Looking for Love: Ibuki General Discussion Thread

Yes but only if it’s vanilla sf4… on an iphone. Damn it replied too late

Yeah I found that shortly after asking haha thanks!
But I still don’t understand the mechanics of WHY it’s unblock-able… How does it work?

Edit: Just got a thought, would someone be able to direct me to some really good Ibuki players or vids? Like the ones that simply every Ibuki should probably watch type of thing? Thanks! :smiley:

All the stickied threads in the Ibuki section have all of those.

Ok cool, been browsing it and everything seems there (just like that unblockable thing haha) Thanks, I’ll keep digging up the gold! :slight_smile:

  1. The mechanic is pretty logical: when you jump on Ryu for your unblockable, if he enters back, his hitbox will move a bit, resulting in you hitting backwards. If he tries forward, his hitbox will move as well, resulting in you hitting forward. => Whatever direction he inputs to block, he’ll get hit. His only way out is a backdash (catchable with an OS neckbreaker) OR a HP Shoryuken which will get stuffed but reset himself

  2. When it comes to Ibuki, Sako IS THE MAN. You can look for Iyo as well. I think those two sum up Ibuki’s possibilities, but if you want more, try F Word as well :slight_smile: You can check the video thread, we post many Sako videos over there!

Okay so, here’s an update in terms of my Ibuki:

[Things I’ve learnt]

  • Who you can Double Tsumuji Loop
  • cl.st.Roundhouse SJC CD
  • Full SJC CD Combo Anti-air after Agemen
  • EX Kazegiri FADC Full SJC CD Combo
  • far.st.Roundhouse SJC Tsumuji
  • EX Hien is a terrible, terrible move
  • Gen Match-up (thanks to that Gen player from those YogaFlame videos)

[Things I haven’t learnt]

  • ****cr.Fierce SJC Hashinsho
  • cr.Fierce SJC Kunai
    -**** Important Safe-jumps vs. Dee Jay
  • **Important Option-selects vs. Chun-Li (cr.Jab xx cr.Jab OS cr.Roundhouse is something I have never practiced)
    -
    Rose General Match-up
    -
    **Important Set-ups vs. Dictator
  • Dealing with Yun
    -** **Defending against Honda after knockdown
  • Post Stun resets that seem popular with the Ibuki players these days
  • st.Forward SJC Hashinsho

The ones in Italic are the only ones I think aren’t important to learn. I think I’ve learnt the above enough because I’ve been able to pull them all of on stream/Arcades apart from the Gen Match-up thing, because we don’t have Gen players at WSO.

vs. the Sagat players recently I’ve tried using j.Fierce, cr.Fierce xx High Jump xx Hashinsho after Stun a few times and I can’t seem to get it out. I think I do the motion way too fast, but the point is that it is a pretty important thing to learn because it makes Hashinsho a better punish than Yoroitoshi after Stun.

My execution seems to be much better now. I’m confident with it at the Arcades or on AE PC, but not too well on Xbox LIVE. I’ve only been on stream once, but considering that it was my first time and I was comfortable means my execution doesn’t fall under pressure. I remember last year when I couldn’t do TC4 due to getting the jiggles.

What do you imply in “Full SJC CD combo” ?
Something like Agemen - sj HK CD - HK - sj LK CD - cr.HP - sj LK crossup?

Oh, I think I found a way to deal with Yun. And I swear it works. FUCKING SPAM RAIDA!!! Seems like Raida beats easily dive kicks (easily = easier than b.MP, more reliable than nj.MK), and also everything Yun has. I had totally given up this match up so I decided to have fun with Raida and… It actually worked. I tried it later against some other Yuns, worked as well. Since I don’t want to work on this stupid character, I’ll stick with that.

Also, especially against Sagat, why use Hashinsho after stun? You usually have a pretty huge damage reduce and Hashinsho won’t do more than 300 HP damage. Against Sagat I usually choose j.HP - st.MP - st.MP - st.MK - neckbreaker, pretty damaging and vortex starter. Also, I haven’t tried it against Sagat, but you can even Tsumuji loop it against Abel (j.HP - st.MP - st.MP - st.MK xx Tsumuji loop).

Unless the stun happens right after a single hit, I usually don’t go for Hashinsho

Best after stun reset imho is j.HP - TC [I don’t know the number] : HP crHK HK SJC - whatever you want

And in my own experience of playing a VERY good Honda, I found that a lot of Honda’s options when we are down can be beaten by either backdash or HK cd. But you’d have to know his setups first

Aw man, playing in arcade is awful for me. I go a lot these times to improve my execution and now I’m okay with it, but whenever I play in a ranking event, I’d totally fall under pressure. Last time I even missed TC4 - neckbreaker, I did TC4 - the useless jump (dp HP). I really have to work on my nerves…

Okay, let’s play a match. I’ll be Yun.

j.HP, cr.HP SJC Hashinsho does more damage than Yoroitoshi after significant damage scaling, it actually is the most damaging combo with damage scaling Ibuki has. I would prefer Yoroitoshi for it’s set-ups afterwards, but in this match-up specifically, you most likely 'cause stun when you’re about to finish the round. Heck you need Revenge Meter to begin with so unless you’re getting absolutely destroyed and make a strange comeback, Sagat will most likely be dead after a j.HP, cr.HP SJC Hashinsho.

st.MP, st.MP, st.MK into a Tsumuji Loop doesn’t work after a Meaty Kunai or j.MK because Ibuki is too far away, and it doesn’t work after j.LK because st.MP doesn’t combo after it (normally). For me, double Tsumuji Loops cause too much Stun on their own so I don’t like doing them before Stun. If you stun after a long Tsumuji Loop you’re getting hardly anything out of it. Anyway, if we’re talking after stun, the only purpose of double Tsumuji Looping is to gain extra meter anyway. The execution trade off for the tiny extra bit of damage you’re doing makes it a relatively silly idea.

A lot of people prefer to reset after Stun, but untechable knockdowns are much safer in my opinion, especially when Sagat has enough meter to FADC a Tiger Uppercut, which will usually happen if you’ve just stunned him. The j.HP Target Combo (TC1 I believe) introduces even more damage scaling, as target combos double up I think.

The problem with the st.HP target combo is that you’re telegraphing what type of mix-up you’re going to do long before it happens. I’m not sure who it was, but they were telling me that simply seeing it made them a heck of a lot more ready to block the mix-up than doing TC6 (pp d+kk).

Anyway you should never do the same reset after Stun every time anyway…

Honda’s nj.HP alone beats Ibuki’s backdash/command dash, and makes her EX Kazegiri whiff. Mix that in with his body-splash, he’s got a pretty good set of Okizeme vs. Ibuki. His EX Headbutt being pretty much unpunishable on wake-up makes backdashing even less of a good idea.

First of all, you can’t be Yun.You’d need to lose self esteem first.

Anyway:

I believe you when you say that the damage will be significant, and I also missed the fact that it you stun him while having ultra available, you’re not far from the end. But let’s assume another case: you stunned him after a Tsumuji loop combo. Or something like TC4 - EX Tsumuji. Or any damage-scaling combo. Damage scaling is now around < 60%. Will you Hashinsho? If you are sure it will kill him, go for it. Otherwise, I prefer setting up a vortex for me to be safe and more confident. I lost many matches because I was sure my hashinsho would kill my opponent, it didn’t, and we ended up trading a hit at the next attack phase.

I agree resetting is risky, the only factor I take into account here is that it can surprise my opponent. Also, I forgot to add a safer reset, j.HP - cl.HK - sjc LK cd - sj LK crossup (or j.LK, but I don’t believe this one’s safe)

About Honda: you’d need to know a bit his game (and not blindly backdash of course). Unless you’re blind, nj.HP is very easy to block. Body splash looses to back dash (and is also easy to spot), the only problem here is EX headbutt (does EX Kazegiri beat it? ). I don’t believe Honda has that much “dangerous” wake-up possibilities since they seem all easy to spot and to react. The most difficult thing against a good Honda is actually to get back on track. I played Cuongster’s Honda (got raped haha), and the most difficult thing for me was waking up and getting back on the game. He’d always select a safe option (and not a blind body splash or such thing) so as to keep me under pressure. I couldn’t backdash at any time, so I had to deal with him at close-mid range distance in which he seems to be better than Ibuki.

The body-splash I’m talking about is an air normal, not butt stomp.

Anyway you should say things like spam Raida vs. Yun. That does not work, and I’ll show you why it doesn’t work. Anyway launcher -> cr.HP -> j.LK/sj.LK are not safe-jumps against Sagat, and you can’t continue a block-string if it’s blocked, putting you at risk of a Tiger Uppercut. That’s what I’m talking about. You bascially put yourself in a 50/50 of getting thrown, or letting getting hit by a DP.

As I said, I don’t do Tsumuji Loops before Stun because of the damage scaling. Anyway adding in j.HP, cr.HP gives you about an extra 80 points of damage after a lot of scaling anyway. It’s situation, yes, but it’s worth learning. Iyo was able to take out a character with it where nothing else would have sufficed, and I’ve come across this situation myself…

The nj.HP is to cross Ibuki up when Honda is the the corner. You can’t block it, and if he was actually able to cross you up that would be ridiculous. Honda has great meaty pressure anyway so he doesn’t even need it. So what if you do EX Kazegiri on him? You can’t safe-jump his EX Headbutt anyway, and you don’t have enough time to switch sides as it’s not an untechable knockdown. Hardly worth the risk of eating up to 60% damage.

Ibuki’s okizeme > Honda’s okizeme.

Sums it up lol.

@Izuna:

My strategy against Yun is… to have no strategy. If you happen to be always defending, you get kicked. If you are always attacking, you get kicked. If you are balanced, you get kicked
Solution => surprise him. Raida is so under-used that it comes in handy here (well, probably only for the first match)

I also think that you are overestimating Honda. Before saying “Honda has too good Okizeme”, try to ask “how can Honda reach me before I can?” . I think that Ibuki has the starting advantage, mostly thanks to her increased speed. If you spend too much time waiting for Honda, sure, he’ll get you down easily.

By the way, I am asking myself a question: I have spent soooooooooo much time with Ibuki that I think I’m a bit stuck in my game plan these times. I can’t really change my playstyle and end up applying the same strategies, and I also have a pretty good execution (consistent Tsumuji loop / SJCs …).
Would you think that learning a veeery different character (Makoto, Abel, Cody are the three first characters that come in my mind here) would help me get better with Ibuki?

I said he has a pretty good set of Okizeme vs. Ibuki. I never said it was in his favour, and I never said he can score a knockdown easily. I even put this as 6-4 for Ibuki in the charts. What I was saying was that I can’t react/recognise his Okizeme, and that simply backdashing isn’t the answer, hence why I would need more experience.

There is nothing Raida beats that st.MP doesn’t, and Raida is massively unsafe. It does put Yun on the other side of the screen though, which is always good. It’s just not safe; better never doing it, you’ll be punished for it more than it being why you win the round.

Playing a different character helps you understand how to fight that particular character better. It’s better to always spend more time with your main, and constantly adopt new strategies. The idea isn’t to find the best set and keep with it, but to keep trying new things so that when it matters, you have a lot to choose. Obviously playing a game/character that requires higher execution for more basic stuff helps as well. Play around with 3S or Gen for a bit and you’ll find a need to better your execution.

[media=youtube]ImfENXZvhn8[/media]

Anyway, this is what I was talking about earlier. When playing the two Sagat players I came across a situation where that combo was a good idea three times. Three times in 40 matches isn’t much, but it’s worth it. Besides, adopting new things is fun, and is the only other reason why I continue to play this game.

I’ve also noticed that Iyo wins a lot by exposing autopilot stand-techs from safe-jumps among Top Japanese players. The fact that he whiffs a normal makes his opponent expect it’s a safe-jump, and when they think blocking is the only answer they try to cover the option of empty-jumps at the same time. In this match specifically, I like how everything that made Iyo win was figured out in the first round. Bonchan likes to backdash after blocking Tsumuji, and he chooses to TU FADC after blocking Ibuki’s overhead. He’s always been like that, even back in CvS2, he remembers little details so quickly and counters them.

Skyrim is so amazing. The fact that it runs maxed-out on 2006 hardware is good for me too, although a heck of a lot uglier than Rage.

OT: what are your guys Top 5 GOTY entries?

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.

Yeah but, I don’t like joining tournaments (unless it’s a physical challenge). I want to upload videos that inspire people who chose Ibuki to keep going, and it’s going to be with Ibuki until VF comes out. If it were easier and less time consuming to learn these rare match-ups it would be fun, and I’d have something to say to help out here. I dunno really, I’ve already done so much learning, and there’s not really an alternative at the moment when it comes to fighting games. Ibuki is one of the few characters who actually has so much we still don’t know yet, whereas a character like Makoto is just all about decision making.

Off-topic discussion: [details=Spoiler]

Well if you put it that way, yeah, but I was more asking what were YOUR Top 5, as in the games you liked the most. My big GOTY would be Sudoku and Minesweeper if that were allowed haha.[/details]

You having a laugh?

My top 5? Probably WC3, CSS, SC1, SC2, and SF4.
WC3 = WarCraft 3; both RoC (Reign of Chaos) and TFT (The Frozen Throne; expansion pack)
CSS = Counter Strike Source; also CS1.6
SC1/SC2 = StarCraft 1-2
SF4 = this game

In other news, I’ve tried MW3 and it blows. Might as well just play MW2 and slap on a map pack. Someday when BF3 drops in price, I’ll try that. But I’ve been searching for an easy-mode game where I can just play and fuck around and have fun, and not have to worry too much about winning tournaments or something. In the same way a casual gamer comes home after a long day of work and just wants to relax.

Casual FPS games like COD usually (always) try to cater this type of audience, but their latest installment (more like rehash) is just… shit, lol.

When I find time, and when the fighting game scene gets over saturated with shitload of fighting games (ie: the scene becomes divided) then I’ll probably head back to my RTS roots, since I have always prized execution heavy games.

Yep, this is what I’m willing to do. I know it won’t help me in my Ibuki game, but I think it will help me in my general comprehension of the game, and thus maybe allow me to play in a smarter way with my Ibuki.

Oh, and I played a decent Yun in infinite yesterday and in my “no-strategy” strategy, I think I’ll stick with constantly attacking him so as to avoid letting him create his game. I know my defense is my biggest flaw in this game, I still have to work on it but I know that it’s in my personality to be rushing a lot, I don’t like waiting and I don’t have fun playing if I wait and defend.

@Izuna:

Speaking about 2011 year, the games I’ve played most (and liked a lot) were:

1 - Mass Effect 2 (I swear this game is close to the Best Game Ever imho. I never had so much fun in a solo game)
2 - Assassin’s Creed Brotherhood (probably the only solo game I like to play and do nothing important inside, I just really enjoy the atmosphere)
3 - Street Fighter (I spend so much time on this game… I’ve never played that much to a fighting game)
4 - FIFA 12 (Best football game. Ever.)
5 - Battlefield: Bad Company. This game has a lot of problems (health is sooo badly handled, you need to hit a guy 15 times to get him down -__- ) BUT this is the most immersive FPS I’ve ever played (after Counter Strike of course, but I haven’t played it for a long time), mostly thanks to the sounds which are truly awesome. Now I play Battlefield 3 and I enjoy it, but I miss a good atmosphere, I feel like playing Call Of Duty, the game has no identity, so I’m a bit disappointed :confused:

RIP Izuna.

Something to cheer you up:

Spoiler

http://basgrospoing.fr/wp-content/uploads/2011/11/system_costume11.jpg

Seriously, capcom???

Anybody going to MLG Providence today/this weekend?

I was just there and I saw Marn and Skisonic. They seem like chill dudes.