Good shit.
Here is the whole set vs RickyTTT’s Ibuki I played yesterday (some really close games):
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just got these up, would appreciate some advice.
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Thanks for the in depth advice Ming.
The random neckbreakers I REALLY do need to get out of the habit of doing. I do it sometimes because I know the other person isn’t going to block, but I suppose its still unsafe.
I’ve actually gotten alot better with the vortexing since then. I’ll try to upload a couple more new videos. I also been working on her BnB’s. Timing it online for some reason always comes out funky. But I have been throwing it into my game alot more now.
Does Raida beat out all Command grabs ?? Should I just use it on the grapplers Wake up??
Oh and the Taunt, I was just fucking around lol, wouldn’t do that in a REAL rank fight haha.
Again thanks for the tips man
Saw them in reverse order for some reason, and I’m not going to bother commenting on the last 3, non LoyalSol players. Most cases you were the one giving them a beating and I was seeing random shit everywhere.
Ok so with your games with LoyalSol, finally I see a game where your opponent knows wtf he is doing.
- NO MORE RANDOM NECKBREAKERS. I must have seen like at least 10 neckbreakers a round, regular and EX. Fortunately I guess LoyalSol was not quick enough to punish but srsly. Akuma can really fuck you up for shit like that. One time I saw him jab jab short tatsu hp.dp. That must have been at least 1/4 of your health for sure. Do you srsly want to gamble that kind of shit? Go punch the wall like kreativeking is doing so you STOP DOING RANDOM NECKBREAKERS.
- Your punishment is quite lacking. Kunai vortex and you cr.MP xx command dash? Or kunai vortex and then cr.HK? What the hell do you not know your target combos? And lol jumping after launchers against shotos. I guess LoyalSol forgot he had a dp.
- Way too many random EX raidas and EX kazegiris for no reason. Let’s stop doing random shit that can get punished. Play solid instead. One time I see a totally whiffed EX raida (your opponent is clearly jumping over you rofl and you raida) and gets punished by a super. If you’re trying to throw out raidas to catch limbs, stick to using your own pokes instead.
- Somehow you were stopping Akuma’s vortexing everywhere. Kudos to that even if it was just lucky blocking.
- Poor usage of option selects, specifically neckbreaker option selects. I constantly see Akuma abusing his teleport everywhere as his free get-out-of-Ibuki-pressure card.
- You were pretty susceptible to Akuma’s dive kicks. While Ibuki does have a slight disadvantage against dive kick characters like Rufus/Cammy, not all hope is lost. Someone somewhere said nj.MK works wonders. If the dive kick spam is poorly spaced, then raida it or command dash/slide under and punish.
Side note: when Akuma does his st.HK (those forward double roundhouses), if it’s not spaced right or if you’re crouching, often times the 2nd hit will whiff, allowing a small window for you to punish. Take advantage of this.
Good:
- Ok rush down
- Ok vortexing
- Ok use of target/bnb combos
Bad:
- RANDOM NECKBREAKERS
- Poor defense; you have no idea how to block. You just mash EX kazegiri instead.
- Zero use of option selects
- RANDOM NECKBREAKERS
Also btw damn get a better camera or something. The one you have now can’t handle motion at all.
I believe raida does, unless maybe if it’s like Abel’s TT and you both time it perfectly.
Are you expecting the grappler to mash command throw on his wakeup? It really depends on the grappler, but I’m pretty sure there’s better options than raida on grappler’s wakeup.
- FA1 dash up is not very safe. Ibuki is at -2 frame disadvantage when she dashes up. Your opponent can simply mash jab or throw and now you have to block/tech.
- Don’t miss combos! Especially when it’s a 3 frame link or a braindead cancel. Also it seems your SJC U2 needs some work.
- Eating hado chip damage for no reason. You can absorb them, (neutral) jump over them, or slide under them. Or better yet, learn how to EX neckbreaker on reaction and your opponent will stop throwing them out mindlessly.
- Learn how to block. Game 2, round 2, Ryu gets you in the corner and you simply eat everything he throws at you. You eat a throw, a jumpin dp ultra, two crouching strongs (Ryu missed the combo here), another throw, and then you mash EX kazegiri only to get crossed up with a tatsu. Holy hell.
- Jumping in at a shoto? What are you thinking? Game 2 round 3 you deserved that super to your face. If you’re ever going to jump at them, stay out of dp range, or make sure you cross over, since autocorrect dp is much harder in SuperSF4.
- You caught the Ryu jumping a few times with EX kazegiri, but generally this is not your best option on wakeup, especially against Ryu. He can just safe jump it (though feel free to mash EX kazegiri if it looks like he didn’t time it right), or he can cross to the other side with j.LK/j.MK or tatsu crossup and your kazegiri will just simply whiff.
- Too many missed opportunities. Sometimes you get some cr.jabs in, sometimes a st.MK. But you don’t even follow up on it. If you’re not expecting it to hit, at least buffer the motion so if it does hit, you get that knockdown. Knockdowns is what Ibuki is all about. Get more of those.
- Use target combos instead of cr.LP cr.LP st.LP bnb when kunai vortexing. I see the st.LP whiff way too many times simply because Ryu is too far.
- Learn your spacing. Punish max range cr.MK xx hado with like anything. FA dash up combo. Mash U2. If Ryu doesn’t know his ranges and throws out a max range cr.MK cancelled into hado, you will recover faster and can punish the hado. Also after a couple games you were getting very predictable. Throw out jabs linked to st.MK cancelled into tsumuji and now Ryu is at his preferred range again (cr.MK range) and now you’re at a bad range for Ibuki vs Ryu plus you lose your frame advantage. Ibuki needs to stay in her opponent’s face. She has tons of rushdown options, not just cr.LP cr.LP st.MK lk.tsumuji. Make use of overhead kick. Walk up jabs. If you’re intent on spamming that one combo, at least stay unpredictable and throw in a command dash here and there instead of cancelling into tsumuji all the time.
- Antiairs. Learn them. Use them. FA is NOT a good antiair. Dunno if this Ryu knew this but he can just simply mash dp and it’ll rip through your FA due to the invincibility frames. Ibuki has air throw and agemen b+MP. Use these instead of FA all the time.
- I saw a lot of risky play specifically when Ryu had tons of meter + ultra. I’m not sure why he didn’t just mash dp in the middle of your rushdowns since he clearly had plenty of meter to burn.
- At the end of certain rounds, it seems you were tense with adrenaline rushes and suddenly RANDOM NECKBREAKER! Go join kreativeking and ClxJames in punching the wall everytime you throw shit out like that. You were very fortunate that the Ryu missed the punish at least half the time.
Good:
- General solid playing
- Good use of superjumps, slide/backdash/command dash, keeping your Ibuki very mobile
- Landing combos most of the time, seizing opportunities, even if you did mess up combos at least half the time
Bad:
- Very poor rushdown game, poor okizeme game; half the time Ryu gets to wake up for free with you just simply crouch blocking next to him. He’s clearly not a dp masher, so what are you doing sitting there?
- Missing links and combos like, everywhere
- The same cr.LP cr.LP st.MK tsumuji combo gets you nowhere and pushes your opponent to safety
- You need to learn how to block
- You need to learn how to tech throws. If Ryu is getting you, just imagine kara throwing Ken, or a grappler
- Risky play against someone with a meter and a dp
All in all you played average - decent. It’s just that your Ryu opponent played incredibly solid so, not much you can do about that.
I should note we were playing on a two bar connection so there were a couple of miscues due to the lag. Like when I attempted to demon the neckbreaker on block the jab came out.
Techniques from several different Japanese Ibukis:
What the hell I can’t read japanese. Where’s the download button?
I just got done playing vs. Someguy92 (ThePredster) on the forums. I played Cammy in all but two matches.
I’m just going to keep it short in sweet. There are five things I feel that would make you a lot better for sure.
- You can’t punish: I would do unsafe spikes and arrows and all you would punish with is throw. The only time you really punished hard is if I mistimed an U1 trying to tag you on your Kunai recovery. And you punished with the hp-sweep-hk combo. Don’t do that. Get your free knockdown and go.
2: No mixups: Everytime you got a clean knockdown on me you’d just always go for a some sort of meaty kunai (which wasn’t meaty, since at times I easily auto corrected dp’ed you), and especially in the corner you would either neutral jump or jump away then kunai. Don’t be so scared of wakeup dp since most good players won’t do it without just cause or two meters backing them up.
- Bad defense: You need to block low a lot more, and work on teching throws. I know Cammy is a horrible match for that since she has the dive kick/throw 50/50, but you weren’t helping your cause either. Also, do not backdash so much. At the end of the set I caught on to it, and punished you a lot more for it.
4: Bad Kunai spacing: You were throwing way too many Kunai at me. Cammy is one of the only characters in the game that can punish Ibuki for a bad kunai toss. As you saw on many occaisions I U1’ed you through the kunai and tagged you in there. Super works as well to punish kunai too so work on you when you throw your kunai and stay grounded.
- Don’t be so scared to fight: Do not be nervous even though I give a lot of advice and helpful hints on these forums. I can be beat just as any other person can in this game. You even beat me a few times so try and play without fear if you can.
Some things you did well though is that you did have some solid defense at times and you did do some good stuff when you got me knocked down. You’ve gotten better for sure so keep working at it.
GGs.
I played ur friend the other day, beat his gief and his bison. 2nd time we played he practically ran the whole match with bison and got the win, lol. it was ggs tho.
But, anyway I havent picked up Ibuki in almost a month 1/2, I still like her, guess I gotta put some work into her.
- yeah I knew that was terrible. Spiral Cannons for some reason feel tight and I miss it so often that I just throw instead of accidentily whiffing. Training mode I need to be. Why I didnt neckbreaker/U2 everytime your dp on block was also pretty shitty.
2.agreed I only know vortex and crossup with lk is just to unreliable and unsafe for me to use it anymore. I suck at that. - how else do you get out of pressure when someone is block stringing you. Mashing and Ex. Kazegirl is a no-no.
Agreed. Not my best play at all. I do apologize for the connection. Naval Base internets is teh suck
Great post Violence, awesome shit in there
No way dude? goddamn nice u dont imagine how much i hate his bison! cause to be honest he’s really good, BUT cheap and turteler as fuck >_>…so lame
dude if ur able record the geif and Bison matchs try to upload em haha…i wanna shove it down his throat lol
PS: he’s a close friend as well* so dont worry i dont hate him lol
^^ the japanese ibuki’s vid is awsm! and seriously i dont know how the heck is that Dhalsim 10k+bp O_O!
Thanks for the tips Mingo, I have a really bad habit of FA’ing at close ranges and eating a f.fierce>shoryuken or even a throw.
I do punch the wall everytime random neckbreaker comes out and the guy i play punches the wall everytime he eats it, but i’d like to think i’m slowly getting there.
i think the main reason i FA at jump-ins is because my aa skill is very very bad, rather than aa i prefer to avoid them altogether if i can with a slide or fa but this fails more often than not. i haven’t been playing her very long so i always go to tsumuji enders but i’ll take your advice and start mixing in dash + overheads.
i have alot of trouble judging which way to block with his jump-ins, any tips on the range between cross-up mk and normal fp? i know it’s just me but i swear i always see them both hit the same spot. btw what is ibuki’s best anti-air against ryu’s jumping fierce?. i’m gunna start substituting the st.lp for lk,mk TC even if the timing’s abit harder, atleast it won’t whiff.
thanks for the advice i’ll practice lots, being average is ok but i want to get better.
You’re like a really bad confederate. LOL.
In any event…good shit on these new videos. I know some video came out that had Momochi’s long run on Xbox Live. I’ll have to look at that again.
I’d say it’s going to take a lot of experience. After 20+ games bo5 with a 3200PP Ryu, I still couldn’t figure out which way to block his j.HP/j.MK/tatsu crossups.
Ibuki / Seth Glitch XD
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Really impressed by Buktooth’s play vs. Valle at Devastation. He used a lot of max range c.LP to s.MK to keep pressure and land knockdowns from a far range. Lots of MK tsumuji pressure as well. He was about to win it vs. him a bunch of times but he kept getting nervous against Valle when it was time to clutch things. I guess the shoryu and footsies was too much to worry about. I really wish he would have just decided to throw super out a few times when he had it. It does so much chip even if it doesn’t hit and if you get Ryu to jump or throw a fireball at all like he was able to do he could have had a chance to land it. Having super shuts down a lot of Ryu’s basic zone game.