I feel like we dont really go through enough what we really should be doing in any one fight and the exact things to pressure with and how the okizeme changes for Ibuki from matchup to matchup.
Basically i want to divide it up where i can discuss block strings and pressure, matchups, okizeme between characters, best footsies/anti airs to use in each match etc.
Vortex Okizeme/Option Selects Part 1
General vortex strats. The idea of using vortex is u want to mix it up between kunai and regular jump normal crosses to keep people honest and mixed up. The hard part is knowing how to do it per different character’s hit boxes and learning how to do it against characters that have 4 and 3 frame reversals like Guy and Ryu that it difficult to apply jump normal cross up pressure on. There’s also the importance of being able to keep up the pressure if the kunai or j.LK/MK cross is blocked because as Ibuki if u dont try to at least land a throw or counter hit after a blocked jump mix up you lost a TON of momentum. Ibuki doesn’t have any way of closing the gap that doesn’t put herself at a lot of risk in a good bit of matchups so u wanna make the most of what u can even if u get blocked or risk spending another 10 to 20 seconds to MAYBE get in again. It’s specifically important to know what to do if your kunai gets blocked against a grappler like Gief who will grab you up the second u stop a block string you’re not careful.
So without further ado I’ll start listing an alphabetical order vortex strats for against all the characters. Specifically how to pressure and what escapes they have if any.
Terms:** 4 or 3 frame offensive reversal against safe jumps** is describing whether or not you are putting yourself at risk of being hit by a reversal that can cause damage to you if you safe jump. Normally reversals that can hit u that are 5 frames start up or slower like Sagat’s or Ibuki’s u can jump forward at with say a j.LK cross and block in time should they DP (granted u know where you’re going to land). Which is why if you want to do a safe jump it’s best to not use it at as a mix up/cross up because if u try to make it ambiguous and dont know where you’re going to land u wont be able to safe jump in the first place because you’ll be guessing which way to block after the safe jump and get pwned. So if you need to cross up in a way that will bait a reversal to force meter out of the opponent make sure u know where you’re going to land or just dont try to cross up when doing the safe jump.
Against characters with 4 or 3 frame reversals it’s normally hard to impossible to jump in without getting hit. Certain 4 frame reversals like Dee Jay’s u can jump in with safe jump timing then if i recall correctly you can duck or hit a crouching normal to make the reversal whiff. Characters like Akuma and Ryu unfortunately have pretty nasty 3 frame reversals that u pretty much will get blown up for trying to safe jump. Which means against them you’ll have to find creative ways to jump outside of the range of their DP to make it whiff then punish. Then try to jump in again later when u have them scared to DP.
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Ability to backdash out of kunai** is important to note because some characters like Chun Li, Rose or Guy can easily backdash out of a non meaty kunai set up where they wont get touched at all or at worse will get hit by the kunai and reset for little damage.
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Ability to focus dash/backdash out of kunai. ** This is important to note because some characters again have really fast forward and back dashes that when combined with focus makes it easy to escape the the kunai vortex if done too predictably or loose with timing. Pretty much the same characters that are have really fast dashes can be good at this but even characters with slower damage can use this to get out of a clutch kunai situation.
**(ABEL) **4 or 3 frame offensive reversal against safe jumps: None
Ability to backdash out of kunai: Not great
Ability to focus dash or backdash out: Decent
Other types of reversal/escapes: EX Marsailles roll which is unpunishable to any type of vortex mix and generally safe from option selects.
Generally against Abel u wanna take advantage with vortex as early as possible. He’s pretty much completely free to all aspects of the vortex (kunai or jump normal based) until he gets one EX meter. Once he gets one EX meter then he becomes a bit more of a chore to deal with. This is mainly because EX roll will get him out of anything u do vortex wise for free. The only thing ive found to catch up to him afterwards is OSing a backdash during a j.LK non cross up. It’s pretty much a free escape from kunai vortex so if he wants to use it to escape a kunai set up u pretty much have no choice but to let him burn the meter. That’s why it’s kinda optimal to j.LK/MK safe jump him when he has a lot of meter so u can hit him if he doesn’t EX roll and if he usually inevitably does u can stop it with a throw then immediately have a set up for instant kunai or f+MK overhead pressure that will punish an EX TT attempt. Which most Abels will normally try EX TT to stop any attack based pressure from you on the wake up so it’s good to have f+MK handy when they have meter to tell them to lay off the derp derp throw reversal. It’s also not a terrible idea to mix up with HK command dash on his wake up so that when it recovers it meaties right on his wake up as an ambiguous left right mix up and if he blocks the wrong way you get a free 4 hit TC4 or if u want more solid pressure incase he blocks u can just continue to pressure with c.LK or s.LP and move forward at him to frame trap or throw him again.
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(ADON) **4 or 3 frame reversal against safe jumps: LK rising jaguar (4 frame)
Ability to backdash out of kunai: Solid
Ability to focus forward/backdash out of kunai: Really Good
Other types of reversals/escapes: EX rising jaguar which beats the kunai during vortex. Fortunately the recovery on EX rising is so long u can reaction EX neckbreaker the recovery. Which means if you’re smart and have meter this is not a solid escape.
Against Adon u kinda can just mess with him on wake up at least i’ve found as far as safe jump crosses. The only thing is u have to time your safe jump a bit earlier because he gets up faster (which will be changed in AE). I know he does have a 4 frame reversal but against the Adon player i regularly play against any way he never normally tries to use it. Though I know if I had to fight against a better Adon worrying about the 4 frame reversal might be an issue. During kunai vortex you generally want to make sure again u start up the kunai a bit earlier than normal against his fast wake up. Luckily Adon’s huge hit box even if u mess up the meaty and hit him in a position where he crouches you’ll still be able to land TC4 pretty easily after. If he tries to use EX rising jaguar to escape like said above that can be deal with using EX neckbreaker on his recovery. His quick back/forward dash allows him to easily slip out of an obvious kunai vortex set up though so u have to be good at mixing things up so he doesn’t rely on this to escape.
(AKUMA) 4 or 3 frame offensive reversal against safe jumps: All DP’s (3 frame)
Ability to backdash out of kunai: decent
Ability to focus forward back dash out : decent
Other reversals: Teleport which is supposedly beaten on reaction during recovery with HP neckbreak but you first have to know which way akuma is going to teleport to even try. If he teleports behind u i would assume this is difficult to do. Ibuki can also OS neckbreak on a j.LK/MK jump in but again im not sure if this will auto correct and u might have to know which way akuma is going to even try it. I’ve tried it sometimes and find it very difficult to actually hit akuma with the neckbreak. Though if u dont want to OS Ibuki has a rather large screen clearance with her jump so if u know which way he’s going u can just jump towards him and punish the recovery.
This vortex with Ibuki vs. Akuma for me has proven to be rather tough. He’s practically your worst nightmare in ways when it comes to trying to vortex. A 3 frame reversal meaning u have to opt to strange jump ins that force him to whiff his DP then punish rather than actually try to hit him with the jump in. Plus teleport which ive found so far u kinda have to guess which way he’s going to take advantage of on a regular safe jump situation. You can OS but for me the OS’s have been kinda iffy as far as success rate. Apparently you can reaction punish his teleport after kunai vortex with HP neckbreak but, again i’ve personally had limited success with especially since if he goes behind u the game will just confuse your inputs and not let you follow him. It’s a match where u just kinda have to be really creative on wake up and keep him guessing. If you can read exactly what he’s going to do on wake up you can punish big with even basic stuff like jumping towards him after a teleport from a safe jump.
(BOXER) 4 or 3 frame reversal against safe jumps: None
Ability to backdash out of vortex: Ok
Ability to focus forward/back out: Ok
Other reversals: EX headbutt which gets blown up by a good safe jump due to start up frames far longer than safe jump requirement. EX headbutt will escape him from kunai vortex rather easily though so safe jump is preferable if u think he’s going for that. EX dash straight and TAP will also both get him out of kunai vortex easily but safe jumps or walk up throws should keep those in check.
Using kunai vortex against Boxer can be kinda tricky due to his multiple escapes out of it but Balrog is generally free to safe jump and the only reversal he has that will save him from getting thrown on wake up is EX headbutt (which is slooow start up and rather unsafe on block). A quick note about EX headbutt also is that the recovery on whiff or block has been extended so this will become even more unsafe and even easier for Ibuki to exploit then. Early in the round you wanna try and get a knockdown on him before he gets one meter and force a kunai or 2 down on him early when his only escape out of vortex is TAP or focus dash which will be tough for him to think about doing on the fly especially when it’s easy to just throw him or jab him out of the start up. Once Balrog gets meter then u want to focus on just safe jump crossing the shit out of him. Balrog is generally free to traditional cross ups and j.LK hits at a good angle on his wake up even if he’s crouching on wake up. Pretty much just keep that up with the occasional HK command dash a bit before he wakes up if u want to change things up and keep him from using EX dash straights to escape your safe jumps. HK command dash is a nice alternative that can set u up for a kunai vortex if you’re quick enough with it also. Some Rog players will try to clutch EX dash straight escape your safe jump crosses so HK command dash on their wake up is a good way to instantly break their back charge. f+MK also works as a mini safe jump on his wake up that forces him to lose his down charge if he wants to block it correctly making it so he pretty much has no viable reversal to use if u meaty him with it. Which of course if u land this u can combo into s.LP or f+LK into whatever follow that. I know there’s probably some decent option selects against some of his wake up options but generally if you’re mixing things up enough against Boxer his free ass wake up is bound to get him hit by something. Just gotta be creative.
**(BLANKA) ** 4 or 3 frame offensive reversal against safe jumps: EX up ball 4 frame, Ultra 1 which is a 1 frame freeze, 3 start up (4 frames)
Ability to backdash out of vortex: Pretty good
Ability to focus forward or back out: Pretty good
Other reversals: EX rainbow roll (which can be OS EX DP’d or just mash jabbed out). Ultra 2 punch anti air version. This anti air ultra is 6 frame start up so it can be safe jumped without issue but if you try to kunai vortex Blanka when he has this available YOU WILL DIE. Be careful about using kunai vortex on U2 Blanka once he has meter or you’ll eat 500 damage before u can blink.
Blanka on wake up is REALLY tricky. This is another match where u want to land a knockdown early in the first round to take advantage of him quickly. Without any meter Blanka is free to all safe jumps and kunai vortex minus focus backdash out. You wanna just get in early in the round and get him blown up quick with kunai meaties and tick throws to blow him up. Once he gets even one EX meter things start to get tricky. His EX up ball is 4 frame start up which means if u try a traditional safe jump he can blow you out of your jump in because it works as a double sided DP basically. IIRC you can throw a kunai meaty behind him on his wake up with timing so that it will force the EX up ball to whiff. Which kinda works as a half option select where if he doesn’t do anything u either hit him with the kunai or he blocks and u get pressure and if he escapes u punish whiff ball with neckbreak and beat him up again forcing him to waste meter and be closer to free on wake up. Once Blanka gets a lot of meter on wake up that’s pretty much what u have to spend most of the round doing is getting him to blow the meter. If Blanka is using ultra 1 dont try to safe jump him since U1 is 4 frame start up and will blow up your safe jump unless u cross him up and even then u have to pray the ultra doesn’t auto correct. If you’re going to kunai vortex him when he has ultra 1 make sure you cross him up also and pray it doesn’t auto correct. Ultra 2 anti air can be safe jumped easily but if u try try to kunai vortex him and he goes for this…cross up or non cross up you will GET BLOWN UP. Dont kunai vortex a good U2 Blanka once he has the ultra stocked unless you really are feeling yourself for the mix up. If he just goes for it when u do kunai you’ll have an energized ninja that’s down 500 health.
**(CAMMY) **4 or 3 frame offensive reversal against safe jumps: None (but her DP has a a tricky hit box u must be aware of)
Ability to backdash out of kunai vortex: good
Ability to focus back foward dash out : really good
Other reversals: EX spinning backfist to escape kunai vortex. EX cannon spike also escapes kunai but has plenty of recovery and easy to HP/EX neckbreak or dash forward sweep on reaction.
Now Cammy despite looking free on wake up from the stats is still kinda tricky to deal with. EX spinning backfist is her only real way out of a meaty kunai vortex other than EX cannon spike and spinning backfist has so much recovery that im pretty sure you can dash up reaction punish it after kunai whiff. Although she doesn’t really have a DP you can’t safe jump it has a funny hit box that can be tricky to safe jump sucessfully if she’s mashing on it. You’ll definitely want to make sure you know where you are going to land if you are going to jump in on Cammy or her reversal will blow you up. Kunai vortex can work against her but the spacing is really tricky since her DP pushes her forward away from the kunai and her small hit box evades the kunai rather easily if your spacing isn’t tight. It can be tough to kunai vortex her if she’s in the corner because of this. Plus if u time your kunai vortex incorrectly the hit box can even stuff you out of teh vortex so u wanna make sure your timing is good so that at worst she’ll just whiff the DP behind u and u can reaction punish with HP/EX neckbreak or dash up sweep.
**(CHUN LI) ** 4 or 3 frame offensive reversal against safe jumps: None
Ability to backdash out of kunai: Very good
Ability to focus forward/back out: Very good
Other reversals: EX SBK. Easy to safe jump being a 6 frame reversal and there’s a meaty just frame timing that allows u to crouch inside of the EX SBK on her wake up and punish with big combo. Unfortunately EX SBK is like the perfect anti kunai vortex tool and blows up kunai free.
Chun Li on wake up is easy but difficult at the same time. Mainly because her only real regular reversal on wake up is EX SBK which is easy to safe jump. The issue lies in the fact that Chun Li has a stupid good backdash that you will pretty much have to OS or predict sweep to keep her down on wake up after a throw or cross up. This is a character i want to talk about more in depth about how to deal with on wake up because of her ability to mash backdash easily out of your pressure. Her backdash is so good even that if u dont time your kunai super meaty her backdash will either full escape her from the kunai or force her to get hit airborne and escape vortex. EX SBK also blows up kunai vortex for free and because it hits double sided there’s no way to throw the kunai to make the reversal whiff. You’re going to get hit and thrown to the other side of the screen for free if you try to kunai vortex her when she has any meter. Definitely preferable to get in early and score what kunais u can before she gets meter and you’re reduced to regular jump ins and frame trap pressure.
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(CODY) ** 4 or 3 frame offensive reversal to avoid safe jumps: None
Ability to backdash out of vortex: Ok
Ability to focus forward/back out: Ok
Other reversals: None that beat safe jumps or kunai vortex
Not really going to go into much detail on Cody’s wake up since it’s pretty self explanatory he’s one of the most free characters on wake up to pressure. Plus AFAIK none of his reversals seem to save him from kunai vortex so u can pretty much shove jump normal or kunai vortex down his throat till he’s dead. His only hope being focus out which will get blown up by safe jumps. Basically knock him down and win.
**(C.VIPER) **4 or 3 frame offensive reversal to avoid safe jumps: None
Ability to backdash out of vortex: Good
Ability to focus forward/back out: Good
Other reversals: EX seismo/seismo feint which will beat a meaty kunai vortex but will lose to a delayed non meaty due to vulnerable recover frames. HP Thunder knuckle which will also beat meaty kunai but again lose to delayed vortex. EX burn kick is probably her safest escape out of vortex but I think u might be able to catch her recovery with at least EX neck break.
C.Viper is another tricky character on wake up when it comes to using kunai vortex. Luckily though she’s pretty much free as all hell to safe jumps especially when backed up with OS EX kazegiri. If she does any reversal on wake up and u safe jump in with OS EX DP it will blow her up out of any reversal she does and net you counter hit damage due to the slow start up on all her reversals. Her fastest reversal is EX burn kick which is still 6 frame start up and dies to block or OS DP’s. HP thunder knuckle is one frame slower and on top of losing to all of the things that EX burn kick loses to she can also be thrown out of it. HK command dash on her wake up is also great for baiting out and blowing up her EX seismo on wake up. When concerning the kunai vortex u’ll definitely want to use it on her to augment your mix up but u have to be careful about how you use it. Using normal meaty kunai timing to beat 2 of her 3 main reversals will get u blown up. If you try to meaty kunai and she does EX seismo without crossing her up you will get blown up into ultra. Even if u cross her up if she does ex seismo feint she recovers and can then back throw u and put u into a free 50/50 j.HK mix up which is basically death if it hits. HP Thunder knuckle will either hit you or escape her from meaty kunai. So basically what u have to do is delay your timing with the kunai a bit so it hits more meaty on her long invincible reversals and you’ll be able to hit her and vortex her as normal. EX burn kick will get her out of any vortex but if u do a meaty kunai and she escapes with burn kick I think u can EX neckbreak punish. Can’t remember tho. Generally whatever u do u want to just make sure u land hits on her and keep her guessing with jab pressure, tick throws and command dash mix ups. Dont let her get away once u get in just regurgitate mix ups and pressure in her face all day till she succumbs to something.
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(DAN)** 4 or 3 frame offensive reversal against safe jumps: DP (4 frame start up on all DP’s).
Ability to backdash out of kunai vortex: Really good
Ability to focus forward/back out: Really good
Other reversals: None
Dan has a 4 frame DP which means u can’t really safe jump him as normal without worrying about getting hit by his DP which does solid damage and sets up for FADC U2. You’ll have to kinda condition him with other pressure first or use fake cross up to bait the DP’s AFAIK now. Im still trying to figure out ways to deal with 4 and 3 frame DP’s so once I do I’ll have more info. Generally though the only big thing u have to worry about as far as kunai vortex is concerned is his backdash. If u are not super meaty with your kunai vortex he can backdash out for free and punish u with a combo on your recovery. Meaning against Dan u want to make sure your timing is tight or he’ll slip out like soap.
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(DEE JAY) ** 4 or 3 frame reversal to avoid safe jumps: EX jack knife maximum (flash kick like move). 4 frame.
Ability to backdash out of vortex: Good
Ability to foucs forward/back out: Good
Other reversals: LK jacknife maximum which gets him out of cross up kunai vortex pretty free from I’ve seen. Which the mix up then is once he has meter u can’t really meaty him with a non cross up kunai either. You can bait EX jacknife with cross up kunai and punish the whiff from behind with walk up target combo. EX double rolling sobat will shoot him out of vortex for free also. You might be able to dash up and jab him as a punish but i can’t remember now.
Dee Jay is one of those characters that you’ll be safe jumping more than anything else. He has too many ways to escape kunai vortex to make it really viable on him and his EX jacknife (flash kick) I believe loses to an early jump into crouch since it can’t hit crouching people. Again I’ll need to do more studying on 4 frame reversals to figure out if u can safe jump it. I would assume that like Guile his EX jackknife wont auto correct so if anything the best thing to do if you are going to try to safe jump him is to cross him up to limit the chance of getting reversed. Though there is always the possibility of u getting auto corrected on so your timing would have to be tight if it’s even possible. From the match vids ive seen people usually just jump at him from a slight distance with jump MK then crouch normal to bait reversal. Then just pressure him on the ground with jabs and throws till u can break him down. HK command dash on his wake up once in a while to deter EX rolling sobat use.
(DHALSIM) 4 or 3 frame offensive reversal to escape safe jumps: None
Ability to backdash out of kunai vortex: Not good
Ability to focus forward/backdash out: Not good
Other reversals: EX yoga flame which is 5 frame start up and safe jumpable. Teleport which obviously starts on first active frame. Beats kunai vortex for free obviously but loses to OS neckbreak.
Dhalsim is generally kinda free on wake up outside of his teleport which can be OS neckbreaked or OS tsumuji’d if he’s in the corner. Dhalsims will tend to backdash sometimes on wake up so be ready for that and occasionally sweep or OS neckbreak them. His ability to teleport out of kunai vortex means most of your vortex will be OS safe jump based on him until u can get him to stop teleporting and backdashing.