The Shinobi Secrets: Ibuki Video Thread

He was pretty good fighting some of the other people in the room.

Does Agemen beat his vertical foot drop ?? When I tried before he always won or traded with a close HK sometimes. Dashing would be best though

Damn… didn’t realize Gen’s KKK super stops vortex

I don’t think gens super got him out of the vortex… looked like a mis-timed kunai to me. could be wrong but that is how i saw it.

Edit: gonna go test this anyway

edit 2: turns out I was wrong as I thought u were refering to the PPP super in the second video only to see the KKK super in video 3… still gotta test later anyway

Im pretty sure that was my fault. It was a late kunai. Still won’t hurt to test it out though

Some casuals of me against a lot of different characters :3

Option-Select.com vs Cody
Option-Select.com vs Bison
Option-Select.com vs Fei Long
Option-Select.com vs Chun-Li
Option-Select.com vs Chun-Li
Option-Select.com vs Rufus
Option-Select.com vs Adon

As a former gen player the nerfs they gave him made him pure gimmicks, the gen is playing that way because they removed all his solid ways of doing damage. But yes you can easily knock him out of oga with normals now.

hey all. alright i just made this scrubby nubby vid. most of you guys knew em or done them before, some i didnt see em in vids or that not everybody know em. this is not a combo vid, it’s just missing links and miscs were some people might not know.

the idea is to improve my or your play style…i was sick of doin b+mp anti air into Kazigiri…so i tried to expand and learn to get used to something i didnt do from long…pretty much it’s all mind games/ traps/ reversals…etc.
in conclusion, Ibuki anti Air is GOLDEN once you learn SJC~ into CD! is it a must? i guess, ibuki is pure mind game nothing else.

hope i can be usefull in any possble way.

Video Link:*
[media=youtube]xmswYD7rPFM[/media]

Ibuki act 3. Vid Transcript:

Something not Included in this vid:

  • cr.mp, st.lp, cr.mp, st.lp, st.mk XX tsumuji kick
    Possible but require PERFECT timing.so hard to pull, need Prog stick to confirm if possible
    done it only once so far on Geif*

01- 7 jabs into st.mk XX EX tsumuji XX EX raida. possible 6 jabs on small and 7 on biggies
02-in corner(on sagat), LK.penguin, LP kunai. land cr.mp XX tsumuji ex XX
03- from disntance(on sagat) in corner, MK.Penguin, Kunai MP. land into U2
those are just example or Kunai’s after penguin kicks. if they didnt block the kunai, then this distance the PK put u into to might be beneficial to you

04-cr.mp, st.lpx3, into EX raida ( 1 framer cr.mp into lp, as well as lp into EX raida)(on biggies)
possible to execute st.lpx4 into ex raida as well (on geif)

05-cr.fp~ sjc (focus LV.2).(Pause) St.mk(shinan) ~ super jump into kunai followed by vortex *
06-Focus lv.2 (Crumple) cd.fk (other side), b+mp(1 hit)~cd.lk, cr.fp~ sjc cd.fk *

Miscs and reversals:

07- T-hawk preform Ultra 2. while Ibuki in air reverse with super
08- Sim evading teleport traps with Command dash’s example (just an idea some people didnt think of)
09- Reversing Soul satalite when done in close
10- Cammy Canon strike( air). some cammies go happy with that. u can catch some of them with U1 if the canon strike was done far in air
PS: if u got hit, u will eat a full follow up. be careful
is this a possible Option select like? i notice that in other situation were i notate hcfx2 +3 punchs while blocking, if there’s a free space of frame it will come out, if not then i will stay safe blocking…i just didnt know that >_>

11- Bisons examples. last video i posted some tweeks that u can counter Psycho crusher with f+mk or f+fk. will here are other stuff /situations when bison either turle, go offensive with pressure or just chip damage.

12- cr.mp as anti air.
well to be honest i will be puttin more test bout that, but as a start it’s so good against Abel and Sagat jump in moves. cr.mp has a faster frame start than cr.fp, as well that you wont require SJC into cd’s. i will put more practice bout such a thing…hope that it will prove me that it has a chance to be a good anti air
PS: I am using it a lot against SIm’s and sagat somehow now! as well as against rufus cause u can catch rufus dive kick with cr.mp most of the time.

ANTI AIRS:

I just wanted to expand my horizon. i wanted to know wut is possible to connect after those anti air moves. apparently i discoverd that having a super meter is REALLY usefull to use as anti air after b+mp or st.fk. anyways those are just flashy stuff, or every possible chain you can come out with after b+mp or st.fk as anti air (catching opponent when they jump in as a major punishment)

-The following can be linked after any of those moves:
A) Focus LV2 (crumple effect in air must be done in corner in some situations)
B) B+mp 1 hit into CD (as anti air)
C) st.fk to catch opponent in air (wither with SJC into cd or regular)

01- st.fk ~sjc cd.lk, d+fp~ SJC cd
02- st.fk ~sjc cd.lk, Kazigiri or EX Kazigiri
03- St.fk jump into FK
04- st.fk jump into Super
05- st.fk ~sjc cd.lk, Kazigiri.Fk XX super
06- Raida
07- st.fk ~sjc cd.lk, KazegiriXX Focus cancel, Kazegiri
08-st.fk (sjc to cd or no) U1.
09- st.fk, jump quickly into EX kunai( 1 hit from kunais), kazigiri

Example C) only:

01- st.fk jump into EX Kunai , Kazigiri
02- st.fk jump into EX kunai, d+fp (Hard as FUCK!)
03- jump EX Kunai, kazigiri focus canel XX kazegiri

*** Refrence from SRK Online users
special thanks to : Dime_x (Focus resets), Mingodynasty (Bison stuff), Deviljin as well as others usefull info’s
*

Would be nice if you included how much damage/stun these combos did. How can we tell if they’re any better than just standard b+MP xx CD , Kazegiri?

Ohh snap…yah sure man i will do that for sure. but i wont be able to do that now cause my brother is playin with the ps3 >_>. so for sure later tonight

though, the usual stun will be more for sure…as for damage, it’s slightly more than b+mp ~ cd. kazigiri (unless u used Super meter, damage will hit up to 475). so by means, taking a shortcut of using b+mp XX cd into Kazegiri will be sophisticated damage instead of wasting ur time doin all of those flashy stuff for just 20 up to 40 more damage tops (most of them if ur just concerned bout damage only).

wut i started to use now is COMPLETELY saving my meter for this situation! b+mp XX cd, Kazigiri into super…it actually PUNISH for real, i see it as the most suitable way to use your super meter to be honest…i rarely use meter bar anyways unless if it’s turtling/chip ex Kunai, corner resets with EX tsumuji or off/def ex Kaz, beside that i rather save my super meter for this situation

these are just idea’s…tis like why i didnt think of those before (mainly flashy stuff, as well as max chain as much as possible…not meant for massive damage unless super is used)…just to expand my knowledge with ibuki that’s all

the important thing about most of those AA combos is that they can be stopped short and go into a SJ lk or non sj lk. the actual combos are mostly pointless unless they lead to more vortex… hitting the opponent and not stoppong with the crossup mixups till they get a block or reversal is imho how ibuki should be played… so going for st.mp xx cd kaza is a bad idea imho just like akuma ends his vortex with a sweep instead of a fierce dp, so that he can keep on vortexing… same with ibuki imho… once we know all of her options… and they are staggering… like probably more than kumas.

imho.

so knowing the damage is mostly pointless to me… i will opt for the mixup through ground dashes or sj lks or sj kunais before i will put the opponent into a techable knockdown state… (even though ibuki has mixups on the techable knockdown as well)

but i guess its preference in the end… i wont have my execution up to snuff to play like that for awhile, mucho t-mode needed to get shit down to an exact science.

-dime

Video of me doing Kunai to U2 u the first round

[media=youtube]QTg1pbnI0XU[/media]

Some vids of me against the characters i face mostly during the ranked matches
I know I lack some bases, expecially in “zoning” my opponent and in “AA” his jump-in
and I have a couple of bad habit too (first of all some random neckbreaker)

but I’m posting this videos mainly to show to you how difficult for me is to adapt myself to the game of my opponent and how is difficult to think and play smart under the pressure of my opponent. I didn’t play other characters (except for Fei in vanilla but just for fun) so I basically don’t know their combos and mixup. I’m starting now to study the “opening” they give to me while they throw at me all they can.

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some reaction are pure unwanted random command that i buffer expecially when the opponent do a crossup… i’m working to avoid that but I’m not succesfull atm.

I appreciate a lot if you can criticize my play not saying only “you did that wrong” but adding also a possible solution in that situation. (ie: your timing is wrong, try to backdash instead to counter and so on…)

tnx a lot.

Im glad you posted these tammeo since this gave me a better understanding as to what you were REALLY having problems with that we had addressed in the QnA thread.

In general Tam, you’ve got ALOT of work ahead of you. And I hate to say it, but you were losing to a bunch of scrubs/noobs as it seems (expect for maybe the rufus who seemed to be trying to go for Dive kick pressure but failed miserably). But that’s ok, because I suspect your pretty new to SF in general a bit, correct? Or maybe not so as new to it, but just not experienced in playing against other people really. But it’s nice to know that you have a little bit of basic knowledge so I’ll just quickly go over each video before giving my final advice as to how you should start your process to becoming a better Ibuki:

Match 1: vs Ryu- Not sure if you ever went back and looked at some of the vids after you uploaded them, but this Ryu player was EXTREMELY predictable. But what made it worse was that he was getting away with it, which essentially made him the better player in this case. In SF, your generally trying to condition your opponent into not doing something, or force them into a state of confusion (basically losing their train of though, and thus losing most matches). In all these cases, what he did simply overwhelmed you as it seemed, and you also seemed unsure as to do anything sometimes when it came to punishing. Alot of the fireballs he threw you mostly dodged, but you seemed to only slide. Always remember that slide is not your only option against fireballs. Here’s a quick list of ways ibuki can get around fireballs:

-Neutral jump>MP or HP Kunai (dependent on range)
-Slide (as you know of)
-Forward+MK (which is her overhead)
-FADC (Focus attack Dash cancel)

With that said, if you would have retaliated with say a neutral jump to kunai in some of those fireball situations, 9 times out of 10, he wouldn’t have been able to know how to react to that. And in the case that he reacted correctly and blocked it, then you are still at an advantage from this point since he’s stuck in blockstun. This ultimately means that you can advance more safely then when you previously did.

Another note was when he would Tatsumaki out of the corner. Alot of the times, you just walked after him. In fact, his actual pattern was to simply throw a fireball then jump back, and tatsumaki of he was in the corner. After a blocked fireball, and he decides to jump back, pursue the hell out of him. In fact, you could of possibly gotten a few free neckbreakers because you would have A. connected the neckbreaker, or B. been right next to him. Better yet, a command dash would have been another option, or dashing, just to get to him faster so he could feel more pressured. Also, it seemed like at alot of times your reaction was just off. Not really poking at him or anything, or better yet, when you were close, I could tell that you would go for the vortex setup through Target Combo 4, but miss because Ryu was crouching. BnB’s Tam. But I’ll go into that later.

Next match: vs. Sagat- He was pretty predictable as well. Fireball, jump back, anddo it over again. Several times you missed the kunai setup for the vortex, but that seemed to happen because you hesitated several times when doing it. Learning the timing on the vortex is crucial, but not a neccessity if you dont know the her basics before hand. Also, his first tiger knee could have been punished, its just that you didn’t react in time (or didn’t know that). Unless he spaces that knee correctly (which means that only one hit of the knee connects), then it’s unsafe. Once again, just several basics like footsies, pokes, and such that could have won you the game, but a majority of the time you were focused on vortex setups.

Vs. Fei long- In general, he wasn’t as speratic as the others, but he definitely wasn’t any better. He was being pretty random, but none the less had a pattern. Actually, he had a pattern quite similar to yours. The only thing he did differently from you was simple: He reacted first. They only reason why you really lost to him (outside of basics again).

vs. Ken- For once, I did not see a ken that simply threw fireballs and Fierce DP’ed online…lol. Nah, still seems like a flowchart ken to me, just with reinforced ass-whoopings. But regardless, he still had his flaws. He was definitely waiting every waking moment to get a DP in, and even had some unsafe moments. But if you look at when you actually got the vortex down on him, he paniced. So you did well, or better per say in this one, but in general, your basics and everything weren’t their. That entire match was you simply relying on vortex.

Finally: vs. Rufus- Major problem in this entire fight was your jump-ins. Yes he never AA’ed you, but you also never used the her correct jump-in. In fact, you only used j.HK, where j.LK, or j.MK would have connected and possibly netted you a combo, or knockdown. Once again, basics.

Now, your probably wondering by now “Why the hell does he keep telling me my basics need to be worked on? What are the “basics” I require?” Well, in a nutshell, when I say basics, I mean several things. Here’s a quick list on everything that you need to know before even trying to step your game up to a tournament level:

  1. Fundamentals- Fundamentals can be broken down into several things from execution, to footsies, or just plain SF knowledge in general which is universal within the game. Most of the time, the Newbie Saikyo Dojo can help you find quick links to everything that im about to list, and will help you progess into a better player.
  2. Ibuki BnB’s- Generally speaking, everyone can’t be hit by just using target combo 4 because it can whiff in certain situations. So in general, a good go to combo is always cr.LPx2>st.MKxxMK Tsumuji/Neckbreaker/whatever as long as the last hit of the combo ends with a knockdown. That combo is also a 1 frame link and can be difficult to use at first so another easy combo that can hit confirmed and such is cr.LP>LKxxMKxxMK Tsumuji/LK Tsumuji/Neckbreaker or whatever. Just as long as it ends in a knockdown xP.
  3. Pokes- Ibuki has several pokes. Generally speaking, her best pokes are cr.MP, cr.MK, DF+MK (slide. Only safe if spaced correctly), Far st.LP, cr.LP, st.MK, cr.HK (mostly for punishes though), and cr.lk. Most of those can be used with in combos and links of each other which is a nice benefit. Also, a majority of this pokes that can lead into combos can be found in the combo’s and glitches thread at the top with the QnA thread.
  4. Anti-Airs- First page of the QnA thread can answer this question and more.
  5. Jump-in attacks- Ibuki’s best jump-ins are generally j.HP, j.LK, and j.MK. J.LK is generally nice for cross-up situations, while j.HP can be used in case you opponent doesn’t expect a jump-in and gets hit with not only the j.HP, but probably a large combo afterwards. j.MK is a substitute for j.HP in some cases.
  6. Practice- Your best friend will be the training mode for sure. Learning alot of this is going to take some time so just get accustomed to it for now.
  7. Any questions can be answered in the QnA thread- simply put, as long as they aren’t simple, easy to find questions, or atleast state that your still learning will generally merite you a answer in response.

Good luck, and always post up when your in need of some advice bud.

For sure you’re right:

a) I’m a rookie and I have the will to improve my play, don’t want to be a PRO (i was in the past with FPS) but I like the challenge and i want to go as far as i can.
b) I lack a lot of thing (but as u guessed right this is my first SF series attempt and i think it’s normal D: it’s a huge world )
c)I really need to learn her basics but also where and when punish my opponent moves. I really don’t know about Sagat Knee and honestly I didn’t understand well what u said: I understood that 2hit knee is unsafe… but when i am supposed to react? after the first hit? or after the 2nd?

honestly atm i’m feeling quite confident against KEN cos in the last few days i did a lot of training room with him recording his combo and the trying to counter em in order to learn where and when to act!!!

do you think it’s a “training” i must reapet against EVERY character or is there a sort of better “training” ?

I appreciate a lot the time u spent watching and writing to help me out…

@Tammeo: after seeing the Ryu match and how low level it was, I’m tempted to say you just simply need more time playing the game, but you had 3000 something BP so you must have fought like hundreds of matches by now.

If massing games isn’t working, then something is going on. Are you analyzing your gameplay afterward? After each losing match, watch the replay and try to figure out what went wrong. Or better yet try to figure this out during the match, while you’re playing. Everytime you get hit, ask yourself, why did you get it? Next time don’t fall for the same mistake and try not to get hit.

It seemed like you made an attempt to read your opponent before acting, but I still saw far too much random stuff going. Random neckbreakers, random jump in, random moves here and there. When you go into a match, you need to have a set gameplan. You need to think what’s your next best move to make. You need to know how you’re going to play your footsies game (I didn’t see much if any footsies from you), your kunai zoning game (again, saw little to none of this), how you’re going to pressure your opponent (I saw very little actual rushdown outside basic vortexing), etc. And you need to know what to do within a split second. One time I see Ryu whiff a dp, and you punish with a throw? Clearly you did not know how to react, and you don’t know what your punishing options are.

If you’re going to get good at anything, you need to be critically thinking about everything. You said you played pro (league?) level FPS? I’m sure you were constantly figuring out the best course of action to take, and fixing every mistake, rather than run in and go rambo style and hope for the best.

Btw what FPS did you play?

keep in mind that for me it’s all new and all it’s confusing me: i’ve searched a lot for lingo meanings but i’m still a little bit confused: when u say u’re not seeing any “fotsie” does it means I didn’t do pokes to disturb the combo flow of my opponent?
cos the best “fotsie” meaning I’ve found so far is: "Little poke moves used to psyche your opponent out. " but it’s very similar to the statement “u didn’t use poke at all” other times i see the word “fotsie” used to indicate the “Zoning” game…but I think i’ve got the point.

Actually I reviewed each one of my replay and I come to the conclusion that I don’t know when i can take advantage of some situation. I cannot read the opponent cos i don’t know their moves… that’s the reason i asked How to use at best the “Training mode” do i need to study every combo of every opponent in order to know the Adv on block or the safe move i must use there to save my ass or to inflict to him a proper punishment?
it will take me ages to do so.
but basically u’re right, each of my fights develops as follows:

  1. try to understand the opponent gameplan
  2. fail at this
  3. getting nervous
  4. making silly mistakes
  5. getting more nervous
  6. loose the fight

and i find myself -blocking everything without any reaction attept, any poke and so on

I used to play CounterStrike in one of the top italian team (SkS) we went at CPL 2 times but at that time (College time) I was playing like 8 Hours a day…
Nowadays I like SSF4 But I don’t have so much time to spend on it… (u know, work, girlfriend… :wink: )

Almost everything you need to know about footsies, with solid youtube examples as well: sonic hurricane dot com ? Footsies Handbook

About studying every combo, you don’t need to know that, at least not yet. What you should know though, as the bare minimum, is every character’s specials. From that you should be able to make an educated guess which ones are punishable on block/hit/whiff and at what ranges. For example: it should be braindead obvious that a whiffed or blocked hp.dp is punishable by like anything. Though it may take a bit of experimentation (or research) to figure out that blocked Blanka balls are punishable by neckbreaker.

Eventually after tons of matchup practice, you should be able to see patterns in your opponent’s block strings; that should cover it for combos. For example: pretty much everybody knows their Ryu matchup. We play tons of Ryus online everyday. By now, I can pretty much predict what Ryu’s options are on a safe jump, since I’ve been in hundreds of Ryu safe jump situations. He’s probably going to option select dp or tatsu. He’s probably going to safe jump with j.HP or j.HK. And his block string will probably look something like cr.LK , cr.LP , cr.HP xx Special. I know by now that I should be option selecting crouch tech during the short/jab part because he may go for a throw or tick throw in between.

This is good, honestly. It’s better than pressing a bunch of buttons hoping you hit the magic one and get them off you.

awesome kreativeking, that’s just a standard vortex kunai but instead of TC you go straight to U2?

I’m having a lot of squabbles trying to SJC the lpmphp TC.

Yup, you have to make sure the Kunai hits below the waist though. Any higher and they can block the U2. You can even do a normal kunai to U2 if you hit the right spot like

cr.HP > Low hitting Kunai > U2

I just got the SJC to U2 on a consistent basis this week. I do

Lp Mp ( 2 hits ) HP > 360 motion Up KKK

The 360 Motion helped me alot to get it about 90% of the time