The Shinobi Secrets: Ibuki Video Thread

@izuna

Never be sorry for sticking to your guns. I believe it’s also in guile’s favor in this match up.

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Thanks for upping all these videos dude. I go from seeing no videos of F-Word to so many cause of you. Do you know if he played Tokido by any chance?

that’s some godlike footsies F-word has. You can tell all of em were buffered with a move if he hit. How many times did he get that c.mp to neckbreaker? Think i’ll work on that more instead of jumping in kunai.

Ibuki mirror:

  1. Incredibly impatient
  2. Poor antiairing
  3. Incredibly reversal happy
  4. Taking too many risks imo (banking the round on an ultra as a “counter poke” isn’t very solid)
  5. Too jump happy; every time you jump, you should ask yourself “Why am I jumping?” If your answer is “I dunno I just wanna land a combo,” then you’re jumping into a srk (or ultra or both).
  6. Completely bland okizeme game from both Ibukis. All you guys ever do is vortex. What are you guys going to do against good players?
  7. Completely bland pressure game from both Ibukis, though Jazdero did mix up his game slightly more (some overhead usage, jab/FA pressure, cd mixups, etc. Not insane rushdown but at least it’s more than TC4 xx mk.tsumuji all day…). Speaking of which, Izuna you do the same block string every time. TC4 xx mk.tsumuji , slide frame trap. Every single time. Or sometimes you would do cr.LP , st.MK xx mk.tsumuji , slide frame trap. Not to mention both of you (though especially you) really overuse the 3rd hit lower ender of tsumuji. Good players are going to pick up on this and reversal your ass. Try using it as a frame trap instead of trying to inch out a tiny bit of chip damage.

Side notes:

  1. You should learn how to SJC U2 off of other SJC-able normals, not just after TC4. One time you had a chance to end the round by st.MK xx SJC U2 but you decided to go for a mixup instead, which would not have ended the round but instead given your opponent another chance to guess correctly and live. Take the win when the opportunity presents itself!
  2. You should instinctively command dash or dash under, every time you block a EX kazegiri. You play Ibuki too. You shouldn’t even have to think about it to punish it.

Ryu vs Boxer:

  1. More cr.MK, cr.MP, any fast recovering normal to keep TAP/dash punch spam in check. Especially with a buffered special (it’s like, why not?).
  2. Watch your safe jumps. They don’t look quite safe jump timed and Boxer probably could have punished you if he could autocorrect correctly.
  3. When safe jumping, please utilize some sort of option select so that Boxer doesn’t freely get out with TAP or etc. If you don’t land in time to punish his TAP, you know you’re not safe jumping correctly.
  4. Too many unnecessary jumps. A good Boxer in offline play is going to murder you for being so jump happy (jump back fierce, free headbutt into ultra, etc.).
  5. Don’t ever drop your cr.LP/cr.MK , cr.HK link. Ryu’s cr.HK is (very) punishable on block (think free ultra). You just happen to get away with it because I guess this Boxer doesn’t know about it.
  6. Try not to make a habit of using lp.srk as a reversal. Online lag might convince you that it’s safe, when actually it isn’t. Instead, I’d recommend getting in the habit of using mp.srk as your reversal instead.

Not much else to say here. The Boxer wasn’t very good. From holding down back all game to spamming obvious full screen dash punches to not even bothering to crouch tech.

5/6/7: Then this begs the question: Why are you playing your opponent? What is the purpose of these matches? If your opponent doesn’t make an effort to keep you grounded, if your opponent doesn’t attempt to get out of vortex, if your opponent isn’t very good at blocking the same exact predictable block string over and over, what’s the point? You’d might as well just play the cpu. If you want to practice j.LK , TC4 xx tsumuji, you can do that in training mode. If you want to practice execution, you can do that in training mode.

To exemplify my point, in the last game, last round (6:27), after one failed antiair, your opponent gets in and begins to rush you down to like 10% hp. Meanwhile your opponent has a healthy life lead, around 85% hp. 7:06 you get a random neckbreaker and you begin to ride 2 fortunate vortexes into stun to take the round. Did you really learn anything? I don’t think so.

It’s not so much a question of getting punished. Against a good Cody, Cody still cannot punish you for doing the vortex. It’s that a good opponent will either get out easily (eg: FA dash) or block correctly more than half the time, because of you doing the vortex all the time and doing the same blockstring followup. Yes they are safe setups against many characters, but the point I’m getting at is that your opponent blocking correctly (and you eventually pushing them away with tsumuji) can be just as bad as someone punishing your vortex. In both cases you lose your momentum; it’s just that in one case your opponent makes an exceptional read and you actually take some damage for it. The other case simply requires your opponent to have good blocking skills.

So then, what exactly might become of this?

  1. You might only be learning how to autopilot. If for example all you do is play scrubs (hypothetical situation; I’m not saying Jazdero was a scrub), then you’ll only learn how to play like a flowchart Ibuki.

  2. You might (probably will) build bad habits, or otherwise build the wrong mentality. Things like thinking your reversals are safe (because your opponents don’t punish it) or jumping in whenever you want to.

If you think you can just keep these things in check while you use Ibuki as your scrubinator, then ok fine. If you play all of your matches (when you’re trying to learn or when there’s something on the line) as if they were srs tournament matches, then good. But then the question still stands: what then is the point of playing lesser players?

Sorry for all the theoryfighter, but I believe this kind of deep analytical thinking is crucial to getting good at things (in this case, getting good at SF).

Lastly, what kind of srk shortcut is that? Might as well just do :df::df: instead of risk getting a jump mp.

I probably should have thought of this personal example before but I guess better late than never: in one of my previous tourneys (2 tourneys ago, several months ago) I went up vs a Dhalsim. I was like “pff I got this. Cammy wtfrapes Dsim for free.” So I pick Cammy, inadvertently autopilot, and then proceed to lose a 6-4 matchup. The fact of the matter was that I was too accustomed to pwning online scrubs with Cammy, since I typically got away with jump ins, obvious dive kicks, random unsafe spiral arrows, random CSpikes (many scrubs don’t know how to punish this thanks to the pushback) and more obvious dive kicks.

You might say “well I like autopiloting! It’s fun to scrubinate!” That’s ok and all (since this is a game and games are supposed to be fun amirite?), but just make sure it doesn’t affect your srs playstyle like it did mine. Yeah just thought I’d throw this example in there since it’s been like a life-changer to me and my training mentality/regimen.

I don’t really consider Agemen a mixup. It’s what you do after the cr.HP that’s the mixup. I consider agemen > cl.st.HK > cr.HP Ibuki’s best antiair option (by far) in terms of damage/stun/mixup potential afterward, especially stun, if that’s your type of playstyle. Yeah you could argue that if you keep doing it, it’ll lose its mixup potential due to your opponent building up a “tolerance” so to speak, but other than purposely dropping the combo or doing agemen > kazegiri, what else could you do that has anywhere near the mixup potential of a cr.HP reset? Unless you are in dire need of a safe jump or if you want to play solid, and go for a raida knockdown, the agemen SJC combo is far too good to pass up. But this is just my opinion and a bunch of theory fighter, so go ahead and tell us what you think.

I believe the correct shortcut you’re looking for is :df::d::db::d::df::p:
To make it even shorter, you actually only need :df::df:. The :d: and :db: are there so you stay crouching as you do another :df:. If your input is clean enough, you could use :df::d::df: instead.

:hcb::f: has more inputs than the standard srk input… how is this a shortcut?

I’ll try to analyze your video Izuna. On another note my xbl just expired so I might not renew it, maybe I won’t be able to play you unless i go to my friend’s house.

This color for questioning what you’re doing
This color for something well

Game 1

00:16. Slide, for what? Ibuki doesn’t have a fireball for you to go under. I don’t see a point unless you can enlighten me. Opponent jumps, and you super jump to try and cross up. So your response to his jump is to jump yourself. Is it a random factor? I dunno. Anyway he grabs you now the situation is reset, you’re on the left side.

00:25. He CD behind you, messes up his combo. Now both of you are at neutral again (kind of like the start of the round range but a little closer).

00:29. He slides and hits you. He’s close up and starts his pressure but misses his st. Jab. You backdash and now gave him a lot of space. You jump back kunai. He jumps and you jump responding to his jump. Why? You miss your crossup. And he grabs you again as a automated response.

00:37. His pressure this time is dash grab but you properly tech. Neutral spacing again and you immediately slide. He neutral jumps and starts his pressure again. You focus his slide and start your vortex. You do some damage and now you’re back at neutral again. Both sides of Hp looks kind of even.

00:46. Immediately at neutral position you slide again. Your opponent reads it and does a combo into ultra.

01:00. After his ultra, he superjumps behind you and grabs you. You could have autocorrected DP here.

1:03. He did a normal block kunai vortex on you to probably start a blockstring pressure. Good dp to read that, although kind of risky. Actually both of your guy’s play have been very aggressive so that DP will work.

1:05. You dash and start your pressure with c. LP, c. LP, (2frame gap) st. MK frame trap into spin kick. Which in theory would leave you at neutral position with your opponent so you slide again.

1:08-1:25. Some random movements by your opponent to try and chip you out. Ultimately he does a poorly placed jump and you win after that with combo and your kunai vortex.

2nd round

1:29. You slide again and your opponent jump back kunai. He gets a jump in MK and starts his tick grab but you DP to stop it.

1:34. Good reversal bait but like Mingo said, you didn’t punish properly (haha i need to do this too). He backdashes, situation reset again.

1:35. He backdashes then jumps in (again). You return jump in at him (again) and he blocks your crossup. You do a 2 frame gap frame trap. Neutral position and this time you jump in. He also jumps in, he wins the trade.

1:41. Your opponent has pressure as you land but you DP so now you have the aggression. You try to do a reversal bait. Your opponent backdashes and jumps in (againx2). You jump back kunai. Now you have control

1:45. You dash twice and he’s already woken up. He probably could have punished you for that but he backdashes isntead and trips to get you away.

1:47. Neutral positions again, he neckbreakers and you jump back kunai. Why? You could have pressured him to the corner. He’s now close up to you and he does the 2 frame gap frame trap into CD and grab.

1:52. He chooses to do a normal block kunai vortex and then messes up his pressure (whiff jab) and then does MK spin kick. You press a button and now you’re knocked down. He does a little vortex and it ended by your normal kazekiri.

2:01-2:11. You do your pressure and he mashes buttons during the blockstrings then you win. Good frame traps.

Next game (won’t be as analytical but I’ll put out some main points)

You win the first round due to your kunai vortex.

Second round
3:04. Starts off defensive and then he jumps in. You slide somewhere in there again after spin kick. It’s a little chaotic at this point, both of you guys are pressing buttons so there’s no control at the moment.

3:13. He jumps in and you backdash. Now you’re cornered. Your opponent quickly loses it after you jump and he tries to slide. Upon landing you do an EX Kazekiri. You have him cornered but you jump back kunai. Then he’s out.

3:18-3:50. Very chaotic and aggressive exchanges. He wins.

Last round

3:57. Immediate slide and you catch him this time. He does his dash back and jump in (againx4).

For the rest of the match it was chaotic and you won.

I don’t think I saw any antiairs in your game. I’d commentate more but my cat just hopped onto me. Read through it and hopefully you start to recognize some problems I specifically see in your play. Okay my cat wants to play with me (I didnt end up finish color coding it, maybe i’ll do it later) mkikkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk============ <— haha my cat did that but i decided to leave it in anyway

does neone still remember me? lol

also am i allowed to upload some of my tournament videos :D?

hope you guys enjoy =33

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that’s it~

will post more every week since I got AE for my own tournament :smiley:

I saw those videos a bit ago. Got confused when I saw you playing against Poongko. I thought you lived in the USA?

Still random as ever, I see. And still a member of the Neckbreakers Anonymous club.

already expected nothing but this from you though :smiley:

nice to see you again~

Good to see you too broski.

yeah i’m back in Korea now

had to buy Arcade Edtion for my own pleasure cuz Capcom.idot.korea decided not to import A.E.

poongko is just amazing, whaever i try to stop him, he just pops out in front of my ibuki and rape her like nothing happend :smiley:

From Bushido Impact in December:

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Sako’s Ibuki:
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Starts at 1:58 in part 1.

At 2:24 of the 1st video Sako lands max range sweep, then jumps in with HP. Kiryu does reversal ex spin kick and it is blocked…could that be a safe jump?

also, sako has an impressive ibuki

Definitely looks like a safe jump.

What strikes me as odd is that Sako has gdlk execution, but he doesn’t double tap. I noticed it when he tried tsumuji loop and only successfully did it 1 out of 3 attempts.

On another note, I think I should explore tsumuji loops/other combos off st.MP , st.MK, as it seems to be much more damaging/stunning/punishing than the usual TC4, where applicable.

Of course sako has an impressive ibuki.Way before iyo and acqua it was sako and i think that if he mained her he would be the better ibuki.You can see that he’s always going for the more difficult links and for frame traps unlike most ibukis.

I always go for loops.
I rarely land them. :sad:
Getting much better though lately.