@ 武俠派:
Thanks for your kind words, too.
For me it WAS really hard to change my habit of
just lazily staying in crane stance. From the button
perspective it’s easy to do because all you need to
do is press L2. It’s more about staying focused.
But that’s just me. 1 1/2 years ago I wasn’t playing
fighting games at all.
I occasionally face against a local Ibuki player, and he is rly good. There are some things I learned that I think may be useful:
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cr.MP buffered into neckbreaker. Thie one is the move where Ibukis will get a lot of CHs against someone who doesnt know the match-up extensively. With 7 active frames with a decent hitbox and 7 recovery frames it is near impossible to whiff punish. Its range, however, is terrible compared to Gen. I would suggest walking around in crane stance in general, poking with crane in close range and changing stance to poke with mantis from far away.
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Crane cr.HK is the best meterless AA against her. She can change her jump arc with her kunai but she cannot combo from it outside of cr.HK’s vertical range even if she manages to hit Gen with kunai. Make sure you will always AA or air-to-air her. Don’t jump in unless you’re certain you can make her AA (b+MP) whiff.
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After knocking Gen down, she can go for 2 offences: first is kunai vortex, second is a regular jump-in to make reversals whiff. 99.99999% of the time kunais will be meaty (otherwise it is impossible to combo after), so it is a good time to applicate/practice your focus stance change. It gives you a free combo or a free throw every time you are successful. Regular jump-ins (usually j.LK and sometimes j.MK for ambiguous ones), you have to look at her jump arc and react accordingly. Focus forward dash is usually a good choice, and there are certain occasions where you can do reversal timing cr.LK to make her j.LK whiff and chain to st.LP which will auto-correct. Doing reversals is not recommended unless you have Mantis U1.
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If the Ibuki player knows the Gen match-up, he/she might go for kunai setups that will make reversal Mantis U1 whiff, at the cost of comboability. It is really difficult, but it exists. In that case, timing of kunai throw is late compared to the usual vortex.
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Just a random thing: Ibuki’s reversal timing cr.LK (crouch tech) makes Gen’s meaty st.MP whiff. Oh and focus dash her OH or simply backdash out of it. Make sure you can at least block it on reaction.
There are a lot of other important things I want to discuss regarding her; unfortunately I dont have much time right now.
Thanks street, if there’s anything else you can add I will appreciate it. Quick question though, what do you mean by “reversal timing cr.LK”? I’m a little confused by that second to last sentence in point number 3.
I’ll add more once I get out of my current rusty state. I want to talk about her normals and command dashes and stuff; for now just stay out of her ideal range (which is a bit closer than Gen’s). st.MK may be better than cr.MP in this match-up.
By reversal timing I mean “frame perfect cr.LK on wake-up”.
Wow never thought of that, this can be game-breaking if can be used properly. Can you use it regularly? I’m gonna practice it right now.
edit: Did it two times in a row, this looks pretty easy and frame advantage is ridiculous!
edit 2: Thanks man this is a great usage for Gen’s parry. You can switch your stance to crane after you’ve got knocked down and wake up with parry in to mantis for nice damage. Actually I don’t give a shit about the damage, it looks awesome when you do it and will definitely make Ibukis go “what the fuck?”
Got some advice from my friend, the Ibuki player. Apparently the kunai setup that makes U1 whiff, is comboable on hit. I think it was neckbreaker -> st.LP -> Super Jump Kunai at a specific timing. He also said abuse that unblockable setup in the corner (forward throw -> dash*2 -> mantis fj.MK)
Glad I could be of help.
super thanks
Does anybody use a melody or something memorable that is timed like gekiro?
If so what is it?
I never remember my gekiro timing :*(
After years (literally, since SF4) trying to use rhythm patterns and failing most of the time, I developed my way to time the hk gekiro and now I can land it 95% of times:
You hit with gekiro, then - tiny pause - 1st hit - tiny pause - 2nd and 3rd hit, rather fast - then (this this was the part I used to mistime always) hit more slowly, WHENEVER YOU SEE GEN KICKING. Really, just use visual cues to time the kicks after the third. Their rhythm does not increase in this way…
I hope it helps
I sometimes alternate between 2 different timings depending on my mood lol, but here’s a video explaining one. Probably most used and easiest. Starts at 0:30 if you want to skip the song.
[media=youtube]E7wMz6tOEac[/media]
About the Ibuki match-up. I just get hit by that kunai cross-up/non-cross-up stuff every time like a scrub. What other options do you have aside from guessing block left or block right? I understand Ultra 1 can stuff it and the ‘parry’ move works (although very hard to execute consistently, for me at least.). Did I miss anything?
Focus dash (dash towards the direction where Ibuki jumped from) will reset the situation.
Obviously also the super can stuff it
I use the same timing. All Gekiros can be done that way, but i find lk easier by just doing it: 1, 2, 3, 4, 5 with a slightly increased speed towards the last hits.
I have been using that timing and failing it.
Sigh, going to go do that again real quick.
Also that video is pretty awesome, simple and to the point.
Guile makes me rage. What can I do so stop Flash kick AA and an armada of sonic booms whilst he just walks backwards?
sit back and turtle as well, adsorb the fireballs and build ultra, when he sees you are not walking forward he will come to you, that is the time to open a can of whoop-ass on him
U1 is the best Ultra right? Like, Nobody can U2 a sonic boom on reaction.
U1 all the way, the only time you choose U2 is if you have a guile that can AA on reaction.
Like Ugo says. Good Guiles know that you know how to handle their character so they will try to break your turtling with pressure. If you’re not playing a good Guile they will kind of charge your batteries until you feel comfortable enough to hurt them. After that, THEY have to attack and it has become a different game, hehe.