Updated Adon
Have you had any luck dashing under the Jag kicks? I do this to the local Adon quite frequently. So if he is doing a block string as soon as I hear the sound for Jag kick I forward dash under and grab or pressure. Some of this could be attributed to bad spacing on his part though so I wanted to see if anyone else had done this with any reliability.
yes, normally if he jumps I dash under. But if the pressure is too much and you can’t get away, the OS I mentioned works great.
Anybody has a problem with Ibuki?
I just faced an Ibuki who either did a slide or a jump in the beginning of the match (and to my surprise s.MK whiffed completely against the slide) and started pressuring me. I tried block, backdash, and mash Gekiro. I get countered out of Gekiro, I get OSed out of backdash, and I get freely chipped on block + have risk of throw mix-up, though he didn’t do a single one. I don’t have to get knocked out, the player just start Tsumujing me after a jab chain + a frame trap normal, and me trying to mash hands after blocking 2nd hit means I need to risk getting knocked down if the 3rd hit is a low one, if it’s not the low one then I’m out of range to reversal Gekiro. I can’t seem to do anything except for cross-up Oga, AA (but then crane c.HK whiffed on an empty jump, woot) and EX Gekiro, which I cannot do until I get one single meter. I had only two matches, but I don’t think I can beat the player if I face him again.
It would also be great if you could provide a solid answer to the tools that she has.
EDIT: the kunai vortex starts if I get knocked down, and I don’t think the player never failed to do a perfect one except once, when I successfully reversal Ultraed out of it.
she still gives me problems, if they are very defensive, offensive not so much until the knock down. So I can’t help you.
BUT I’ve been having huge success with Mantis s.HK as a Longrange AA. Like vs characters like Gief, and Ryu. Giefs j.HP has amazing reach. sometimes Crane s.MK works, but not as good.
I might have posted that I was able to use it a few times, but just so this really isn’t a double post, I wanted to confirm that I’m having great success with it.
what slide are you talking about street? neckbreaker or cr.mk? it cant be neckbreaker because you would block and punnish. you have to find the whiffing range of the slide and punnish it during recovery. it can be tricky tho because it has a lot of active frames and will still hit when it looks like it should be in recovery
i have trouble AAing her jump as well, and she gives me trouble in general too. maybe try to get in and pressure her first? i know her defense isnt much better than gens without meter
I feel like MP neckbreaker was used, though both it and slide look too familiar. For (I think it’s) neckbreaker I neutral jumped and punished once, then got hit out once cuz of my s.MK whiff on her. Her slide is no less of a concern to me than Rose’s (that goddamn command normal that makes EX Gek whiff), and it was seldom used anyways. Her super jump completely going above Gekiro didn’t help either.
I somehow won one round. I used a lot of Oga settings (actually, most of my damage was from them). I wanted to put some pressure on her, but couldn’t find a way to really get close to her.
look at your replay log. it should tell you what version.
It was neckbreaker yes. Looks like Ibuki player did 3 jumps in the beginning of the round (which I AA’ed twice and whiffed an empty jump once), and 2 neckbreakers (which I punished once and got hit out once). Everything looks wrong if I look at the replay though. I get countered hit out of almost every single move I try (except for EX gekiro and backdash).
On ibuki:
- practice getting out of her vortex, focus on which side ibuki is on when the kunai hits you and block that way. Or just focus out of it (be careful for those swing kick thingies though).
- cross her up alot, shes pretty free during wakeup unless she has EX meter. If she does have EX meter and does EX kick uppercut and you block it, changes are she will do another kunai follow up like most ibukis would. You can actually start a free focus attack or super (not sure about ultra, might work…) in that case.
- Gen footsies>her footsies.
- Don’t let her jump on at all, Gen’s mantis s.hp crane s.hk and c.hk all beat her air normals clean if done correctly.
- Any time she does a kunai from full or half screen its a free super, if she fucks up her vortex its the same. Not sure if ultra works.
I don’t have much trouble with ibuki, shes like a shitty ninja version of C.viper. Her vortex is kind of annoying but once you understand it and can react to it (just go into practice mode) it would be ok.
Vs Ryu
Some ryus have hadoken in their muscle memory at full range. Sometimes if you go under with crane mk, ryu will do a standing punch instead of his next hadoken because the other fireball is still on screen. If you’re charging downback and he tries to hadoken after the botched one, it is perfect timing at this point to go across to the opposite screen with lk wall jump into close oga.
It will go behind his hadoken attempt and hit him from behind. It gives you another option along with crane jump, or focus absorb dash to get past fireballs.
Like everything else with Gen do so with discretion.
Thanks for the tips Warlike, but here are the main problems I had with her (or that particular player to be exact, I don’t think I had that much problem against other Ibuki users):
- Since blocking her Kunai on wake-up didn’t put me at frame advantage at all, she was free to pressure and chip me. I was able to get out of it a few times with focus forward dash and EX Gekiro.
- I couldn’t get a hard knockdown on her, never. I did have some techable knockdowns and was able to pressure her though.
- She jumped around too much to play footsies against, including back jump and neutral jump. She never kunai’ed outside of her vortex situations either, except for one single EX Kunai in the beginning of the match.
- She used j.LK and j.MK most of the time, and I was able to beat her out most of the time. If she jumped without inputting any normals however, I would whiff, provided I do the normal at the same timing. In general, I didn’t have trouble AA’ing her, but if I screwed up even once, I ended up in a hell hole. She would sometimes mix up kunai vortex with those Ibuki dashes (you know, the ones that have similar properties with Blanka’s hop hop hop).
This was probably the first time I gave up before the end of the match (after I had like 40 health left and ibuki 600). I’m really depressed after what happened against that player, I didn’t even have a chance to gather 3 EX bars. Thanks to her though, I’m going to practice blocking from now on, instead of more relying onto backdash.
O yeah, until I faced this player, I thought Viper was as hard as Ibuki. Now Ibuki certainly feels harder.
Anyone with an I-phone:
The SSF4 Guide app made by Andrew Stanton just got an update that makes it super useful.
It has all characters movesets, frame data, move data, and a new note section that allows you to write your own notes for each character.
I started adding all the match-up info from this thread in each characters notes.
This way you can quickly run through your notes before a match-up before the match begins.
Anyway, just wanted to share that with everyone.
Cheers!
as posted :u: this app is now featured on the SRK homepage!
Its worth the DL
Vs. Sim
Ultra preferred: Ultra 2
- If your match doesn’t last for a long time, then you’re rushing in a bit too much. I say this because whenever I play my homie Ryan (Filipino Champ) there’s almost usually a time out.
- In the beginning of the round I usually throw out a gekiro, because Sims like to throw out a limb to poke you when the round starts.
- Having Ultra 2 ready let’s you jump in for free, and if they stick something out, Crane U2 them; I usually throw it out as late as possible to catch their limbs if anything.
- Personally I go for the 2xHK in crane whenever I jump in, I’ll go for tick throws, BUT if they’re teching everything, I just try and get some counter hits with s.mp; really good for crouch techers.
- Whenever Sims slide at you, Gekiro after blocking it because they ALWAYS try and grab.
- If you guys have ever read the footsies article, one of the sections cover being random, I did that once against Ryan and I peed on him. Random Gekiros, work so well, just for 1 round that is :]
Keep in mind that I’m basing this off playing Ryan because we usually play against each other and I’m really thankful because playing Ryan, probably the best Sim in NorCal, gives me a lot of confidence in the Sim matchup.
If you have super meter
- I was playing Ryan the other night and my homie told to try and do S.hp > Super at mid to full screen whenever Sim throws out a poke and it worked! S.hp works ridiculously well vs Sim’s pokes because first it’s fast, and it’s Super cancellable. Practice it in the training room, there’s enough stun from the S.hp for the Super to travel across and hit. Also it feels really good to land it
Vs. Ibuki
Preferred Ultra: Ultra 1
My training partner actually uses Ibuki (mind that his Ibuki is very good) so I’m very confident in the matchup.
- First and foremost; Gen FASC (Focus Attack Stance Change) WORKS! Which means getting out of kunai vortexes for FREE! After FASC-ing I grab right away because I go from Mantis to Crane, and just grab; No need for fancy stuff, I just feel like the knockdown is really important.
- I want to say that Ibuki’s jump-in is retarded. That’s why I rarely use C.hp in Mantis for an anti-air. Instead I use C.hk in Crane
- I wouldn’t try going air to air with her because her air grab is really good.
- Go. For. Oga. Crossups. There are tons of setups for her, and it’s a huge advantage :]
That’s pretty much all I have right now, other tips is just playing smart. Don’t get knocked down.
It’s okay Street! If anything I’ll try and record matches and you can check it outies
FYI. I’m not going through notes, so if you want something posted and want credit. PM me. I’m too busy with school to read everything.
ok guys. i have no clue what im supposed to be doing vs viper. people say her footsies suck, but siesmo’s make me want to not stay grounded. i cant seem to make her play my mid range ground game
i also have a really hard time vs her jump ins. like more than anyone else besides ibuki. BKs negate AA normals, and it seems she always wins air to air with her rh, and focusing seems like a bad idea because she can bk after an air normal
to top it off she has that huge comeback potential that makes it difficult to sit on a lead
the matchup charts tell me this one should be in gens favor. what am i missing? how do you control the neutral game against her?
Get in on that c*nts face and stay close. She cant do nothing but tech the throws and try and run with SJ. If she trys the whole crossup burnkick crap just stop and tell that chick to cool the f**k down.~
All seriousness I can’t remember. Been ages since I was serious about Gen.
that actually has been my general strategy against her because i cant play a traditional stand up streetfighter game with that bitch
also vs fuerte.
those are my two least favorite matches. i try to go freestyle offense and keep moving. im just wondering is there a real general strat vs viper.