I think its better that he momochi got rolled anyway, because if he did quite well then we’d see an influx of new but bad ibukis. With this loss there will be not much change in the player base but existing ibukis might train harder or work on their ryu matchup.
There’s still a few things to take away from the match.
I haven’t played Ibuki in a long while but I have to admit Momochi’s footsies with Ibuki was quite impressive but against Daigo’s footsies it’s definitely an uphill battle. Personally, I think he played his footsie game with the right idea. Good use of s.short, s.Forward, s.Jab, c.Forward, and c.RH. Some of his whiff punishes were very good. Safe slide, Daigo does c.RH, Momochi does c.RH punish.
What made the match felt hopeless is Daigo’s solid defense and pin point spacing. He put him in stun watch multiple times but without another mix up set up he couldn’t edge out that extra few hits for a stun to potentially go into a reset or knockdown. He ended up getting 2 kunai taget neckbreaker combos but the next mix up he went for Daigo blocked it and reset the pacing. What exactly can Momochi do at this point to get the stun? Daigo just has to sit back let the stun meter drop and let you come to him to get the damage. He has so many ways to make you fear approaching him I can imagine it being very disparing for Momochi. Just so many opportunities where Daigo got to sit back and force a move from Momochi. Fundamentally, I think Momochi played this right at the beginning of the sets but a combination of execution errors & Daigo and he got mind fucked into a loss.
yeah, those execution errors really hurt. matchup could have been different if he had have had a better percentage.
still though even with on point execution and the mindgames/threats that come with it… i cant see momo doing any better than 5 or 6 out of 10.
but i agree that there was ALOT of good stuff to take away from the match, it was depressing to see ibuki rolled so handily, but it was a joy to see the respect that daigo had to give her in footsies battles. ibuki isnt supposed to have good footsies and momo showed that not only does she have stuff that is decent but that needs to be respected… in this case her slide is godlike if you can space it well enough… controls alot of space and bops 70 damage off of the opponent just for standing up at the wrong range and is completely safe from that range unless outprioritized (very hard to do) or focused.
the primary problem with ibukis footsies is to my mind, lack of a great move to wiff punish with… all she has is sweep, and that shit has minus range compared to what most other characters have.
she could have used a walk speed increase in my mind… but that might make her too good…
-dime
From what I saw in the video Momochi did s.forward/shortxxTsumuji for whiff punishes on top of sweeps. Nothing wrong with an untechable knockdown for a whiff punish, imo.
i think we are talking about 2 different forms of wiff punishing here.
-dime
Anyhting I could have done different on this match to win or put up a better fight ??
[media=youtube]QA5Au5SPlOU[/media] vs Ken
[media=youtube]bRV61VwK8CU[/media] vs Makoto ( Completey Raped ) Any strats against Makoto ?? Never really fought any good ones
[media=youtube]IL6p61sv_qM[/media] vs Rufus
Feel bd for Momo, that was such a run through smh. But learned alot from it. I rarely ever use her slide kick as a poke. Have to practice on the spacing.
But anywhos back to the topic heres more of My Ibuki
[media=youtube]kLqGWa-5xac[/media] vs Ryu
[media=youtube]5gp4zkx8aFI[/media] vs THawk
[media=youtube]_sCV1oHF00U[/media] vs Ryu
[media=youtube]0MHHJUdZFrY[/media] vs Adon
[media=youtube]UjnAEPCFli8[/media] vs yet another Ryu ( Seems everyone is using him now )
All comments welcome
^^^ first match, against any ryu that is being so obvious about his sweep… ultra 2 it on block… its completely free if you even halfway suspect it, and that dude was throwing it out with absolutely no fear.
-dime
It’ll take time to figure out the mid range game with Ibuki and that’s what Momochi was struggling with most as is any other Ibuki really. Mid range Ibuki is just not that scary. It’s basically don’t get hit by sweep or s.MK once you push Ibuki out into mid range and you’re pretty much free from 90 percent of her offense. Long as you aren’t chucking fireballs at her like an idiot the onus is on her to make moves and get in. Ibuki is all about taking advantage of people once you knock them down and it’s the opponents job to keep her out. The thing is…even though Ibuki isn’t that scary from a range she has a ton of tools that she can still use to zone with. So even if you aren’t whiff punishing a bunch of shit at least the opponent can’t get near you either. She has an interesting play style. From mid to far range she’s basically just about building meter and being lame as fuck. Though as soon as you land one knockdown you go to town.
I mean it was obvious as day that Daigo was going to beat the shit out of Momochi’s Ibuki though that’s not the point. Ibuki still has a lot of untested shit and he was fighting against a year long trained SFIV Ryu. Experimenting with a character that’s heavily based on mix ups and landing knockdowns against a solid fundamental character like Ryu is just going to be an uphill battle for now. I think in the long run Ibuki will have a lot of tools to deal with Ryu but when you’re up against Daigo’s Ryu you can’t just have experimented shit that you’ve been working on for a month at most and expect to rock Daigo. I did see a lot of good things like Momochi forcing counter hit c.MK’s and comboing into s.MK. If Momochi didn’t drop those damned s.MK plinks after the c.LP’s he would have won more matches period. He also should have tried to just out right ultra 2 through some of those c.MK to fireballs and fireballs from a distance. He also should have tried to play more lame as holding on the health lead after landing a few hits seemed to keep him in the advantage. As long as you’re spacing right with Ibuki, Ryu can’t really force his way in on Ibuki either.
I think once Ibuki’s tricks all get figured out she won’t really need to whiff punish that often. She doesn’t really need to be like another Chun Li or Bipson just looking to press buttons at every whiff. There’s definitely going to be some mix ups and knockdown strategies that people aren’t applying yet and once those are all put together I see Ibuki potentially being able to take whole rounds off the first knockdown.
I only watched the match vs. Ken. Definitely don’t just random jump forward at people at the start of the round. Good way to get DP’d. Stop all the random ass neck breakers. Unless they’re doing a bunch of focus charging from mid screen cut that out. Learn how to combo off c.LK into far s.LP if they’re close enough and don’t have a small hit box or learn the 1 frame c.LP to s.MK combo afterwards. The Ken player whiffed a shoryu super hard at the end of the second round and you tried to punish it while he was still in mid air with your super? I don’t know what that was about. Just wait for him to land and combo him FTW like people usually do. LOL. Oh and yeah be careful about dropping combos or putting gaps in your block strings when you’re about to kill someone. Average Ken players like that are just going to mash ultra/shoryu all day when they’re almost dead. Use more c.LP, s.MK and s.MP. Basically more footsies less random neck breakers less jumping forward. If you must jump try to stick to neutral jumping with MK or throw a kunai. Only jump forward then they do something stupid.
alright. ill try critiquing. First critique btw.
The Ken fight- Yeah a lot of random Neckbreakers…they weren’t really punished well but after the first punish, you shouldnt do it unless at the end of a combo or as a punish. Your TC4 ends in Raida which whiffs alot. Neckbreaker does more damage and stun and scores an easy vortex knockdown while Raida pushes him in the corner. Unless you plan on sticking him in the corner, stick with neckbreaker. In the 3rd round you let the Ken out of the corner for free. Cornering is a great way to pressure opponents and apply mixups and should be used. I saw no bnb combos at all. Just c.lk over and over. Use your bnb for more damage and tighter blockstrings. Not c.lk c.lk sweep.
The Makoto fight- Learn to block. You blocked well in the Ken fight but awful this fight. Don’t hold down back if Makoto is using her Hayate(palm smash). Learn how to throw tech. You need to throw more in general. You dashed in point blank then just stood there. In both the Ken fight and this one you got thrown a lot. Makotos Karakusa does not prioritize over throws so there’s no reason not to when so close. Also stop throwing out Random Neckbreakers. Your lucky these guys cant punish. Makoto can easily punish for 30%+ for each block.
Against Rufus- I dont know how Rufus hit you with his Ultra first round but once Rufus gets his ultra, all jumps should be kept to a minimal or be safe. No use of bnb and he caught you with a good bit of throws. Tech em or backdash/jump away. Use your bnbs. I saw alot of pointblank sweeps. You shouldve chipped damage killed him last round with kunai.
So in short
Stop Random Neckbreakers.
Use BnBs.
Apply pressure better
Handle pressure better. Dont just hold downback. Tech throws
Dont let Ken out of the corner tho he can pretty much get out for free by helicoptering.
awwwwwww golly gee wizz. I missed the match =/
o well. Hopefully It’ll be on youtube.
edit-thanks for the link. dam momochi got worked pretty bad.
[media=youtube]h-sWf5OaJ7I[/media]
Thanks for the tips guys. Im cutting down on the random neckbreakers. sometimes there by accident when I try to TK Kunai and I do it too fast before she jumps =/.
I’ll upload some more from this week, I’ve gotten her BnB’s down alot better now. I do drop the 1frame s.LP to s.MK alot though.
Again thanks for the tips. and I don’t know how I got hit with that ultra either, I was like WTF ??!?!!? lol
I think ibuki’s combos off of c.lk are gonna be important later on in high level play. An untech knockdown off of a meaty c.lk will actually give people a reason to want to block low on wakeup, giving stuff like overhead a chance of actually hitting. It’s too bad you have to be so on point to land c.lk c.lp s.mkxxender, but it seems doable with practice.
cr.lk to tc4 or tc8 is a 2 frame link and rather easy to do especially when done meaty cause it could be a 3 frame link instead.
only problem is that ibuki needs to be point blank against her waking opponent.
cr.lk xx lk tsumuji might be good as well…leads to lots of damage on hit, to bad its -4 on block though.
but overhead is way to slow to ever hit as a true mixup… its best to go over stand tech attemppts or badly timed crouch techs and other low moves… but the move is good because of nice blockstun, so i use it alot… on hit just go directly into tc4, for great damage.
-dime
[LIST][*]The first thing you need to do is start teching those grabs; in all of those matches I’ve just about seen only one grab parried. Some of those rounds were lost because you did not react to grabs. Makoto was able to toss you and keep you in the corner because you did not tech their throws (00:13), and they were finally able to capitalize with that in the last round (02:13, 02:20).
Ken threw you from corner to corner several times with his back throw, and I believe that you lost that match primarily because of this. Ken was a bad player who jumped too much and blocked too little, but they won because they could follow up after sticking you in the corner. Rufus was also able to use their throws against you in the same way. Also realize that you were stunned twice (Makoto - 02:13, Rufus - 01:32) from not teching grabs.[/list]
[list][]You need to start following your combos with SJCs for more pressurizing. You seem to love TC6, yet you just watch your opponent recover from it without any follow up (Makoto - 02:05, Ken - 00:42). SJC into a forward jump TC1 or a simple h.kick to keep the pressure tense. You could also forward jump with a kunai to provoke early reactions and then continue from there.[/list]
[list][]You are predictable. In both the Makoto and Rufus matches, you’ve started all rounds with a backward jump kunai. EX fireballs will eat that beginning up. I actually like how you crouched and blocked at the start of the second round with Ken–you let your opponent do the anticipating (also note: do not make a bad habit of Command Dashing at round starts).
You need to mix up your game. Your strategy is notably as followed: Neckbreaker to cross-ups, kunai to TCs, and an occasional anti-air response. Do not keep yourself so limited! I want to see you utilize more throws, focus attacks, Raidas, Kazegiris, Hiens, and Tsumujis. It would’ve even been nice to see some proper usage of EX kunai. Bottom line: keep your book closed.[/list]
OTHER NOTES:
[Ken] The slide at 00:35 was nice, but a Neckbreaker would have been much more useful.
[Ken] Start fearing those dragon punches, and stop jumping in.
[Makoto] 00:52 would have been a glorious time to use EX kunai.
[Makoto] I’m surprised the Neckbreaker at 00:08 worked. Don’t do that again.
[Makoto] Notice that Makoto is pulling off very few combos. You just need to block properly.
[Rufus] Oof. You should have seen that cross-up at 00:58 coming from a mile away.
[Rufus] Your meter wants attention. Use the damn thing.
Yeah c.lk to tc4 is good for characters it hits…it whiffs on some crouching characters like Ryu though. I’m not sure what you’re referring to with tc8…close hp is too slow to work.
You’re probably right about the viability of overhead though. Counter-hit setups for crouch tech is probably more viable. I’m guessing that’s what Momochi was going for with those c.mk’s that counter-hit daigo a couple times on wakeup?
So after a neckbreaker and a lk command dash, ibuki could mixup with meaty c.lk, instant kunai, counter-hit crouch tech, and some other tricks. And ambiguous jumpins after a untech knockdown are always good to mix in too.
my bad about tc8… i mean the launcher combo that starts with close jab… whichever one that is…
cr.lk to tc4 is alot less likely to hit a crouching character on wakeup… they will usually be standing when it hits… and u dont have to do the 2nd hit of the st.mp… plus you can just stop it at the mp and throw out a far lp as a pseudo frame trap if it got blocked.
also you can just do a far cr.lk and then link into far lp>st.mk if you want to avoid the complications of the other combo… i use all of these against my friends gouken.
-dime
Good point about those other combos…I forgot that you could just do one hit of st.mp…although even the first hit will whiff against crouching characters like viper. It’s true that they’ll probably be standing if they got hit by a meaty c.lk, but it’s a possibility that you hit them while they’re doing a crouching jab or crouch tech. I wouldn’t know how high that possibility is though.
So I looked at the damage stun for some of these combos:
c.lk close s.lp s.mp (1hit) s.fp xx neckbreaker: 228 damage/332 stun
c.lk c.lp s.mk xx neckbreaker: 194 damage/355 stun
c.lk close s.lp s.lp s.mk xx neckbreaker: 203 damage/360 stun
c.lk far s.lp s.mk xx neckbreaker: 199 damage/355 stun
From this, it looks like c.lk into tc4 is the way to go as long as it works. The only thing I would be worried about is whiffing the second hit of s.mp (after hitting with the first) and eating a ryu jab->dp, so don’t do that lol. The second one does the lowest damage but has the benefit of working on everyone crouching or not (as far as I know). It’s also probably the hardest though. I haven’t tested the third or fourth one enough to say whether they always work or not.