The Shinobi Secrets: Ibuki Video Thread

I used to NEVER get this out until recently (when I watched Iyo’s vids). Try this:
:lp::mp::d::hk::hk:(wait for the connection):qcf::uf::lk:

A long time ago I gave up on this but I found out that the kick is supposed to come out after the kick connects, as you cannot buffer in the CD before the High Jump happens.

Was playing one of my brothers (Juri, quite average) and I pulled of the close roundhouse cd into crouching fierce combo first try outta training mode. I was so proud of myself I forgot to cancel TC4 into a special!

Which reminds me, I NEED to find an OS against that counter.

Yeah sorry about that. I used to have SSFIV for PS3 but I only had a FightPad. The extra little lag and no stick made me think it wasn’t worth it. Besides, a 21 win streak was enough! (I’m only kidding.)

You cant os juri’s counter because it absorbs your attack (nothing is whiffing). All you can do is react to it. I usually just air throw if they go vertical;)

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I know you couldn’t OS from the Kunai, but maybe a jump in? Neutral Jumping? Good idea, thanks!

juris counter:

is NOT active on the first frame so it is meatyable. the ex version IS active on the first frame though so it isnt meatyable, so shes free without ex… (as free as any character that is forced to block)

against ex counter there are a couple of tricks:

first is to time the kunai to hit the ground before juri is waking, the timing is hard to make it amiguous, but it can work well. it only works against juri cause her counter stays out so long, but doesnt actively hit (unlike goukens that lasts like 3 frames…) the other thing to do id empty jump and throw them, even if juri predicts this she doesnt really ahve any really punishing stuff that i know about to take advantage of it besides like ex pinwheel…

-dime

Gotcha, gunna give this a shot. Thanks again dime.

Starting to actually sit down and learn Ibuki until the AE patch arrives and wanted some critiques. I really didn’t look into the boards too much and I’m kinda winging it from a lot of the visual stuff I saw from videos and other Ibuki players I went up against, so I’m most likely missing a lot of fundamentals. These are mostly endless battles against a Rose player.
[media=youtube]284l52jAjI4"[/media]

0:27 - close range random neckbreaker is a bad idea. Almost the equivalent of whiffing a dp in terms of punishability. I can’t think of any good reasons to random neckbreaker at this point.
0:29 - if doing EX tsumuji, don’t do high -> low -> high. It’s pointless and will only scale your dmg/stun.
0:32 - this is the perfect time to safe jump, but I suppose jab pressure is good enough. You could have also safe jumped after the forward throw.
0:45 - watch your vortex spacing and timing. This is something that will have to come with experience, but eventually you’ll need to judge spacing and timing so that your vortex is safe and leaves you at plus frames on block. In this case Rose already woke up before you even threw the kunai, so this setup/timing/spacing definitely isn’t safe.
0:49 - remember that Ibuki does not have a reversal without meter. hk.kazegiri does not have invincibility frames.
1:40 - your vortex timing is completely off. Again, Rose wakes up before you even throw the kunai. You might want to consider practicing vortex timing in the training room first.
3:11 - always always buffer a special after your cr.MP. There’s no reason not to.

In the Rose set, it looked a lot more like you got free jump ins all day and this Rose hardly abused her 3frame low strong. If she abused her pokes more, you probably wouldn’t have been able to just df+MK slide in so easily. And against better players, simply varying your jump trajectory with a kunai is not going to get you in. At the very least, you should TK kunai to shorten your jump and make it much harder to react to. It might take a while to learn though. But besides jumping, you’ll probably have to learn to play footsies (difficult in this matchup) with cr.MP/st.MK/etc. or whiff punish your opponent’s pokes.

Not 100% sure, but if you do an obvious jump kunai on Rose’s wakeup, like the setup you do after a back throw, then Rose may be able to EX soul throw you.

Also it seems you have already seen some of the nuances of hiboxes and Ibuki’s tsumuji. ie: often times not all the kicks will combo, even though it should. You can solve this by always doing the low ender as soon as possible.

5:50 - if your kunai hits an airborne opponent, it puts them in a juggle state. If you land while they’re still in the air, you can juggle with raida or kazegiri. Take advantage of this. It’s free damage/stun and a free mixup setup.
6:59 - tons of execution errors here. Practice your combos!

A few notes about the Akuma set: it doesn’t look like you’re very familiar with this matchup, or Akuma’s mixups in general. Those tatsus weren’t even meaty so you could have probably just dashed away. And I’m really questioning if he was actually option selecting anything so you could have probably FA and then dashed away. Not that I’m trying to steer you away from playing solid or anything but if he’s messing up, then there’s no reason not to take advantage of it.

So far your Ibuki is… decent… I saw a lot of good fundamental play, but little to no mixup game. Don’t get me wrong; that’s not necessarily bad. In fact, it’s probably good that you already have your foundations set. You’ll need to rely on your solid play when you’re not in on your opponent. But when you do get in on your opponent, you’ll want to play Ibuki the way she was meant to be played: as a rushdown, mixup character.

In terms of Ibuki-specific stuff, this is what you should focus on, in no particular order:

  1. combos
  2. vortex
  3. safe jump setups
  4. mixups off a forward throw (usually vortex)
  5. mixups off a back throw (hint: they usually do not utilize a kunai)
  6. mixups off a raida
  7. mixups off a kazegiri
  8. SJC mixups
  9. I can see you’re fairly adept at cr.LP , st.MK 1 frame link, so might as well learn tsumuji loops too
  10. target combo usage
  11. mixups off her antiairs (I see you have good enough reactions to use cr.HP as an antiair, which is good, but you don’t really follow up with anything)

As you can see, it’s mostly Ibuki’s mixup game that you need to learn. And combos.

Also try to post replays where you lose. It’ll help with the critique.

i say the same thing as mingo said. your fundamentals are there, you blocked well, didnt get to reversal happy, used blocking to your advantage etc. etc. i liked your use of jumpin kunai, maybe i should use those more often… though your opponents were being baddies cause alot of your jumpin kunais were VERY unsafe…but meh. overal i liked your take on her. you just need badly to tighten up that kunai on wakeup and you’ll be good. then you can start learning the hard stuff.

good job so far, but since you have streetfighter experience with other characters, its to be expected.

-dime

you i got a few video’s i wouldn’t mind you guys taking a look at i’m probably the only serious ibuki player in the northwest. and well… seeing how i’m the only one i self teach everything so if you could help me out with my matches thanks :smiley:

Justin.tv - teamkhaos - Slugfest 8 Singles - F.A. MacKinzie (IBU) vs AfroCole (DJ) Ibuki vs DeeJay (Jason Cole)

Justin.tv - teamkhaos - MacKinzie (IBU) vs tnMuggish (HON) AFK Tavern - 01/08/2010 Ibuki vs Honda (duggish)

Justin.tv - teamkhaos - DojoSports VML Exhibition - BestBout vs Team Khaos PRESHOW - 01/07/2010 PART 1
Ibuki vs Cammy (samB) @ 7:45
Ibuki vs Sagat (PDXJive) @ 45:40
Ibuki vs Akuma (G-effect) @ 1:04:15

Justin.tv - teamkhaos - DojoSports VML Exhibition - BestBout vs Team Khaos - 01/07/2010 - PART 2
Ibuki vs Ryu (Virsaga) @ 3:20 [warning i get raped]

Justin.tv - teamkhaos - MacKinzie (IBU) vs MikeHasCookies (DIC) AFRODOJO Super SF4 Casuals – 01/06/2010
Justin.tv - teamkhaos - MacKinzie (IBU) vs MikeHasCookies (DIC) AFRODOJO Super SF4 Casuals – 01/06/2010
Ibuki vs Dictator (MikeHasCookies)

Justin.tv - teamkhaos - TanakaForce (RYU) vs MacKinzie (IBU) AFRODOJO Super SF4 Casuals – 01/06/2010
Ibuki vs Ryu (tankaforce)

Justin.tv - teamkhaos - Tourneyplay Portland Teams - MSS-Alpha (SamB, Fatbear, MacKinzie) vs Team Stay Free (Thai Vega, Deezo, AfroCole)
Ibuki vs Claw (ThaiVega)

i’m not asking you to watch them all but if you could watch one or a couple to help me out that’d be great <3

Thanks for the quick responses. I’m currently looking over the option select video again and taking note of the list of things you mentioned. Right now I’m trying to get down the vortex timing safely in training mode. Also is it worth taking the time to learn how to U2 off s.mk? I tested out my execution on her other normals and s.mk seems to be the toughest to SJ cancel for me.

i onlyn watched the first one versus cole, first of all you doing so well against jason means you should be teaching me!

on to the matchup, your start was pretty bad, cause i figure you didnt figure jason would come out swingin so aggressively, gotta adjust quicker. you were meatying deejay alot, good stuff, he doesnt have any safe answers against that, but you werent super predictable. i liked your meaty to kunai ratio… thought it was on point. your ex meter i thought was wasted a bit on all of those on block ex tsumuji’s but i know, i do the same thing sometimes just to TRY and scare my opponent, or make it look as if im doing more than i am… doesnt really work versus goofd players, better to just use on hitconfirm, even if you were looking for a counterhit, its better to just go for the mk tsumuji in non hitconfirm situations.

you didnt use B+mp enough early in the match, cole got alot of uncontested jumpins against you, this was probably cause of knee, but still, i think better defense against jumpins is needed.

i liked your use of ex kazegiri… you only used it when landing in reset situations, not when waking… thats when i use it as well, better to just block on wakeup, which, weirdly enough, sets up for ex kazegiris on reset since you dont do them on wakeup much.

all in all i liked your ibuki alot and i can see now why ive heard of “the ibuki from the northwest” lol GG’s

-dime

that is my most recent video, from a tournament on saturday (1/22) i appreciate the compliments and normally i’m used to playing a DeeJay that is VERY VERY lame, so i just try to jump over air slashers to bait slides, (because if you kunai passed his knee it’s free comebo) so when he came out aggressive it did take me back, but cole is so random i dropped a few Key combo’s too which really had me upset, and i trusted the NW’s ignorance of ibuki too much and got hit bye that ultra before tsumuji, and because i mash buttons alot when i slide i accidently plinked into ex kazegiri that’s why you saw me slide the kaze well out of range lol :stuck_out_tongue: anti airing is something i had a problem with that day for some reason i kept playing on other people’s sticks because i’m too lazy to buy my own so i was dealing with the unfamiliarities all tournament lol.

most of the video’s i have are really confusing matches for me, like dictator, because i either do REALLY REALLY well against dictators or really really bad :frowning: as well as honda and ryu i don’t have a middle ground against them so far. thanks again for your kind words and i’ll head your advice :smiley:

-Mackinzie-

Imo, no. SJC U2 isn’t a big enough a part of Ibuki’s game to warrant prioritizing it over her mixups.

That being said, you do eventually will want to learn it.

Will be uploading WorstIbukiever’s vids sometime 5:00GMT; hopefully before College…

I saw the Ryu one (raped one), Cammy one, and Honda. I think it’s safe to say your Ibuki is not bad at all, and you certainly have a good grasp of your fundamentals. I think all that’s left is some matchup knowledge, familiarizing yourself with Ibuki’s antiairs and spacing, and mixups besides vortex. The main problems I saw were a lack of antiairs. I don’t think you ever used b+MP, nevermind get SJC mixups out of it. And too many times I saw you do cr.LP cr.LP and then attempt far.st.LP which will whiff if you’re not close enough. I would have liked to see target combos used instead for more damage and not having to worry about this. In the Ryu match, you definitely did slide way too much like it was your only option to counter Ryu’s fireballs. Ryu saw this coming and made you eat a ton of FA , sps , hp.dp combos. Remember that you can EX neckbreaker, TK kunai, f+MK, neutral jump, U2, etc. to counter fireballs. Or just plain blocking like the old days.

Also I dunno if you were saving your ultra or whatever but honda’s headbutts are free U2 punishes.

to be completely honest i didn’t know it worked until after that match haha ^^ and thanks for the advice :smiley:

i also saw the ryu one as well as the rest of them… i’ll comment on the ryu one as an addendum to mingos analysis:

you got faded! lol.

but yeah ryu can be an ass. that ryu was damn good though but there was a tactic that you can use in that situation that you werent using that may help out your game a bit:

ryus strat was to throw fireballs at the beginning of the match to get you used to looking for them and countering them. this made you want to slide. once ryu saw you sliding he adjusted and started to bait the slide via focus… ive played against this exact strat versus my friends sagat and gouken. one of the primary things to know is that at one point or another they will start baiting more than actually throwing fireballs… you cant jump at that time nor can you just dash in (which is why you “want” to slide in.")… you would have to rely on your grounded pokes, which is a good way to lose if you overdo it. my way of dealing with this is to reset the situation by either backdashing or jumping back (you’ll see alot of good ibukis doing this) and then making another go at getting in from that far off range.

anywho in that exact situation my usual thing to do is to regular dash>lk tsumuji. if you spaced it right (should be easy since they are sacrificing space for baiting, with lack of movement) then your lk tsumuji will either break there focus or beat whatever normal they poke out… its a MEAN strat against shotos. follow it up with as many lk tsumujis as you feel that you need… sometimes i will do as many as 5 lk tsumujs back to back just for chipp and the random hit that does a beefy 100 damage. while doing this make sure to pause at the right moments in case they jumped toward you, and make sure to have a B+mp ready into mixup.

once they see this a few times they wont be so prone to focus against ibuki and will generally either become more offense oriented or more defense oriented. you just have to adjust accordingly. beating a good ryu is a pain in the ass.

tldr: from 3/4 screen or so, forward dash>lk tsumuji is great versus certain players and characters. use it as it makes ibukis ground game good.

also , i wouldnt advise using mk tsumuji even though it seems so natural, it has longer startup and its 2 hits take longer to recover should they wiff, which is more dangerous if the opponent neutral jumps or forward jumps. and of course once you have them scared of lk tsumuji… you can start using slide again.

try not to worry about dashing into fireballs to much, it happens. only scary when the **** start throwing exfireballs instead.

-dime

Ok, I have a new video. I have been working on a few thing, I haven’t improved much, but here is one of my latest matches. It’s against a Ken.

[media=youtube]tOrfFcnAhjw[/media]

A few things, I still panic when I get really low on health. I am working on this, but it causes me to make really stupid decisions, like that EX NB there at the end of round 1. I also screwed up two different punishes during round one, both of which were whiffed SRK from Ken. Also, the full screen NB during round 3 was an accident, I was attempting to TK Kunai to build a little bit of meter. I botched it and got a NB instead, oh well, live and learn I guess.

Well, at least your antiair-ing is much much better. I think Ken was only able to jump at you like once or twice. Adding to your antiair game, you should now try buffering hk.command dash everytime you do b+MP (as an antiair), and then raida or kazegiri. It’ll take some getting used to, but it will make your Ibuki’s antiair game much scarier, as it’ll give extra dmg/stun and a mixup.

You certainly do need to punish more and punish harder. Whiffed dp’s can be punished with TC4 xx neckbreaker. Whiffed tatsu’s can be neckbreakered on recovery, or cr.HP or cr.LP reset into mixup.

Try to get acquainted with basic wakeup pressure. Don’t just do jump back kunai on your opponent’s wakeup. And watch your spacing for EX kunai. You don’t want to waste meter on whiffed kunais. Simply walking back and forth next to your opponent will pressure your opponent and bait a reversal. At the last second, block and see what they do. After doing this a few times, or maybe less, you can probably get a good idea of what your opponent is like when they are pressured, and then adapt accordingly.

You did a fairly decent job of blocking Ken’s shenanigans. Time to take it to the next level.

I don’t know why, but I get more tense while fighting Kens than anybody else. I guess it’s because that’s who I lose to the most. I normally don’t COMPLETELY screw up my punishes, lol. Thanks for the compliments though. I feel like I have made some pretty big improvements in the last day or two. Especially since I started playing about a month and a half ago.