Your solution is too risky. Like Izuna said, whiffed raida has loads of recovery, so if the Yun player is smart and catches on, it isn’t impossible to purposely space/whiff his dive kick away from its hitbox and then punish your recovery. Or possibly he could just jump and aim j.HP or j.MK higher up, at Ibuki’s face, where raida’s hitbox doesn’t really cover. This is why you need to watch your spacing, as one antiair doesn’t every situation, except maybe EX kazegiri.
If you happen to be always defending, then you shouldn’t get kicked, unless your defense isn’t up to par. Having a good sense of Ibuki’s normals, and constantly evaluating “what if” situations during midrange movement will go a long way toward your zoning and spacing game.
If you’re always attacking, you may or may not get kicked. But in this matchup, I heavily advise against pressing random buttons just to put on some sort of imaginary pressure, especially unsafe buttons. Particularly due to this matchup because Yun can put on a lot more hurt on you when he gets in, than you can on him, unless you happen to correctly vortex him a bunch of times in a row. It’s this same kind of risk/reward mentality that makes a lot of solid players play as safe as possible.
I doubt learning a very different character will help you get better with Ibuki. Not saying that learning a different character is useless; it’s always useful to be familiar with different characters and playstyles. But what you’re talking about is learning how to adapt. And for that, I suggest playing as much of a variety of players and characters as possible.
Each character plays differently, and each player can play their character differently, which should be enough to practice your adapting skills. For example, you would (or should) play the Ryu matchup far differently than you would play the Zangief matchup. You can probably practice this by playing ranked, or if one game is too fast for you, you can try ft3/ft5 endless. Hopefully it won’t be too laggy, but if it is (or isn’t), try not to frustrate yourself with losses (or wins). Remember that the end goal is for you to practice doing different things, use different playstyles, different setups, etc.
Another thing you can try is playing very long sets against someone about equal skill or maybe slightly higher skill level to you. Unless you are both new to the game, and assuming you are both trying to win, you should (hopefully) eventually see habits and flaws in both your game and your opponent’s game, and whoever consistently wins towards the end of the set will the one that adapted most successfully.
If it’s not in his favor, then how is it a good set of okizeme?
This makes more sense.
Both st.MP and Raida have their uses as antiairs. st.MP is a pretty minimal punish, but is safer. Raida is a decent punish, but you had better make sure it hits. By decent, it’s not just a measly 70dmg swat Yun out of the air into reset. It’s 110dmg, 200stun, and lands you an untechable knockdown which allows a (with some practice) fairly easy safe jump setup afterward.
I’d also argue that Raida has more range, and an extra active frame, but now we’re getting into the nitty gritty.
Didn’t you just say you hated SF because you had to learn rare matchups to have any sort of chance at winning tournaments?
I think the “GOTY” title is worthless. Game review websites are incredibly biased and each gamer has their own preferences. Like me for example, I usually only care about a game’s multiplayer and/or competitive value. And for that I usually just look for the most popular games with a large (and long lasting) scene. Advancements in single player technology or whatever is great and all, but playing by yourself gets boring.