Why did Sako do a random U2?
It’s almost as annoying as Chun-Li’s back dash, but more OS’ing should of been present instead of relying on the vortex all the time.
I don’t really agree with this match up being 3-7. 4-6 the least.
Why did Sako do a random U2?
It’s almost as annoying as Chun-Li’s back dash, but more OS’ing should of been present instead of relying on the vortex all the time.
I don’t really agree with this match up being 3-7. 4-6 the least.
When did he do a random U2?
I dunno if you were noticing the inputs but Sako was option selecting almost all the time.
24:52 - I have no idea why an U2 came out.
My bad, I should be looking through inputs.
Not entirely sure. My best guess is that he was looking for Soul Spiral.
I always thought Ibuki - Rose matchup was 4-6 if not slightly worst back in Super. Insanely difficult with Rose’s slide eating Ibuki’s for lunch everytime. Rose’s back dash is good enough that like Chun, she can absorb the first hit of a fireball. Backdash to absorb the second one.
I agree with the 4-6 but not because of Rose’s (useless imo) slide. 4-6 because her herp derp U2 pretty much shut down every sort of offensive pressure on her, including vortex. There were tricks you could try to do, but in the end you were putting yourself at risk even though you just knocked Rose down.
Back in Super that was awful. Now no invincibility frames. The matchup isn’t as shitty. Her slide just allowed her to put you in her c.mp range where she could space SS safely and annoyingly and there really wasn’t anything that could beat it. That + better pokes in every way and this matchup is just stupid.
Her slide was useless and still kind of is. It doesn’t do anything on hit and it’s terrible on block, almost like Ibuki’s slide. How many times did you see this Rose player use slide against Sako?
If you really wanted to punish slide so badly, f+LK, f+MK and f+HK are all perfect options that rape lows. If your spacing is on point, you can also whiff punish with cr.HK or st.MK.
Besides her useless slide, yeah her cr.MP is really gdlk. That’s why you saw Sako staying the hell out of its range. In fact, most of the footsies game was played at max cr.HK range with Sako looking to whiff punish shit.
Yes SSpiral is annoying. A spammable, safe on block, armor breaking special that can sometimes beat your normals. Sounds kind of like Jaguar Kick. If you rage against SSpiral spam, wtf do you do against Jaguar Kick spam? Rage too and call the matchup stupid?
Her slide is +2 on block and +5 on hit when spaced correctly. Hard to whiff punish. Moves her right into C.mp range where she can combo if it hits spaced or counter hit. Difficult to whiff punish especially with slow moves like overhead and bonsho kick.
As far as I say this matchup is stupid. Eh what do I care. I don’t even use Ibuki anymore. Honestly, it’s not even that bad the SSs. One that is badly spaced and that’s a BnB. But yeah it’s stupid. I’ll just pick someone else.
The point of the whiff punish is that it doesn’t hit you, it whiffs, and then you punish, frame advantage doesn’t apply in these situations.
What kind of shitty Roses are you playing that whiffs slide all the time. Because of the awesome frame advantage. It can hit fairly deep. Like halfway in and still be safe. So I watched 24mins into that set and yeah, I pretty much didn’t see a slide from either player that was whiff punished so good luck reacting to that. Either way, I see the problems with Ibuki I’ve always seen. I don’t know how she jumped up so high in tier so fast.
What were you doing the entire match to let Rose spam slides on you? Out of all the tools that makes Rose a decent character, slide as a footsie is hardly worth mentioning.
Definitely worth mentioning. Not the most important. Not even worth arguing about but here we all.
[media=youtube]29pzLmvDoyw[/media]
Looks like they both play in a total random way
Hi guys!!
I love the Ibuki Player Guide that Izuna made and I wanted to cooperate with it in any way. I thought… what could I do to help others as izuna does? I realized that it wasn´t a “Resets” paragraph or something like that in the guide so I made a video with some basic resets using kasumi gate and kunai.
I follow up all the resets with bnb combos in this video but you can creative and follow these resets with whatever you want such setups for kasumi suzaku, both ultras, tsumuji loops and more flashy stuff
I know that this is not new technology and almost every single Ibuki player knows all these resets, they are very basics, but I wanted to recorded it for any who needed and could help someone to improve.
[media=youtube]rAIIHlei0Uc[/media]
Best regards!!
[media=youtube]Z2wGXKIi62c[/media]
God I hate this match-up. Friend of mine plays Ryu and I just find it super annoying. While I’m far from being an expert on this matter, I’ll try to tell you a few things about this match-up. Of course there are plenty of other more knowledgable people here, so hopefully they’ll correct me if I say anything they disagree with and maybe share their own thoughts as well.
When Ryu players use that solar plexus move (F+HP), it’s rather annoying because it moves relatively fast, covers decent distance, and can be combo’d if it connects. It’s also neutral on block so you can’t punish it. I usually throw out a cr.mk to stuff it when I feel that Ryu is in a distance where he might use that move. I’m not particularly sure that you can do this in reaction, but it feels like you can. If I’m feeling bold, I’ll try to use raida on reaction, but this is probably not a good idea.
Ryu’s cr.mk xx fireball is not a true block string. Try to keep that in mind while blocking a string that uses this. You can ex-neckbreaker as soon as you can visually confirm that a fireball is coming out. Smarter players will likely mixup whether or not they follow a cr.mk with a fireball. The reason why you also want to do an ex-neckbreaker is because it leads to the “shoto unblockable”. Refer to Izuna’s guide. This may take some practice, but I think this is what makes this match easier.
Capitalize on the kunai’s that hit on Ryu’s wake up. I noticed that when you did land a kunai, you tried using TC4 to continue the combo. However, not all of it connects on a crouching Ryu if its hitting. You can probably opt to do a st.mk into Tsumuji, or something that connects on a crouching opponent.
You can use Ibuki’s backdash to get out of jump-ins on your wake up. Use it sparingly though, because it’s an easy option select for shotos (you’ll likely eat a tatsu or worse if you do it too much).
Ryu players (and generally players with a good 3-f uppercut) will generally DP your jumpins, unless you give them a reason to respect it. Try using a cross-up j.lk or maybe j.mk. To be perfectly honest, this is something I need plenty of help with also. Maybe someone else can chime in. I noticed that if Ibuki does land a cross-up j.lk while Ryu is DPing, Ryu tends to flip out and the risk-to-reward ratio is in his favor. If you hit them, it more or less resets the situation. If you screw up your timing or spacing, then you get DPxxFADCxxUltra.
You shouldn’t hate this matchup, as it is supposed to be Ibuki-favored.
If Ryu is close enough to do a dash punch, then you should be in range to either land a low attack, or st.mk pressure, or even a cross-up attack.
For the record, Ryu’s cr.mk xx fireball is a true blockstring if done at close ranges. At max range of his cr.forward, however, there is a gap, where you can do a EX nb or focus dash through for a punish. You can technically option select it, since you’ll continue to block if it’s a blockstring.
If you somehow managed to land a cross-up j.lk on his tatsu, and he bounces out, technically you have the advantage. You’re able to force him to apply pressure since you land first, where he has to either make a risky DP, burn meter to make it safe, or attempt to block your attacks. Depending on the spacing, you can sometimes choose whether or not you want to walk underneath him for a cross-down, or fake it and stay on the same side. Either way, Ibuki being close to Ryu is a good thing imo.