The Shinobi Secrets: Ibuki Video Thread

Now for me to catch up with Redsuinit… There are maybe only two differences in our game. First you are a lot better on defense than I am. Second, I always attempt the vortex. Even If it is a bad idea, like when fighting Ken, Ryu, Gouken, Gouki, and Chun Li, which coincidentally make up about 95% of the opponents I have faced online.

In other news I have faced a string of pretty high level(to me) opponents(about 2500+ PP) online and have noticed that they all seem to bait the b+mp after two jump-in rejections. I mean i actually ate a Shun gouku satsu after missing an anti-air. Any tips for situations such as these? Or is it that I just have shitty timing?

Now for me to catch up with Redsuinit… There are maybe only two differences in our game. First you are a lot better on defense than I am. Second, I always attempt the vortex. Even If it is a bad idea, like when fighting Ken, Ryu, Gouken, Gouki, and Chun Li, which coincidentally make up about 95% of the opponents I have faced online.

In other news I have faced a string of pretty high level(to me) opponents(about 2500+ PP) online and have noticed that they all seem to bait the b+mp after two jump-in rejections. I mean i actually ate a Shun gouku satsu after missing an anti-air. Any tips for situations such as these? Or is it that I just have shitty timing?

Something I have had some success with is back dashing after a couple of rejected jump-ins, and some good defense, then the next time they jump in, neutral jump mk, and let the mind games begin. Now you have several options available, and they KNOW you have several options available, and it puts them into a ground game, and outside of Hados, most of the shoto characters just can’t compete with Ibuki up close in a ground game. Also, with Ibukis options for avoiding Hado’s, they pretty much HAVE to gut up close.

WTF? I hit post one time, yet it posted my previous post twice. So confused.

How are they “baiting” the b+MP? Are they avoiding its hitbox? Like by jumping over your head, or jumping and landing right in front of you where b+MP would whiff? If these are the cases, then you’ll have to work on your spacing. b+MP is not a dp and cannot act as an antiair at all times. If they jump over your head, use nj.MK, airthrow, or cl.st.HK. If they jump to land in front of you, use raida or EX kazegiri.

Yeah srk forums is dieing.

i’ll give you some advice i guess 0.0

0:28 - you should’ve stayed crouched and then you could’ve punished his tatsu with a sweep (and avoided some chip damage)
0:31 - i noticed you tried to punish kens srk with a grab. i normally punish lp srk’s with sweep especially if my opponent is as far away as he was
0:38 - why did you command dash there? if you were going for a throw on his wake up a regular dash would’ve been a better option
0:43 - as previously mentioned punish with tc4 -> neck breaker
0:47 - it looked like you tried to command dash into sweep. i think regular dash into throw would be a better option but that’s just me
0:53- missed punish again
0:56 - looked like you tried to do b+mp on wake up… does that work? i’ve never seen that lol
1:07 - random neck breakers are never okay… that one was successful but at higher level play nobody is going to fall for that and you’ll get punished hard
1:17 - work on your execution
1:54 - even if you don’t know vortex i don’t think you should back off on a knock down
2:24 - this is kinda nit-picky but you shouldn’t have wasted the meter when just a normal move would’ve finished him

overall: you’re very good defensively but I think you need to work on your offense and vortex a little more. through out the match you had plenty of vortex set ups and knock downs but on almost all of them you decided to jump back and kunai. also you should work on your punishes to

After watching the first round I’d suggest punishing Shoryukens with TC4 xx Special, timing shouldn’t be hard to practice in Training Mode. This is very important because if the other player catches the fact that you don’t punish their Reversals, they will get used to using them more often. When you see a whiffed Ultra like that go straight into your Ultra; use it just before he reaches the ground.

Outside of anti-air, Ageman (back mp) has actually more start-up than her TC4. Unfortunately people will stop jumping in on you as they get better. Later on players will hardly ever jump unless you’re knocked to the ground.

Overall I like how you play defensively (WorstIbukiever and RedCaliburn do that too), but the main issue is that you have no wake-up game. When you score something like a Neckbreaker or throw, you’re safe to jump in at them if your Vortex is timed right. It’s important to get used to this otherwise Shotos could just throw Fireballs all day and you would have to guess when to EX Neckbreaker every time.

Finally, when Ken has low enough health like he did at the end, you can safely use Ibuki’s Super to finish him off. Do a light Kunai into Super so that if the try to dash underneath they’ll get pushed into it anyway.

xtetsujin’s (WorstIbukiever) Ibuki!!
[media=youtube]Pnzh0YE5N1s&hd=1[/media]

Skip to [media=youtube]Pnzh0YE5N1s&hd=1#t=9m50s"[/media] for his match against a Ken player.

yo is it sad that i felt good after a set with my boy ronnicle (playin’ sagat) and he won 54-17 lol

Mingo that is exactly what was happening. I will work on my spacing. i had stopped using the air throw because of air tatsu’s stuffing it. Kind of a force of habit to not use it now.

my bad that I let you win 17 games.

oooooooo LOL.

In the first Ibuki mirror set, the first round doesn’t end until half the round time is over… and there’s two Ibuki’s on the screen. A character with high dmg output and low health. This can only mean both players are either playing overly defensive, or their mixup games are crap. In this case, it’s the mixup game that’s the problem. I’m seeing way too much wasted pressure opportunities. Someone gets swept and then gets up for free? lol? Someone gets knocked down and then the other Ibuki does jump back kunai? lol? Your opponent is knocked down. You have the advantage to do whatever you want while they get back up. Please use this advantage to setup some mixup games, like I dunno, vortex? Or safe jump or ambiguous crossup or meaty attack or command dash mixups or whatever. Anything that might make your opponent think twice about simply holding down back.

Ryu specific but as I used to main Ryu so it kind of annoys me… when doing lk.tatsu , shoryu juggle in the corner, please don’t use hp.shoryu. mp.shoryu does just as much dmg/stun but you recover/land quicker, giving you more time to setup your next attack. Also a preference thing, but even though EX shoryu juggle does more stun, I would recommend saving the meter instead for dp FADC instead. Reason being that since you’re juggling after a long combo (eg: j.LK , cr.LK , cr.LP , cr.HP xx lk.tatsu , shoryu) the stun difference will be very small (about 25).

Back to xtetsujinx:

  1. First of all, please stop mashing cr.HK. It’s not a good reversal normal at all. If you’re going to mash something, let it be crouch tech. At the end of the first Ibuki set, there was no reason you should have gotten random U1-ed. The spacing after a blocked lk.tsumuji is not optimal for cr.HK and there really was no reason for mashing it in the first place.

  2. At first I would have recommended that you work on staying mid screen and reacting to and reading your opponent. This was evident in the Ryu vs Ibuki set in the volcanic rim stage. First round you immediately run away to full screen like you’re scared of your opponent or something; first of all this is a terrible idea against good players as they will simply take the free screen space and you’ll only push yourself to the corner… and then you have trouble dealing with full screen fireballs. You ate like 5 of them before you try to jump with kunai (and input fail) at Ryu and he gets a free sweep.

Additionally, in the following rounds, you basically just stand at almost full screen, clearly looking for fireballs to reaction punish. I dunno why this Ryu decided it was a good idea to throw fireballs at this range instead of simply walk up within range and then do cr.MK pressure. But he threw fireballs anyways and then what do you do? You simply slide under them? Cmon you have tons of meter to EX neckbreaker, and U2 stocked…

  1. But then I realize the biggest, glaring flaw in your gameplay is that you simply don’t know how to block, and you have a lot of trouble when put under pressure. A clear example of this is in the same round, after you get swept, you just simply fail to block anything after that. Ryu gets like 3 free jumpin combos and then that’s the end of the round. It’s not that you’re mashing or anything, it’s that for some reason you’re not blocking high when Ryu jumps on your wakeup. (also if this isn’t example enough, in the Ken vs Ibuki set, he also gets tons of obvious jumpins on your wake up which you fail to block)

  2. As stated before, your mixup game needs tons of work. Your opponent gets up for free many times when they could easily get pressured/safejumped/vortexed/etc.

  3. Poor decision making, or terrible reads. At 7:48 is a clear example of bad decision making. You backthrow Ryu into the corner, jump in with kunai (also a terrible decision, since Ryu could have easily just dp-ed you), and then try to pressure. A terrible idea because
    -Ryu has full super stocked
    -your health is almost down to 0

Even if you backdashed, he could have done EX dp and then taken the set. Even if you blocked to bait a dp, he could have done dp xx super to chip you out, or EX dp xx fadc , EX dp to also chip you out. Either way, you lose. A better decision would have been to SJ after the backthrow to do j.LK or j.MK ambiguous crossup, and use TC4 as a hit confirm. You had 3 bars, a fully stocked U2, and Ryu is in the corner. If your mixup game was gdlk, you could have done
j.MK , TC4 xx EX tsumuji , hk.kazegiri xx FADC , cr.HP xx jump/superjump , kunai , TC4 xx SJC U2 which should put Ryu at near death, or near death and then kill him with a kunai chip, if your tsumuji loop execution was also gdlk. Also notice how this entire setup is immune to reversal dp. If he were to dp anywhere here, it would whiff or reset, giving you a free punish.

Take note of the gaps and places where Ryu could potentially dp:
-before j.MK
-during your kunai after the cr.HP xx jump/superjump

It is literally that airtight that Ryu can only reveral during these times, unless you purposely create a gap by purposely dropping a combo. An example might be doing backdash after TC4.

Alternatively if the j.MK was blocked, you could have cancelled TC4 into lk.hien and then super. The reasoning behind this is that
-Ryu does not want to mash dp else he’ll get super
-Ryu has to actively look for dp opportunities since he cannot mash
-You have not done lk.hien reset in any of these sets so he will most likely not suspect it

The hien xx super will not outright kill him, but since you still have U2, he will be (or should be) reluctant to throw fireballs the rest of the round to chip you. Not that he would want to risk a jumpin anyways due to both players at low health. So he can’t chip you with fireballs, and he can’t jump at you (you shouldn’t be doing anything but reacting to him at this point, so you should be free to antiair as necessary), this leaves
-cr.MK xx super to chip you out
-cr.MK by itself to bait U2 (though the above option is more guaranteed)
-whiff normals like cr.MP or cr.LK or cr.LP to catch a reaction from you
-wait it out some more to see what happens

If I were you, at this point in our theoretical game, I would put my money on cr.MK xx super simply because it’s the fastest, easiest way for Ryu to take the round. Though you’ll have to react accordingly once you catch onto Ryu’s gameplan. In this case, maybe f+LK option select kazegiri to catch cr.MK and end the round as your win.

Yeah… but anyways going back to my original point. Did you have a plan when you did jump kunai on his wakeup? What did you think was going to happen? What did you think Ryu would try to do? Were you thinking several moves ahead like I was in the above recommended setups for this situation? It’s boring theory fighter, I know. But throughout the game you need to be constantly evaluating your options, your opponent’s options, and what you expect your opponent will do. Jump kunai in this situation is in itself a bad decision because you have literally zero options, while your opponent has several options to end the game and take the win.

I know I wrote a lot in this post but I hope I made sense.

Okay hopefully I can explain some of those poor decisions I made. What you don’t get to see in the vid is that any attempts at offense after the knockdown made by me were shutdown, so by the time you get to the matches in the vids I had adopeted a “try to wait and react” tactic. Which also failed. Tragically. I honestly have no explantion for the Ryu matches excapt that I chose my name in the forum for a reason. While I got the general idea of your post it was a lot to try and process. If you don’t mind, could you streamlinethat post for me. What I got out of it is…

  1. Learn to block properly
  2. Learn/acquire a proper mixup game and/or learn/fix my vortex.
  3. Don’t jump in with a kunai(a point made by Izuna during our matches. Avery hard habit for me to break, but I am working on it)
  4. Learn to keep my cool under pressure.

If I missed anything please let me know. I would honestly rather not live up to my forum moniker.

The first match shown is one I wasn’t too eager to show, it was pretty bad match, we all have those don’t we? I cringe every time I see it. The whole purpose of this was to show xtetsujinx’s Ibuki, so I thought it’d make more sense to show his punishes and mix-ups when given the opportunity instead of being covered up by poor defence.

As for when playing as Ryu, I had just recently come off SFIV so that’s why the EX Shoryuken came out. I’ll take your word for the Medium punch one though, never really looked into that before. Thanks! Most of what I know about Ryu comes from playing at the arcades only, and as you know, you can only use EX Shoryuken to juggle in that one.

That aside, I’ll be looking into getting SSFIV for PS3 again so I can face you MingoDynasty. Will be getting used to the FightPad until then.

Back again, lol. Today I focused mainly on my wake up pressure and offensive game. Less on defense. I lost a lot of games at first because of dropped links and other silly mistakes, but this is one of the ones I had near the end of the day.

[media=youtube]MiGRvYo6YGE[/media]

I still dropped several links, and had some execution error, but still, I feel like I did pretty well at what I was trying to accomplish.

Sorry to say it but that was VERY VERY Bad

  1. Dont rush in! wait too see whats gonna happend and do a judgement of the fight when it starts

  2. Damn punish ALL his whiffed Shouryukens with lp mp hp xx neckbreaker you could have killed him at 80sec there already the first round what i can see

  3. The links has to be tight you shouldent miss a single bnb link and that is lp, lp, mk xx tsumuji of choice mk for KD, lk for spacing or a neckbreaker
    there are others bnbs aswell look it all up go in and train train train on the bnbs they have to be rock solid !

that ryu was terrible you could basicly go up too him block and he would do a shouryuken punish that with the tc neckbreaker and do only that to win

look at what your opponent is doing and abuse it

  1. I had already played him once. The first two rounds all he did was sit there at the beginning. So this time I decided to rush in on him and try to scare him. Yeah I ate a random tatsu because of it, but who cares? I was experimenting with being more offensive.

2/3. Did I not admit above that I had some dropped links and bad execution? I feel like I have come a hell of a long way. Just watch the first vids I have up from a week ago. Also, I didn’t want to just punish every shoryouken he threw out, I wanted to work on my mix-up game and offense. If all I did was sit there and punish SRKs all day I won’t learn shit. I have been playing this game for a month, A MONTH. So how about something actually constructive instead of just, “that sucked, punish more, don’t drop links.” no shit Sherlock.

see…you can’t really work on high level game play while playing against scrubs like that who srk constantly (flowchart). maybe if you punished with TC4xxNB you could at least work on the ambiguous kunai vortex because it would stuff some of his SRKs but really the best thing is to play higher level players.

edit: also post vids where you lose not where u beast on random scrubs for free if you want better feedback.

you get all your mixups and offense game just from the punished Shourykens with the TC xx Neckbreaker and the regular neckbreaker sets you up perfect for a regular jump kunai or lk or a SJ kunai or lk for the perfect vortex mixup or to do anything els that will throw him offguard and get you Another Knockdown

cause its knowdowns your looking for all the time to set up your mixups

AND if you dont want too punish his shouryuken he will never stop doing that and then you cant even do a mixup on him cuz that is what he is gonna do all the time then cause it works

and not dropping links etc THAT IS THE MOST IMPORTANT THING in this game your pokes is what is going to lead you too your Knockdown in the first place.

I can’t seem to tie everything together. When I think about my anti-air game, it’s awesome, but my cross-ups, mix-ups, and punishes suffer. When I think about my punishes, cross-ups, and mix-ups my anti air game and defense both suffer, and I tend to do a small (keyword there small) amounts of button mashing when I do. Any advice for just tying it all together?

Oh, and btw here is what I hope is a better video regarding my performance.

[media=youtube]DiFm6JgSTfA[/media]

funkie, I understand what you are saying, and I know it to be true. But that is all related to execution, execution, execution. Which I think would be the EASIEST thing to improve. I want to know what about my core gameplay is bad. Which parts of my fundamentals need the most work. I know my execution sucks right now, but I am less worried about that than I am getting the right foundation. I am still a lowly pathetic scrub after all.