from? Oh I don’t know.