The Shinobi Secrets: Ibuki Video Thread

Okay thank you all for the help, but I am starting to think it is best that I drop this game all together. Not only can I not stop doing dumb shit, (jumping in with kunai, full screnn NB’s, jumping-in in general) but now I am losing to people I normally beat the shit out of. Literally beat the shit out of. I just lost to a guy that has not improved since we last played. The last time I played him I won with 3 straight perfects. Do you have any idea how frustrating it is to not only lose ot this guy, but to lose to him in such a fashion that he had to call me and rub it in my face? I honestly considered trading in the 360, the PS2, the Wii, the NES, SNES, 64, Genesis, Dreamcast, DS, Gameboy(all incarnations) and a PS3 that I don’t even own yet. Yes it was that bad. Also just so you are aware, thios match was a face to face match, so he actually beat me, gloated, and then went home to call me so he could gloat some more.

Okay I had to get that out of my system. I wont give up just yet. I do have 4 serious questions for you guys though.

  1. How in the hell can you be SRK’ed out of your ultra AFTER the first 4 hits?
  2. How is Dan able to air block?
  3. What exactly is the timing on using Raida to grab Honda and Blanka out of the headbutt/blankaball?
  4. I am able to SJC TC4 into U2 in training mode(w/ autoblock on so I know it combos) but not in matches. Any ideas on what I am doing wrong? I unfortunatley cant really give you more info onthis one so any speculations made will be taken into account and I will try to adjust accordingly.
  1. I can see why you’re aggravated at this. I used U2 to reaction punish Sagat’s tiger shot at my last tournament and basically only the first few hits hit while the kazegiri part of the ultra whiffed… yeah that was pretty gay. But anyways, it’s a spacing thing. At around full screen, U2 isn’t guaranteed. This is why I usually use EX neckbreaker instead or save U2 for mid screen.

  2. What?

  3. Fairly strict. Your raida basically has to be already out before their headbutt/ball gets to you. But
    -f+HK is easier and safer to throw out than raida, and will beat Honda headbutts
    -U2 punishes Honda headbutts
    -hp.neckbreaker punishes Blanka balls

  4. Watch the replay of your match and look at the inputs. Chances are you’re mashing it, or rushing it, probably due to pressure.

Thank you for that. I am going to assume that on the SJC I am indeed rushing as most of the time ex Kazegiri comes out. As for the airblock thing… I once again did a very ill-advised jump-in kunai, with the intent of cancelling into the super My friend then jumpsand either blocked or just flat out absorbed the kunai THEN j.lk’s me out of the air. Because how fast it all went down I cannot say for sure if the j.lk was out before the kunai got to him, but I can say that at the angles involved even with the attack out he should have been hit.

Also Mingo, I think I have a firm grasp on the majority on what I do wrong, but is there anything I am doing properly? I ask not to make myself feel better, but so that I won’t change anything I am doing right. I have a tendency to completely scrap everything I am doing and re work it to correct even the most minor of issues in all things I do. In other words, I want to try and force myself to keep elements I am doing right whilst fixing the incorrect, instead of changing everything and potentially creating issues where there were none to fix the known issues if that makes any kind of sense to you. Kind of like completely terain goyur house down to fix one leaky pipe, then discovering after you have rebuilt your pipe is fixed but now your roof will collapse after one good rain and your wiring is shoddy at best.

Sorry to say this, and not trying to be an asshole or anything, just trying to be honest, but I couldn’t really find anything in your gameplay that looked like you really excelled at. Two things you might have been decent at:

  1. Antiairing with b+MP. I saw some good b+MP usage in the Ken match, but terrible antiair usage in all the other matches, leading me to believe you’re decent with antiairing only if your opponent has proven that he jumps a lot and if you are using all of your attention to look out for jump ins.
  2. DP punishing. I saw just ok punishing (sweep) in the Ken set, but not much in other matches, leading me to believe that you were probably just simply mashing cr.HK all the time.

Your fundamentals need a lot of work, and imo fundamentals are what you need to focus on. In fact, I think it may be detrimental if you keep playing vs heavy mixup characters, like Ibuki, or otherwise fairly complicated matchups. As seen by Izuna’s Ibuki, he basically ran a train over your Ibuki by simply vortexing.

What you should do is find a solid player that plays a stock character (Ryu might be the best example) and then do like ft100 or until you get tired. Find a Ryu that will do nothing but cr.MK, fireball, or dp when zoning. And when he’s in, safe jumps with very simple, basic block strings and frame traps and tick throws. Any more than that and you’ll probably be overwhelmed by the amount of matchup information. This is not to insult your intelligence or anything. It’s just a starting point so you can familiarize yourself with the fundamentals of the game, and not have to worry about advanced mixups like
-vortex
-SJC
-j.MK/j.LK crossups
-tatsu crossups
-air tatsu
-etc.
There’s just too many mixup situations to name and having to familiarize yourself with all that, plus work on fundamentals, is just too much.

I forgot who asked but this weekend and maybe today I’ll be on psn to play.

You don’t have to worry about hurting my feelings or anything like that. You gave me exactly the info I was looking for. I know I suck right now. I mean I picked my name in the forums for a reason. So basically I need to tear my entire game down and start over as if I have never used the character before. On it. Hopefully I will be able to find a way to get some new vids up of any progress(or lack thereof) made within the week.

NSB 19 SSF4AE Best8 - final, nsb 01/29/11 02:03AM nsb_sf4 on USTREAM. Video Game Marathon

Acqua made top 8 at today’s NSB. Robbed himself of what would have been an easy top 3 finish though.

WTF Acqua(00:35:32) :frowning:

Why is it that it seems like nearly every video of Iyo’s Ibuki I can find is a loss? I mean, the guy’s got like 25k BP. Clearly he wins pretty often. I sat there going through Shin Akuma’s channel and started thinking “Ok, Shin must have it out for Iyo or something…”. Surely that’s not the case though right?..

tl;dr Anybody have some vids of Iyo actually winning?..

Lol there’s plenty of vids of him winning. He’s not one of Japans best players because he loses so much. Its just that when somebody happens to beat him in ranked they make sure they upload the video.

Sent from my DROIDX using Tapatalk

Ok I have more footage of me giving Ibuki a horrible name.

[media=youtube]f69sbLfBRiA]YouTube - CLxJames vs Peaceful Jay’s Colosseum [Part 1[/media]

Skip to about 6:30 to get to my match. It looks to me like I haven’t improved at all… But I will let you guys be the judge of that.

Iyo and a few other japanese players dont load up there wins

Hey everyone, I’ve been maining ibuki since launch of SSF4 and i’ve recently been to a local tournament. I’ve placed 13th which is pretty decent (25 people competing). I’d say my worst matchup is Bison because i can never do anything on his wakeup since he has so many options. I guess that’s where i should start OS’ing.

With all that aside i’ve posted a few vids open for critique:

[media=youtube]0q6sY4OzFNM[/media]
[media=youtube]YvovSvfWViU[/media]

I tried to focus in the cody fight alot to stop his frame traps but didn’t work out at all. But anyways, any tips on how to improve my playstyle is welcome. esp vs bison.

I’ll post more vids later.

First round akuma got that knockdown on you and mixed you up t’ill it ended. But right when it started you dropped a combo that went 2 jabs to c.medium kick. Probably execution error when you wanted s.mk. It could’of lead to a knockdown for you and off to ibuki’s mixups. Just mentioning anyways.

I saw alot of jump back kunais, even when you’ve knocked him down on an occasion - gotta take advantage of those knock downs. That’s what ibuki’s all about.

As you noticed you can’t really vortex akuma with kunais as he just teleports away. I’d say just to safe jump/cross up and option select a neckbreaker, tho you might not be at the level to know how to option select.

Just keep playing working on one specific thing - linking a specific combo(training mode), anti airs, even defense - Ibuki’s backdash is amazing, put it to good use. Keep at it man.

That’s my 2 cents.

I beg to differ. I think he is still one of Japan’s best players. I’d wager his character choice is what keeps him from being more consistent. Ibuki is not a character with good credentials against the top players of Japan. If, say, he were still playing Sim, I think he’d still be held in the same regard he was in the vanilla arcade days.

lol iyo is indeed one of the best players and beat out almost every one of the great players in straight sets on the console version during the days.
its just that he never uploads any of his ranked plays.the thought up replies are just amazing lol, certain people need to get their facts straight before typing and putting up such innacurate bullshit.

Ibuki vs Blanka:

  1. I wished you would have done vortex instead of command dash mixups. CD mixups don’t work very well if you time it wrong (you should be able to recover in time to at least block, if not do a meaty attack) and if your opponent keeps mashing (that Blanka was obviously mashing on wakeup, never wanting to just simply block. Did you not notice this when playing him?). I think okizeme and mixups might have been your only fault. I didn’t see much besides CD on his wakeup or TC4 xx neckbreaker/tsumuji for the standard knockdowns.

  2. I did see a lot of antiairs, keeping Blanka grounded. Also you punished most of those blocked Blanka balls, which was good. Though at times you might have gotten impatient and got hit by a bunch of random horizontal balls.

Ibuki vs Cody:

  1. Not much to say here. He basically rushed you down nonstop once he got a knockdown. A few things here:
    -try to recognize his blockstrings, and use EX kazegiri or backdash when you expect a gap. These two things aren’t the safest options in the world but Cody (I don’t think) has a guaranteed way of punishing EX kazegiri, and after 2-3 lights, he doesn’t have a good option select (I don’t think). Then again I might just be talking out of my ass since I don’t play Cody.

-hold back instead of downback so that you can option select walk back/block during his strings. Again, use this after 2-3 lights, since he’ll be out of range to hit you with his cr.LK. He can use cr.MK/cr.HK, but if you noticed, 99% of the time he did some lights, then either cr.MP, or that foward HP thing, or threw a rock, or that forward hop kick thing. All of these options are slow and are definitely not true block strings, which means you can build up some distance between you and him (or just reversal), and maybe even make some of his stuff whiff. Otherwise, Cody will just stay on you all day, building tons of meter, with limitless frame traps and tick throws. For now, blocking until you figure his shit out is okay, but eventually you’ll need to act upon the information you get from reading him.

  1. Blocked criminal uppers (the whirlwind move) is usually punishable with st.MK.

  2. Do more with b+MP. Make it more damaging by cancelling into cd and then linking kazegiri or raida. Or better yet use cl.st.HK SJC mixups, like b+MP xx cd , cl.st.HK xx SJC cd , cr.HP. Jumping at Ibuki should cost more than 90hp.

  3. Try not to drop combos. Especially simple combos like st.LK xx st.MK xx tsumuji.

[media=youtube]RP4gnXTopO4&hd=1[/media]

U1 set-up fail at 00:25… I didn’t know his Command Grab beat it.

4x matches against a very good Fei Long player!

izuna i was watched a couple of your videos.

first thing first, i dont know how you made it a habit but there really is no reason for you to end your strings with a crhk. if you’re thinking that it makes for a good frame trap, i could tell you that simply delaying ibuki’s 3 and 4 frame jabs along with her stmk are much better traps that would also potentially lead to a lot more damage on hit.

as an ibuki player you should be sure to alter your bnb combos according to the kind of character that you’re going up against, a crlp crlp stmk combo should only be used on characters with puny hitboxes like blanka etc.

you were whiffing normals for the sake of whiffing them lol. believe it or not, there is a reason why you see players whiffing stuff like stlps and flks from a distance, its not for show! against characters with extremely fast forward dashes like makoto and abel, you could do a forward lk with a negative edge lk tsumuji where the lk tsumuji would come out only when the flk connects.these kind of checks are used to limit characters from randomly getting in on you.
as an example you can see tokido buffering crlk lk tatsu inside of makoto’s dash range:[media=youtube]Zrojcg3PiYU[/media] at the 37 second mark. here his crlk wouldve connected into a lk tatsu if the makoto player had dashed in on him.

Thanks for commenting, but I’m well aware of normals being buffered into commands! My intention is to force some players to jump or lk Tsumuji; I’m actually rather puzzled as to why you got the impression I was whiffing them for no reason (my ranges might not be solid, but I am buffering the specials). =/

Well, that, and sometimes when I’m thinking about what I want to do next I’m slowly walking myself into the corner. Whiffing stops their characters from walking forward.

cr.lp, cr.lp, st.mk is just for spacing a frame-trapping. TC4 only works when very close, and there’s no window for the other person to Reversal out of it or any reason to poke. cr.lp from that range will let me tick-throw or hit-confirm into a block string.

The crouching roundhouse combo isn’t for frame-trapping, it’s a long-term habit from when I started playing Super Street Fighter IV. cr.lp, cr.lp, cr.lp, cr.hk used to be the only combo I could do; besides, the knockdown distances and timings are different so it helps mix-up the vortex? That’s what I thought. =/

Sorry if it seems that I’m being overly defensive, but I’m just making sure I’m working on these points as I continue playing.

EDIT: Didn’t Tokido use cr.lk within block range?

no no lol, its at the 40 sec mark, he whiffs both the crlk and the stlk(which is the buffer for the tatsu).

anyways the point im trying to make is not about the buffer, its about the RANGE at which you should be whiffing a said move to restrict an individual from doing a particular action. it just so happens that ibuki and akuma have got a buffer to convert their connected normal for more damage. I could be wrong but you were whiffing normals with no regard of the spacing between you and your opponent.

anyways the way i see it, when going up against really good opponents you’d only be held back by these indirect issues that you’re facing with your game right now.

also as a general tip, i’d recommend practicing your combos for a bit before starting your sets on a fresh day. ibuki is a high maintenance character who could crash land if your execution is off.

edit: eh, although reading through my first post it does make it seem like im emphasizing on the buffering part lol sorry.