The Shinobi Secrets: Ibuki Video Thread

match against hawk @ 0:32 and 1:10 there is pretty neat safe jump off a neckbreaker. guess its alternative to b+mp one

Looks like this guy is old fashioned lol.

But anyways I was looking at frame data to see why it worked. Whiffed b+MP is 19f, works on 4frame reversals. Whiffed cr.MK is 20f, works on 5frame reversals. Clearly b+MP is the way to go unless your opponent wakes up 1f later like Blanka, Cammy, or Sagat. The b+MP safe jump works on T.Hawk, so I don’t see why you’d want to make it harder on yourself.

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Close match. A few mistakes from both sides, but very nice hit-confirms from Makoto. We only played once.

Please punish Makoto’s cr.HP on block. Don’t let him get away with that shit anywhere near close range.

I’m pretty sure I was feeling a U2 there (from him). Ibuki can punish with her own U2, and cr.MP right?

I actually want to talk about this match-up (even though I haven’t played AE in a very long time). I’m convinced it is 6-4 instead of 3-7 for Makoto now, but I still don’t lose to any online players. Playing with my bro from Super to AE and it feels no different, but as I’ve been playing AS Makoto the match-up seems very easy for me.

-> Ibuki can’t really spam cr.MP anymore as it sometimes trades, and Makoto can zone in much faster now.
-> Makoto’s high stun and higher health means that Ibuki needs one more successful mix-up.
-> Ibuki’s jump-back Kunai just doesn’t let her get away (U2 is easier as a punish), and it does SO little chip damage.

IMO it boils down to whether or not Makoto can escape on wake-up (blocking, focus, U2), and there’s very little Ibuki can do. But still, apart from myself, other Makoto players don’t appear to have much match-up experience.

Trying to look for the nice hit confirms you’re talking about.

cr.LK (focused) EX Hayate <- this was a OS failure, it shouldn’t have come out -> LP Fukiage, EX Tsurugi

Matchup feels about the same to me from super. 5 - 5 or 5.5 - 4.5 Ibuki favored imo. Ibuki has better tools to get in whereas Makoto actually has to play footsies. Not to mention by keeping Makoto out, you’re already winning. She doesn’t really have anything threatening at midrange that I know of.

Trades with what? “Zone in”?

Big whoop. Learn your tsumuji loops.

Since when was jump back kunai ever a good gtfo tool? Also, try faking a kunai next time to bait that random ultra.

Yes Makoto can escape on wakeup, but no there are definitely things Ibuki can do. Learn your option selects, learn to make reads and punish her escape attempts.

lol this.

I didn’t really see anything fancy except Ibuki vortex pwning and Makoto pushing a lot of buttons.

Also wtf is WAF? Is that some sort of gaming clan or something?

Huh?

We’re never going to agree on this.

Ok, so then how can Makoto get in?

Hi guys,

I’m new to the forums, from Sydney. I play viper and ibuki. Here is a vid from my last tournament http://www.twitch.tv/lansmash/b/290824066 (Fast forward to 59:20). Any feedback is appreciated, i’m trying to improve my game. I Will be coming to New York in September, can anyone let me know which forum to post about local arcades in New York worth visiting for AE? Thanks!

Right well then… As some of you are aware, I posted in the general thread saying I’ve been learning Ibuki for about a month and just need some help to get past the current play barrier I have with her… It happens in waves as you’re all aware, you’ll level up hit a wall, stay there for a while then level up again.

Anyway interesting conversations I’ve had on here aside I’d like some critique on my game, I did give some explanations to my issue in my other posts and I did get some advice back from a few people but I really need some pointers and constructive criticism of where to go next etc… (if you can be bothered to watch these that would be nice but I warn you now I’m not great, hence me asking for help)…

These are basically fairly randomly chosen from my replay saves list as I think they show my general level (win or lose) pretty accurately… Anyway cheers in advance if you do help and feel free to ask me why I’m doing some of the things I’m doing (apparently I do do too many random neckbreakers lol and I did think I had stopped that but it turns out not)…

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hahah…the last video @ 2:14. Thats stick throwing material right there. Hate it when that happens.
You’re pretty solid, but you’d definitely get some mileage out of learning to plink, especially for s.mk. You like to s.mk after a blocked mk tsumuji, but if you don’t plink it then you’re probably going to get counter-hit. It also makes the c.lp to s.mk link ridiculously easy, which is necessary against chars like balrog where you whiff s.lp and get punished. Oh, and NO MORE RANDOM NECKBREAKERS :slight_smile:

Cheers… Yeah I plink when I remember too which is normally when I’m playing serious (with Chun), isn’t it a 2 frame link now though cr.jab, st.forward? So its not really difficult anyway. Thing is I don’t use that link enough cos I am so used to doing the 3 jab one that I get punished a lot by characters (tbh I don’t even know still which of the cast it whiffs on)…

Yeah I really thought I’d got that random neckbreaker syndrome out of my game but watching these back clearly there is some bad autopilot habits going on there that I NEED to stop as when I am using Chun I always laugh at Ibuki’s doing them, seems I need to laugh at myself… Thanks for taking the time to watch hope it wasn’t too painful for you.

You or anyone got any advice about my general tactics, what things are better than others? Or ways I should be getting round (Rog in particulars) pressure or get in on him without the random jumping? Basically what am I missing from my game, I found that whiffing the standing roundhouse after neckbreaker sets up the dash so you can land a meaty on their wake up (with either medium or hard dash) is there anything else like this I should be putting into my game?

Again thanks for taking the time to watch a new Ibuki and give me some advice…

vs Hakan:

Doesn’t seem like you know the matchup very well. Then again, hardly anyone plays Hakan, so I don’t blame you. I just happen to know this matchup better than other people do thanks to a local Hakan player.

0:16: Always go for max punish when punishing blocked Oil Slides. It is -17 on block, though a little less when spaced, but first of all cl.st.LP is 3f startup and sets up for TC4, TC6, tsumuji loops, etc. whereas cr.LP is 4f startup and the combo potential after that is not nearly as strong. Ideally though, you’d want to go for cl.st.MP , cl.st.MK if you’re tsumuji looping.

0:20: Good blockstring/tsumuji pressure.

0:31: First major matchup mistake. Watch your vortex against Hakan when he is oiled! He can cancel his (oiled) dash into a normal, punishing you on landing. To counter this, mix in safe jumps and ambiguous crossups. If you really want to get the point across, use Ibuki’s air target combos. He can try focusing then but he’ll just get counterhit.

0:36: You unfortunately find yourself in the corner but you still try to control some space with cr.MK. I like this.

0:37: At this point you should make a mental note of

  1. How this Hakan player plays his corner game.
  2. How he deals with your cr.MK.
    Specifically number 2, because Hakan really only has 2 counter pokes that I know of, against low normals. First being st.LK, the second being f+LK, which is better imo due to special cancellability, whereas he has to hit confirm and link st.LK into something first, such as linking into f+LK lol. Also, I dunno if you noticed, but the first blockstring Hakan did on you was st.LK x3 , f+LK.

Oh yeah, and he also has cr.HK, but being quite punishable on block (-11), you probably won’t see it as much. I did notice you blocked his cr.HK a couple times, so keep in mind that is punishable with raw ultra 2. If anything else, try walking up and f+LK.

0:40: Not sure what the nj.HK was for.

1:03: Watch your EX kazegiri usage! Hakan can punish this with ultra 2, whether you throw a kunai or not. You have plenty of super bar to FADC and keep it safe. Please do so.

1:06: I dunno how good your execution is, but SJC-ing into U2 would have pretty much taken the round for you here. Please end rounds when you have the chance.

Round 2: the vortex is good, the pressure is solid, but I do not agree with you recklessly jumping at a Hakan with ultra stocked, specifically at 1:45 where Hakan would be looking for jumps because you’re in the corner, and at 2:00 where there is absolutely no reason for you to take such risks. You have a huge life lead, you have an un-oiled Hakan in the corner, there’s no need to risk getting ultra-ed and giving Hakan a chance of coming back. Also you spent meter on EX tsumuji for whatever reason.

2:12: I do not agree with starting the round walking back so much and giving Hakan all this free space. This is simply going to allow Hakan to oil up almost for free, and an oil-ed up Hakan is not someone you want to fight. Unless you are buffering neckbreaker to punish oil up on reaction, there’s no reason to give Hakan so much free space, especially when Ibuki can actually do fairly well midrange against Hakan (Hakan has awful normals).

Actually I wanna take the time to explain why an oil-ed up Hakan is far scarier than non-oiled. First of all, oiled Hakan has more mobility, especially when he can cancel any dash into a normal when oiled. Second major change, is that his Oil Rocket (SPD) gets a huge range buff. Almost the range of Gief’s AE lp SPD, but even more damage. When Hakan isn’t oiled, he is incredibly free. Non oil-ed Oil Rocket has about the range of a regular throw, and iirc his only means of reversal is EX Oil Rocket. This means you can far.st.LP pressure him almost all day for free, as you did in round 2. When Hakan is oiled up, I would suggest playing runaway or zone as best you can until the oil wears off. There’s no need to engage an oiled Hakan unless you’re in the corner or the timer is running out. Once oil wears off, the matchup goes back to being Ibuki favored.

Round 3:
2:40: Again I want to emphasize not letting Hakan oil up for free. Giving him all that screen space and letting him oil up is actually counter productive.

Game 2:
3:13: Please watch your slide spacing. Do NOT whiff it in front of good opponents, unless you want to risk getting whiff punished like this Hakan does here.

3:33: I dunno if you noticed, but Hakan has consistently been using FA xx forward dash xx st.LK to counter your tsumuji low ender. When doing tsumuji pressure, you need to be reading your opponent and not just autopilot. Switch it up to the 2 kick version, and counter with a neutral jump, or TC10, or dash up throw, f+LK xx lk.Tsumuji, etc. Whatever you think will be a good counter to obvious FA usage.

3:55: Ideally you’d want to be hitconfirming your slides into far.st.LP, since it’s basically a free combo and knockdown if you can, but since this is online we’re talking, I’ll let it go.

4:17: If Hakan is oiled, but doesn’t have ultra, you still need to watch your EX Kazegiri usage. It’s actually punishable if he dashes up and does Oil Rocket.

4:27: Again you use slide as a means of approach when
-this Hakan has already proven he can whiff punish it, online too
-there is really no need to use it at the range you did it
You weren’t going to hit him at that range, and Hakan doesn’t have anything threatening like a fireball to warrant a slide instead of simply walking forward.

Generally speaking, half the time you pressured Hakan were the wrong times, and most of the time when you tried to stay away, you stayed way too far away, like full screen, letting Hakan oil up for free. I would also have liked to see less neckbreaker/tsumuji knockdowns and vortex, and instead other means of okizeme, such as safe jumps, launcher resets, and kazegiri knockdowns. You can put on a whole lot more pressure than just meaty slides and overhead spam. Remember that when Hakan doesn’t have meter or ultra, he’s actually pretty free on wakeup.

Lastly, if possible, I would suggest spending a couple minutes familiarizing yourself with Hakan’s normals (especially to see how ass they are, lol). Something to note that good far.st.LP and f+LK usage from Ibuki can actually punish a lot of what Hakan throws out on block, if they aren’t spaced correctly. Learning the footsies aspect of midrange would go a long way toward playing a solid Ibuki, as opposed to just hoping you can somehow randomly knock your opponent down and then start vortex.

Will be watching the other matches later. This post took me quite some time to write up.

Edit: going back to what I said about 0:37 and making mental notes, this is the kind of thing you should be doing in every matchup, especially when you don’t know the matchup or the player. Knowing that this Hakan likes to do st.LK st.LK st.LK f+LK as a blockstring is good knowledge that can be put to use later if he becomes predictable with it.

Try and re-watch these matches again, at least once or twice, but preferably as many times as it takes so you don’t overlook anything. See if you can gain some insight on the matchup, what you did right/wrong, what worked/didn’t work, etc. Things like did you notice Hakan using his overused st.LK st.LK string as a hitconfirm and then tick Oil Rocket when blocked? Or after a Oil Rocket, dash up , j.HK is a safe jump against Ibuki? It’s things like this that you need to make notes about when learning new matchups.

vs Boxer:

1st Boxer
This guy is awful.

  1. You play overly agressive, and I don’t think you’ll do very well against a good turtle Boxer. Starting out the round with a jump is kind of gutsy. I can understand that you might have did it on reaction to him neutral jumping or letting go of down charge, but you didn’t really try anything to get around his potential cr.HP antiair.

  2. Don’t go for cr.LP st.LP st.MK combos. It is obsolete in AE, unless for some reason you can’t handle 2f links. far.st.LP can whiff on hit on a lot of characters, and it is best if you just get used to doing cr.LP st.MK now instead of later. At 0:55 is why you don’t want to go for cr.LP cr.LP st.LP combo. Actually you waste a lot of opportunities against the next Boxer because you keep going for this combo.

  3. Not sure why you didn’t target combo after kunai vortex. Instead you do cl.st.LP , cr.LP , cr.LP for some reason?

  4. Random lk kazegiri pays off lol.

  5. After dizzy, you should always go for j.HP combo starter. And why are you going for FA level 2? Maybe just to style or something? But then all you did was TC4 neckbreaker, and you didn’t even do the full TC4.

  6. Instead of going for Ibuki’s standard safe jump on Boxer, you can actually do a hitbox safe jump for better punish-ability.
    neckbreaker , whiff st.MK , j.HP option select Neckbreaker

This will punish every option Boxer has on wakeup, including EX headbutts, dash punches, and TAP. Unlike the standard safe jump where you’d have to block an EX dash and then the situation is kind of reset.

2nd Boxer
A better Boxer this time around, but I still feel like he didn’t really expose your weaknesses that well.

1:26: Again you whiff slide in front of your opponent. You really need to stop doing this. Boxer tries to whiff punish but to no avail thanks to online.

1:30: When jumping in, go for the j.HP. No reason for j.LK unless you specifically want the less blockstun (like for a quick tick throw or something).

1:43: You manage to get a slide hit, and a counterhit slide too. In this situation you should have gone for the far.st.LP into combo. Actually due to the spacing you did it at, there was little reason not to, since you were probably going to be plus frames on block anyways. A waste of an opportunity, even though random backdash into neckbreaker saves the day.

Throughout the match you keep going for tsumuji knockdown, like all the time. Why? Neckbreaker knockdown is far superior in this matchup. Not only more damage/stun/meter, but it perfectly sets you up for hitbox safe jump with an option select. Even if you don’t kunai vortex (which I suggest you use more sparingly when Boxer has meter), the safe jump alone is worth it because it negates his down charge.

2:07: Just noticed you did st.MK xx SJC back. It also made me notice that you’ve been adding an extra up-back input for many of your tsumujis. While this isn’t too harmful, it may cause you to drop opportunities, like this one here where you actually hit him with the st.MK. Practice your execution.

2:10-end of round: here we have a situation where you have a solid life lead, and a small meter advantage. There is NO reason for you to command dash at him. Then after he manages to sneak in a random sweep, you go on a mash EX dp frenzy, despite still having the life lead. I really don’t agree with this decision, as you’re basically just taking unnecessary risks, which ended up costing you the round plus 2 wasted bars. Again if you’re going to EX dp, at least keep it safe with FADC when possible.

3:31: you go for lk.command dash into further blockstring. Why? If you simply ended with neckbreaker, took the safe jump along with some chip and then lamed it out with the life lead, you probably could have won. Instead you eat an EX headbutt for your troubles, giving Boxer the life lead.

3:37: you jump back and do EX kunai. Why? Were you just hoping Boxer would get hit by it? If you were going for chip, at least you should wait until he makes a move before doing so, like doing EX kunai on his landing if he tries to jump forward to close distance (unlikely, but possible), or maybe being a bit more gutsy and jumping at him but stopping short with EX kunai. Or even doing TK/IA EX kunai (slightly more execution heavy).

The reason I’m questioning your decision here is because I think you would have been in better shape if you landed super, either hit or block. Something like hitting him with a random slide (which you’ve been doing all game) and then SJ back super, or baiting a midrange poke like sweep, and then doing hien xx super. Especially since spending the super is not a problem when going into final round and Boxer has no meter, as Ibuki doesn’t really need meter for this matchup anyways. Instead you gamble it on a random EX kunai and now you’ve basically lost most of your potential to close out the round.

tl,dr:

  1. A lot of decisions I’m not sure I agree with.
  2. Being way way too agressive.
  3. Not exploring Ibuki’s okizeme to the fullest extent.
  4. Not watching spacing or watching your opponent’s charge very well.

i agree with everythiiing i read that mingo said about hakan… only read a bit of the boxer info, didnt watch the matchup, but mingo said something that i was going to say which is that cr.lp x2 st.lp is completely obsolete now… dont use it.

the only other piece of advice i would give is dont cancel into mk tsumuji on hit unless its from a 1 frame link or something. you GOTTA get that neckbreaker going, its where ibukis ambiguous kunai crassups are available from. tsumuji knockdowns arent setups for kauni crossups… my friends can block them on reaction like 90% of the time… the ones from neckbreaker they cant thaough… so use that knowledge to your advantage.

i liked your ibuki.

-dime

After spending hours on the last two videos, I kind of just skimmed this one. But I saw the same sort of problems.

  1. Near total advoidance of footsies. Ibuki’s normals aren’t the best in the game, but they aren’t useless.

  2. Randomly jumping at your opponent, especially at inopportune times (eg: trying to get out of the corner; any decent opponent will be looking for this).

  3. Using cr.LP st.LP which does not work on all characters at all spacings.

  4. Random slides, random neckbreakers, not much hitconfirming.

  5. Random FA dash spam (Abel has a nearly safe armor break, yet you choose to spam it anyways?).

  6. Far too many command dash shenanigans. I can only wonder what you’re going to do against mashers. A lot of this stuff really isn’t going to work in an offline environment unless you really train your opponent first.

  7. Strange okizeme choices. You choose to command dash mixup Ken, who is actually quite susceptible to vortex, and an unblockable. But you choose to kunai vortex Abel, who can actually get out with EX roll?

  8. Poor decision making. Choosing to spend meter on EX kunai at the end vs Abel when you almost had super which could have helped you come back. Even if the EX kunai hit, it wouldn’t even have done enough damage to put you in the life lead. I can’t possibly see the reasoning behind this unless you can fill me in.

  9. Not using SJC to finish rounds. You had a chance against Ken to SJC super to close it out, but instead you go for yet another untechable knockdown. Don’t take any chances; just end rounds when you can. If it’s an execution issue, then you may want to consider practicing a bit more. At the very least you should have did meaty super for the chip to secure the match. There is absolutely no reason to let Ken survive another 26 seconds to give him a chance of coming back. This ain’t no Mortal Kombat; there are no mercies. When you get a chance you finish that nigga off. Going back to your randomness, during these 26 seconds of a possible Ken comeback, we again see you doing random jumping around, a random focus in the corner, etc.

Patience and composure.

Pretend you are playing Chun vs Boxer and you just want to keep Boxer the hell out, and only capitalize when the opportunity presents itself, such as Boxer losing charge, him getting impatient, him predictably sticking out buttons, him doing random dash punches, etc. Boxer is a master turtler in AE. I would not recommend trying to just shove your way in else you get punished.

Also there’s no need to whiff st.HK. If it helps with the timing then fine, but you can do the same thing by holding forward and delay hk.command dash or mk.command dash. In this way, you can control how much frame advantage/disadvantage you get.

Not there there’s any need to do any of this nonsense when you have vortex at your disposal anyways.

Right then… I have to offer you a big thanks for taking (clearly) a fair amount of time to not only watch but then construct a pretty decent breakdown of the matches, I will read your posts a few times when I have time (at work atm) and try and make the important stuff stick. Honestly you went out of your way for me so I can’t fault you for that or at first glance anything you’ve said…

Secondly I know the Hakan MU amazingly well (with Chun) I play against of the best around (Samurai Drew14) and know when oiled up his cancels into normals shuts down pretty much any offence (it basically takes away Chun’s entire normals game, I burn so much meter with her cancelling far MP into EX Legs just to keep him out)… However I am pretty new to Ibuki and I don’t know any of her Match Ups yet. Pretend I am playing Chun Vs Boxer? Does Ibuki have the footsies to do that effectively? Man I need to get in training room with her and test out her ranges and pokes Vs the casts set of moves and whiffs…

I am still at the stage of trying to used to the character and learn her, I am still not at ease with moving around and controlling space with her or opening up my opponents, hence all the jumping in I am doing which I know is BAD. So I haven’t really started to learn her specific match ups. This is another reason your posts are very helpful for me :slight_smile:

You mentioned SJC’s into Ultra, yeah for some reason I can only get em reliably from P2 side atm (stressing I am new to Ibuki here and I haven’t put enough time into her in training mode as I have been working on my Chun in training ready for SvB) so I rarely go for them. I know this is something I have to fix and will put the time into this aspect as soon as possible. Not sure why I can do it from P2 side and not P1 :frowning:

Anyway thanks greatly for your input and as stressed I am pretty new to her so this is very helpful