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B3RZERK
08-01-2006, 06:35 PM
I felt the Ibuki forums needed a thread specifically for character matchups. We should post all of Ibuki's matchups against each character, since im new to Ibuki, I can't really contribute anything at the moment.

Discuss !!!

DevilJin 01
08-01-2006, 10:42 PM
Yeah, I figured someone would make one of these eventually. I'll go ahead and start with Ken since he's a character you will end up against a lot in tournaments.

Vs. Ken: Ken is a very solid all around character. He has ways to win against pretty much every character in the cast. He has no real bad matchups and Ibuki is not a character that really puts him at any real disadvantage matchup wise. Ibuki can definitely win this match though and it's all on creating momentum and forcing Ken to do things at the wrong times.

(Poking/Footsies)

Luckily in this matchup...your poking game actually works pretty nicely against Ken's. f+HK will go over and hit Ken out of all of his low pokes. If you're at a distance and feel Ken is going to throw a c.MK...don't be afraid to throw this. Does good damage and stun and gives you optimal advantage for setting up another poke. Has decent recovery if it whiffs but you don't want to whiff it much unless you like eating low forward super from Ken. Try to get this to at least connect or have the opponent block it. If it whiffs over Ken's head during a low poke you'll more often than not be able to recover before he can stick another poke in. You'll also want to use this poke from a distance since you get more advantage from a distance on hit. Up close the opponent can sneak in a quick poke or throw on your way down. Also goes over Ken's fireball at closer ranges.

Your c.MK is just as quick as Ken's (if not quicker) and can be used for zoning quite well. Ken can get hit by s.LP whether he's standing or crouching so this allows you to set up for a lot of poke strings when up close and can force him to throw a DP at the wrong time so you can block/parry and punish. s.MK is also a very good standing normal that also beats out shoto low pokes at closer ranges. It also goes into hcb+HP at close range (safe if blocked). s.MK can also of course be comboed into EX qcb+K. This combo hits Ken fully regardless of being in a standing or crouching position and is very safe on block. s.MK can also combo into qcb+MK on a crouching Ken and if you tap d+MK after a 2nd spin kick you can combo into the sweep portion for a 4 hit combo adding good stun and creating a knockdown. Just don't do the sweep if the spin kicks get blocked or you will eat damage. c.LK to hcb+HP or EX qcb+K at close range are good low options for setting up combos and are both safe on block.

Don't be afraid to use Ibuki's df+MK slide to go under EX fireballs. Ken will want to try and get a knockdown with one to set up for damage so you can use this to your advantage. Also remember that if you parry the first hit of Ken's EX fireball, you can slide under the second hit. df+MK will also go under a good bit of Ken's standing normals (not that he uses standing normals a whole lot but it works). Just don't use df+MK slide at too close a range or you will get punished with DP, c.MP to super or just flat out reversal super. f+MK can be used to go over low pokes and set up for combo into s.MK if it hits up close or meaty on wake up on a crouched Ken. Just be careful if it gets parried cuz Ken can reversal super on reaction.

(Ken's options against Ibuki)

Just have to be careful about Ken's options. Low forward to super is obvious. Yet a Ken player will get trigger happy eventually during your rush game and try to random LP DP or super you out of your offensive. Try to break up your poke strings against Ken and generally just don't go for long poke strings against Ken. He will throw a DP/super on command as soon as he feels you may try to get in another attack. Mix it up with walk in throws once you get close enough to throw him off. If you can get Ken to throw a DP/super at the wrong time you can set up for damage and Ken will probably allow you to put on a little bit more pressure during the next set of poke strings from the fear of missing his punishment and getting punished.

Ken can definitely punish you for getting in the air too much so definitely try to keep the fight more grounded since Ibuki can play the footsie game with him pretty well. Ken can do kara SRK pretty easiliy on Ibuki so that's another reason to stay the fuck on the ground against Ken. I would only really take to the air to jump away from him and throw kunai/EX kunai for zoning. He can cross you up with j.MK even if you are in the corner so if he gets you knocked down and you are in the corner you better guess quick between which way to block and commit to it. Changing your blocking position at the last second will set you up to get owned by target combo to SRK/kara SRK. You definitely don't want that. Ken has a lot of ways to mess you up once he knocks you down.

(Wake up situations)

Dealing with Ken on wake up can be tricky at times. Even when you knock Ken down he has a good few options for keeping shit off of him. Obviously LP, HP, or EX DP's are obvious options. Meaty s.MK on wake up can take care of this. If he blocks s.MK don't be afraid to throw out hcb+HP. If he decides to parry he will get hit by the attack throw. Mixing this up with s.MK to qcf+LK for added pressure works as well. On wake up you can also use meaty close s.HK. Super jump cancel straight up after launch if it hits into HP, f+MK chain for good damage, hella stun and to reset Ken. Just super jump cancel away if it gets blocked. Meaty sweep from max range is fun as well. Will trade or beat out all DP's on wake up and if it trades with a HP/EX DP you'll take minimal damage. c.LK to throw or c.LK to s.MK is always good as a low mix up.

Of course you'll want to mix this all up. It's VERY important to not always throw an attack on wake up. Let Ken get some breathing room on wake up cuz that's usually what most Ken players are accustomed to because of their ability to DP/super you on their wake up. Kinda walk back and forth to set up footsies/meaty on wake up and if he throws a DP or super...get ready to punish. Sometimes Ken will like to wait a second to throw you off before he does his DP/super so don't be afraid to wait a second before throwing your poke on wake up. If you're hella scared of what he may do next you can always jump away and throw an EX kunai to space yourself. Better to be safe than to eat damage with a character like Ibuki.

If Ken gets you knocked down...remember your options. Low block is most important. Parrying on wake up against Ken is very risky since he has SOOO many ways to verify into super against you. If you feel he's going to try a throw or tick throw...don't be afraid to look for a tech throw during your low block. Once you get more comfortable with Ken's options on wake up you can try to parry down a b+MK and punish or look for a s.MP and throw a s.MK inbetween and punish. Of course each Ken player is different so results will vary and basically...do at your own risk.

EX DP is useful but don't use this unless you have a lot more health than Ken does OR you have enough bar to throw your super afterwards. Ken is one of those characters that can DP you out your air chains on the way down and create another knockdown situation for himself. You'll wanna have that super ready so you can push him back and get space to start an offensive. Remember that if Ken is in the corner and you EX DP into super...make sure this will kill him. If it doesn't kill him Ken will more than likely punish you on the way down. It's mainly better for mid screen wake up situations. On wake up you'll want to be careful with his low pokes because if he gets you to parry one he can go into super on reaction and punish your parry. Putting you in the same situation you were before except now another fourth of your life is gone.

Xenozip.
08-01-2006, 11:51 PM
Adding to the note about using f+HK against Ken. I've noticed that you can do it on reaction to Ken's whiffed c.MK or c.MP, assuming that you're in range. It's pretty dangerous to dance around Ken's c.MK range, although it's not exactly the easiest hit confirm for Ken, you're still risking a c.MK xx super. However, the good news is that you don't have to be in range. If you're outside of Ken's c.MK and he whiffs it (for whatever reason), you can punish with a f+HK. The same is true for Ken's c.MP, but it's significantly harder because it doesn't move Ken's hitbox forward and it's faster/harder to spot.

IMO, waiting for an opening and throwing it out is a definitely less risky than just trying to throw it out on anticipation, keeping in mind that baiting it in the first place is risky unless you have a close eye on what he's doing. This is mainly because Ken has an easy time punishing your whiffed f+HK on reaction, especially with meter. And also because in order for you to get within block range, you also have to be inside his c.RH and c.FK range, which is not a good place to be reckless in. In other words, forcing him to block is fine, but you're also putting yourself in danger, and if he parries, good luck to you -- but the on other hand, if you keep yourself just outside of danger, you can use it as a tool to punish his whiffed pokes.

Aside from that, I don't know. Ken is one of the hardest match-ups I've come across.

The waiting game doesn't really work because his ground game is simply better. You also can't really keep him out of the air -- at least not as well as you can against other characters. He has too many options and really good priority -- especially with meter due to random EX tatsu'. After a while you start to see a pattern that doesn't end in your favor.

The only thing I really feel comfortable using against Ken AA is the df+MK (slide) or a really *really* early back+MP. And the latter of the two is subject to parries r random EX Tatsu' and therefor risky.

Ideally if you're coming at him from the air, you'll be on top of him/over his head. Either to throw late EX knives or to cross him up with j.MK. But even then, a smart Ken player will be able to walk under you and 'tap' you out of the air with LP's or knock you down with a well timed DP (since DP's stuff knives).

Getting in on him from a distance is also a problem. Even though his AA game doesn't seem nearly as absurd as some characters, it actually is in it's own way. A good Ken player won't fear your knives and definitely won't fear your normal jump-ins. And in parry situations, the idea that your normals and knives can be mixed up falls apart when the player can DP on reaction or simply LP/parry->LP you out of the air. Sadly, for Ken it's just not that much of a problem unless you have momentum. And by momentum I mean a knockdown or reset.

One of my favorite all-purpose tools is the f+MK, but even that tends to get stuffed regularly by Ken players that pay attention. Although you generally don't have to worry if it's blocked or even parried, you definitely have to be aware of when and how you use it, since it's fairly easy for Ken to stuff on reaction.

df+MK (slide) is also a wonderful all-purpose tool, but again it's really unsafe if it's blocked or parried. You really have to pay attention to what the Ken player is doing and try and "see" what they are looking for before you use it.

An great example of what I mean is that using qcf+2P (EX Kuni Ori) is generally a very bad idea if the Ken player is crouching and poking, or just landing from a jump, or just stuck out a poke, or was reset or knocked down. This is because it's natural for a Ken player to block low, since you're way out of range to fear anything that is an overhead. And it's even worse if the Ken player has really good knowledge of parry openings.

However, you can catch a lot of Ken players when they are dancing around either just inside or just outside your sweep range. They know you can't poke that low with a normal move and are either baiting a sweep or trying to get you to do something risky.

What I've noticed (from both points of view) is that they aren't really expecting anything to come at them from that range. They are often going through the motions and just trying to bait a poke or a jump. This is when you can catch them off guard with a qcf+2P, since it has a particularly good range

With that in mind (assuming it was read), those are the situations where df+MK is slightly less risky than it would otherwise be. Basically what I'm saying is that you can't expect to just use it out of nowhere, since if it's blocked or parried you're subject to a wide variety of punishment. But if you watch what your opponent is doing, there's a good chance that you can stick it out at the right time -- ie. when they aren't expecting the need to block/parry low.

Waking up against Ken is just as painful as it is against Chun or a good Dudley. I believe that watching his distance from you is the key. Much like what DevilJin said, you really want to block low and try your damn hardest to throw-tech on reaction. But keen in mind that if he's outside of his c.LK range, you're subject to a UOH. You also have to watch out of his back+MK.

Time and time again I've tried blocking low initially, and blocking high on reaction to weather or not he is standing. Meaning, I hold down+back while I'm on the ground, and I try to pay close attention to weather he is standing or crouching. Sadly, this just doesn't work as well as it should. Fact is, one of Ken's major strengths is his rushdown game, so all you can really do is either option select and hope for the best, or guess and hope for the best. Either way, there's no garuenteed way of avoiding the rock-paper-scissors nonsense unless you have enough meter for an EX-DP xx SA.1.

Another really important thing to watch out for is timing and spacing.

If you know for a fact (in advance) that Ken doesn't have enough time to plant a meaty attack, but he's in range, it isn't necessarily a bad idea to throw out a wake-up hcb+LP (Raida). I find it really effective for catching people who don't do true meaty attacks -- meaning they delay their attack by just a little bit. Or against people who like to parry/throw option select as you're getting up. Of course it fails against true meaty attacks and UOH's, but if you watch yourself and your opponent carefully you can kind of get a sense of when the opponent doesn't have enough time to plant a true meaty attack, and you can catch them with Raida.

I personally never use wake-up Raida against Alex or Necro players. But I've found that it has varying effectiveness against other characters, like Ken, Ryu, Makoto, Elena, etc.

I'll use Dudley as another wake-up Raida situation -- the point is rather moot if he is able to land a meaty rose on you, since the rose will stuff your Raida. Howver, Dudley is kind of special in the sense that a lot of scrubby Dudley players don't land the rose meaty. Either because their setup was flawed or their timing was off. But for whatever reason, if you notice that the rose isn't going to hit you meaty, then there *might* be a chance that you'll catch him with Raida before the rose hits you. Therefor, if you're paying attention and act on reaction, rather than on anticipation, you have a good chance at stuffing his rush with Raida.

Look at another Dudley situation, a lot of times Dudley players will get really anxious and just throw out his f+HK overhead kind of late or mistime his c.LK's -- either to fake you out or just because they are getting overzealous. Those situations can also lead to a sucsessful wake-up Raida.

What's really scary is when the Dudley player will mask his meaty attack with his f+MK (I think), then immediately either block, poke low, or throw. In that situation all I can say is I hope you have enough meter for an EX-DP xx SA.1.

In the end though, a wake-up LP Raida is really something to only use sparringly. Though it can be effective if you're able to pay really good attention to what the opponent is doing, relative to your position.

God damn I typed a lot. Ok, I'll shut up now.

PS. Take what I say about Ken at face value please. It's really not a match-up I'm comfortable with.

B3RZERK
08-02-2006, 05:28 AM
lol wow, so much typing. :looney:

Awesome info, thanks alot!

DevilJin 01
08-02-2006, 06:55 AM
lol wow, so much typing. :looney:

Anyways, I edited the original post, with both of your advice on ken. I gave you guys credit, at the end of the Ken info. Much thanks guys.

EDIT: Is there any point in me editing my original post? Or maybe you could edit your posts since I already put the info up, with your names as credit for the info? Meh, I dont know how im going to organize all this lol I didn't think their would be that much info.


Yeah...I wouldn't worry about organizing all the info in your own post right now. Just let people post their strats and then later on someone can always throw it into a FAQ and give people credit where it's due.

B3RZERK
08-02-2006, 07:16 AM
Sounds good! :smile:

fatkid
08-02-2006, 07:38 AM
About the air game vs ken.. I allways seem to land j.HK against kens, you can sometimes react on him jumping in and land it. Gives stun and good damage/okizeme.

DevilJin 01
08-02-2006, 08:08 AM
Xenozip...it's good that we typed a lot. The more info the better. Better to have too much than too little. We can always concentrate it into a faq later on. I''ll have to try LP raida on wake up. Sounds like an interesting strat. Would be useful if you can anticipate a throw setup on wake up since the opponent cannot tech the raida (hcb+P)


About the air game vs ken.. I allways seem to land j.HK against kens, you can sometimes react on him jumping in and land it. Gives stun and good damage/okizeme.

Yeah...that brings me to a question. When is it best to use j.HK? I don't see it used very often in match vids but I hear it's a decent air to air. I've heard that it beats out Akuma's air hurricane. I can't see it being used in jump in situations too much since it is a delayed attack and the push back afterwards doesn't allow you to start any real combos.

I mainly just use j.HP or j.MK air to air cuz j.HP from what I've seen actually does very well air to air and you gives you optimal distance and puts the opponent in hit stun long enough to set up for jump in combos. I generally try not to go air to air against Ken. He has too many options with j.MK that beats like everything in the air and EX air hurricane does the same damage to Ibuki as like a jump in combo to super on other characters. WAAAAY too risky. If I do jump in on Ken it's after I'm confident that he doesn't want to risk whiffing a DP after getting him knocked down or if I really want to end the fight quick and figure I can parry down a DP to do so.

fatkid
08-02-2006, 08:52 AM
Hard to explain why hk works. I belive most of the time its when you see the jump pattern of the ken player. If you hit him early in his jump with the hk dont think there is anything that ken can do but to parry. It has a weird angle and timing in the air. I use j.lp, j.mk, j.hk when in the air mostly. j.HK maybe is something that good kens dont get hit by? or maybe a smart ken dont jump that often vs ibuki.

Dont use it for jump ins, use it to knock out of the air.

Havent found a way to use j.hp yet, other than when I expect a parry so I can use fwd mk after

edited to make sence :P

B3RZERK
08-02-2006, 10:00 AM
I'm glad I made this thread :rofl: I can learn alot from this.

Xenozip.
08-02-2006, 02:37 PM
j.HK on a grounded Ken can be used as a parry-safe jump-in if you time it perfectly (right next to the ground). At least that's something. But I wouldn't rely on it, since it's really not 100% safe. I think of it like a toward+MK -- it really leaves you open, but it's fairly safe if it's blocked or parried. In theory you could mix up a late j.HK, or air parry into land then throw. But in practice, Ken's standing LP is hard to deal with.

Something I kind of find myself doing a lot is jumping vertically and throwing out a late knife or j.HP, or just empty jumping. But again it doesn't seem like a good idea to use it against Ken. Doing a j.HP is really risky since it opens you up to a well spaced/timed c.MK or standing HK or EX Hadou. Ken can also punish your knife with an EX Hadou (it destroys the knife and still connects for 2 hits). And then there's also EX Hurricanes that can easily take you out of the air.


DevilJin: wake-up LP Raida is so much fun, but definitely can't use it all the time. Only if you see an obvious opening (EG. non-meaty attack).

coreografo
08-02-2006, 05:15 PM
vs necro match up??
please help

DevilJin 01
08-02-2006, 08:09 PM
vs necro match up??
please help

You must really like Necro. Hell...I might get to him next just because it'd be a random ass matchup to discuss. :lol:

coreografo
08-05-2006, 07:50 AM
You must really like Necro. Hell...I might get to him next just because it'd be a random ass matchup to discuss. :lol:

i want know all match ups of necro becuase is my main char
vs ibuki i use sa1 (because she have very bad stamina) i think ibuki have a very good rushdown/lockdown game and this match up is in ibuki favor becuase she can rush necro very well (and necro not have good answers), vs she i play same necro game vs some other chars (like necro game vs yang ) a lot of drill kicks ,jab tornado hook , mix ups parry set ups sa1 snake fang a lot etc ect
necro can stop knike whit jab dempa(electricity) and sa1 but if only ibuki make a mistake
if she use knike for keep away you , you can dash under knike and hit she in recovery of move
vs she i use a lot of short pokes like s.short, b.forward,b.strong (hit confirm sa1) c.short...etc

i think i suck to much vs ibuki :sad: :sad: :sad: (i play only vs one good ibuki player in mi country) please i need know ibuki vs necro match up for make more strong my necro game

excuse me bad english

Kunai
08-07-2006, 07:36 PM
I've had success against Necro by playing him up close, and not allowing him to set up any offense. Worst thing to do is let a Necro player set up his offense by running away and keeping you more than sweep distance away. Try not to get knocked down, either... Necro has a lot of ways to mess with you when you're down on the ground.

I have problems with Yun and Yang, Elena and Makoto much more than anyone else in the game, even Chun isn't as bad compared to these characters. I'd like to see strats against them.

chuntingche
08-08-2006, 04:43 PM
U guys have any tips on fighting a Chunli?

Bedfast Emperor
08-14-2006, 04:56 PM
Chun li can beat out a lot of Ibuki's pokes, but her AA game is pretty shit so I use forward m.k a lot to get over her low pokes and I also jump-in more than average. Not all the time, but a majority of the time.

Also, stay away from using combos that end with EX qcb+k because the last hits miss her if she is crouching. As a substitute, I like to use EX rdp+k

I'm no Ibuki expert, but I know that Chun-li is a bitch. Especially for Ibuki


Edit: Wouldn't a hcb+p be useful against Yun after his dive kick? Does anyone actually use that in play against Yun?

DevilJin 01
08-14-2006, 05:17 PM
Necro: Necro is an interesting matchup. He doesn't really have the pokes or AA game to deal with Ibuki but if played smart he has some tricks up his sleeve and his combos can lead to a stunned Ibuki if she is not careful.

Poking/Footsies/Offensive strats: From what I've seen against the few Necro players I've actually played against (and watching Japanese vids), Necro gets owned by Ibuki's pokes. You really shouldn't fear moving in on Necro unless he has a stocked SA1 because he doesn't have the pokes or threat of any kind of long range comfirm into the super. He gets hit by pretty much all of Ibuki's pokes and doesn't have a real reversal for Ibuki's rush outside of SA1.

Especially if Necro is using SA1 you wanna just take control of the match as quickly as possible since out of the gate your offensive game is simply better. If Necro starts to throw pokes for battery use EX kunais or any of your strong ground pokes to keep him from doing so. In most cases df+MK is a pretty safe way to close the gap since it goes under a lot of his standing pokes or just flat out beats them. Outside of sweep range you can dance around with c.MK, or f+HK. Once you get in start to mix it up with your jab poke strings and s.MK to command dash to keep close and start pressure. Knock out random dive kicks with f+HK from a distance or kazekiri/EX. You can also just jump in the air with him and air throw him or throw out one of your good jumping normals.

s.MK to EX qcb kicks works well on Necro since he can't crouch under them. They're also of course safe on block so feel free to use them sparingly to put pressure on Necro. Regular qcb+MK is relatively safe as long as he's not using SA1. I've just found out recently that qcb+MK can be reversed by point blank supers like Shippu or Makoto's SA1 on block (minus 2 frames on block). As long as Necro doesn't have SA1 stocked you can feel free to mix things up with this. Unless he red parries one of the kicks you'll be safe.

Necro's options versus Ibuki/wakeup: Ibuki's a character that normally has to do a lot of outhinking the opponent to win but in this matchup...generally Necro will have to be the one doing more thinking to win. Ibuki beats him out in both the air and the ground and there's not a lot of room for Necro to set up SA3 combos when as long as Ibuki is playing smart...will zone him the hell out with her much better pokes and overwhelming rush game. Necro can't really use dive kicks a whole lot to get in cuz Ibuki can EX dp or f+HK him out of them. He kinda has to just wait for Ibuki to get within range and look to see if he can get a poke in before she can.

This is why a lot of Necro players tend to switch to SA1 against Ibuki. Her offensive game is just too much for Necro to deal with when she's being played in an effective manner. With SA1, Ibuki actually has more of a reason to fear jumping in on him and he can break up her poke strings with this as well. Necro will try once in a while to mix things up with a qcb+P or qcb+K. Both are easily parriable on reaction even in their EX forms but if you're not watching out these will catch you off guard and do surprisingly decent damage to Ibuki.

Not to mention a knockdown which is exactly what Necro wants. Just look for them and block/parry on reaction. If you parry either at a close enough distance you can throw s.MK to EX qcb+K afterwards for punishment. Necro's hcb+LP can be rather annoying once he gets her in the corner but if Ibuki has EX she can always EX her way out of it as a last resort. If you're smart I would suggest learning to parry/red parry down his hcb+LP so you can punish. Watch out for b+MP/b+MK on wake up as these both can lead to super as a confirm. c.LK has deceptive range and can go immediately into SA1/3 afterwards.

coreografo
08-14-2006, 05:51 PM
mmm very good stuff but i think you post some wrong tips....

1-necro pokes not suck vs ibuki the only advantage is she can tap a lot of fast pokes vs necro but some necro pokes can work well for example bd fierce, b.fierce, s.strong, s.jab, c.jab (very good vs ibuki) can trade or clean hit vs ibuki pokes if necro use well
2-drill kicks are very good vs ibuki and vs all chars you can hit drills but you need see and react this very fast..(not is easy)
3-never , never try parry necro in weak up , necro corner/weak up game are veery good .b.short tick throw b.fierce set ups tornado hook mix ups you need wait and think if you try ex-kick and necro block this ibuki are die

all other stuff are very well i think ibuki is a very good rush down char but necro not try keep away only necro thead vs ibuki is rushdown game beucase necro defense suck

DevilJin 01
08-14-2006, 06:07 PM
Chun li can beat out a lot of Ibuki's pokes, but her AA game is pretty shit so I use forward m.k a lot to get over her low pokes and I also jump-in more than average. Not all the time, but a majority of the time.

Also, stay away from using combos that end with EX qcb+k because the last hits miss her if she is crouching. As a substitute, I like to use EX rdp+k

I'm no Ibuki expert, but I know that Chun-li is a bitch. Especially for Ibuki


Edit: Wouldn't a hcb+p be useful against Yun after his dive kick? Does anyone actually use that in play against Yun?

You'll wanna stay away from using EX qcb+K at all unless you can confirm that Chun is standing after a connected s.MK. Every hit of EX qcb+K whill whiff a crouching Chun after a connected s.MK and basically...randomly throwing out EX qcb+K is a good way to get owned against Chun Li. Normally safe against other characters but she can basically end you for using it improperly. Luckily Chun can't reverse qcb+MK so you can use this for pressure and of course since Chun is always fucking crouching...if you do hit her with a s.MK you can follow up with qcb+MKx2 to d+MK. Good damage and stun and creates knockdown.

EX rpd+K (Hien) is very risky against Chun. You're basically wasting bar against something that a good Chun player will probably block and even if they get hit by it it doesn't lead to anything. It's good as a random mix up once in a blue moon or after getting knocked down but other than that...it'll get you into trouble more often than not. If you don't bar for EX kunai/super Chun can wait for you to fall to the ground and punish with SA2.

Chun's AA game is actually a lot better than people make it out to be. People assume that just because she doesn't have a DP that her AA game isn't good. Her AA game is very solid actually. Luckily Ibuki can use kunais/EX kunais to help set up jump ins but Chun can always look to b+HP them out. Chun Li doesn't even need to use an AA move to punish you for jumping. She can wait for you to try one and then immediately duck down and hit you with c.MK to super. That's pretty much an AA in itself. She can also jump straight up and HK or jump up and air throw you.

hcb+P after Yun's dive kick? You need to be more specific. Like when it hits or after being blocked or whiff or what? Best thing to do is to try and look to parry since if you're close enough Yun will have to eat some damage via s.MK to hcb+P/ex qcb+K or close s.HK to b+MP,HP reset. Of course if Yun is mixing things up nicely you'll have to be careful.

If you're not sure of the angle/speed Yun is coming down at don't try to parry or you'll get hit and that'll be the end of you if he times the dive kick right. From a distance f+HK is very useful for taking out dive kicks. You jump up in the air with Yun so you get outside of the hit box and hit him out of the air. You can also jump up in the air with him and throw an attack or air throw or if all else fails just use EX dp.

hcb+P would probably be useful against a whiffed dive kick if you're within range but at the same time it's pretty risky cuz if you try it and you get hit...you die. hcb+P is probably more useful against empty jumps than dive kicks.


mmm very good stuff but i think you post some wrong tips....

1-necro pokes not suck vs ibuki the only advantage is she can tap a lot of fast pokes vs necro but some necro pokes can work well for example bd fierce, b.fierce, s.strong, s.jab, c.jab (very good vs ibuki) can trade or clean hit vs ibuki pokes if necro use well
2-drill kicks are very good vs ibuki and vs all chars you can hit drills but you need see and react this very fast..(not is easy)
3-never , never try parry necro in weak up , necro corner/weak up game are veery good .b.short tick throw b.fierce set ups tornado hook mix ups you need wait and think if you try ex-kick and necro block this ibuki are die

all other stuff are very well i think ibuki is a very good rush down char but necro not try keep away only necro thead vs ibuki is rushdown game beucase necro defense suck

Yeah...I don't have a lot of experience against Necro and the few Necro players I've played were easily taken care of in offline situations. Even in match vids I've always seen that Ibuki just flat out has the advantage in the match up. Necro has to play smart as hell to win and Ibuki can generally drum up momentum and run away from Necro better than he can do to her.

Yeah...using EX dp against Necro on wake up could be very risky if blocked cuz in the corner Necro has a ton of stun combos that will definitely do good damage and create a possible dizzy. Which is the last thing Ibuki wants cuz if Ibuki gets dizzied...that spells the end of the match plain and simple. Of course...Ibuki can always utilize SA1 after a blocked EX dp so if you do get EX dp blocked and have the bar...use it to push Necro away from you and get space to get out of the corner.

Kunai
08-19-2006, 04:46 PM
I'd ask for tips on Makoto next... she's so random it hurts. And her pokes beat out most of Ibuki's stuff.

B3RZERK
08-21-2006, 01:57 PM
Ok I edited my original post and took out the info, we should just discuss all matchups in this thread then like Deviljin01 said, someone could always throw it into a faq.

Shouldn't this thread be stickied?

Btw: I need help vs dudley, he just does way too much stun and damage.

Xenozip.
08-25-2006, 03:54 AM
I'd ask for tips on Makoto next... she's so random it hurts. And her pokes beat out most of Ibuki's stuff. I fucking hate Makoto. All I can say is jump back and pray.

I'd go into it deeper, but I really don't have a good answer. Her dash goes under LP, MP, f+HK, and probably other things too. Her c.LK, c.MK, MK, and j.MK beats out so much shit it's ridiculous. And her fucking Tsurugi (air qcb+K) move is just bullshit, let alone the EX version. And that's not even mentioning her karakusa grab.

Yeah, fuck Makoto.

Bedfast Emperor
08-29-2006, 12:23 PM
If Yun is doing his dp+p move when Genei Jin is activated, you can just raida that shit

woof
10-01-2006, 08:59 PM
man .. anything else worth mentioning VS makoto? it feels like there's not much i can do against her because i always end up hella screwed if i'm within her dash range.

DevilJin 01
10-03-2006, 06:10 AM
man .. anything else worth mentioning VS makoto? it feels like there's not much i can do against her because i always end up hella screwed if i'm within her dash range.

Yeah...I was gonna post some more matchup stuff but I wanted to get done with another tournament (and get an idea of what other people know about the matchups). Which outside of Xenozip...frankly isn't a whole lot. I've beaten Eric Kim's Mak before in a tournament situation (along with Mr.Quotes probably the top Mak player on the East Coast). After getting tons of matches in against nothing but Makoto towards the finals of the EC tournament I think I'm ready to post some strats and help people and myself understand what to do against that walking box of Trix. :lol:

If I'm not busy after I get off work tonight I'll post up some stuff on the matchup. Will probably post stuff on Chun soon after as well.

Xenozip.
10-03-2006, 02:50 PM
Well, to get the ball rolling there's one thing on my mind regarding Makoto.

Post Hayate (Makoto's qcf+P, rushpunch), she has frame advantage. This leads to the obvious 50/50 (or 33/33/33, if you will) mixup game. Makoto can either do a c.LK or standing LK and cancel into another Hayate, or Makoto can do Karakusa (Makoto's hcb+K, grab move), or block, or something random like MP, c.RH, FP, j.RH, etc.

Now, jumping and superjumping completely avoids the grab -- but at the risk that Makoto might not do the grab, but attack instead. Any of Makoto's attacks will beat your jump or superjump attempt.

This is why most players feel that Makoto is very gimmicky, and you pretty much *have* to guess post-hayate:

- If you attack there's a chance you'll get your attack stuffed
- If you block there's a chance you'll get grabbed
- If you jump/superjunp there's a chance you'll get hit

The same pretty much applies to Ibuki's backdash. If you backdash you can avoid getting grabbed, but then there's a risk you'll get hit by an attack from Makoto (c.LK and LK xx Hayate can hit Ibuki out of a backdash).

However, an important point to note about Makoto's Karakusa is that it does not grab you first frame out of hitstun. Technically it can't due to temporary universal throw invulnerability post hitstun (which is a few frames long).

So, one thing to consider is that after Makoto's Hayate, you could input down+back (low block) which will block any of Makoto's normals, wait a few frames, then input c.LP or c.LK, because Ibuki's c.LP and c.LK are particularly fast. If Makoto chooses you attack, you will block because you're inputting a block command. If Makoto chooses to Karakusa, you will end your block after a few frames and begin to do c.LP or c.LK which will hit Makoto out of the Karakusa before it can grab you.

The problem with this is timing. There's a good chance the Makoto player may "mis-time" the LK or c.LK post-Hayate. If the Makoto player times it late, there's a good chance the attack will stuff your attack.

Then of course there's the question of your timing. If you time the c.LP or c.LK too early or too late, you could end up getting grabbed or hit.

For example, in my experiences with Makoto players, I have frequently been able to grab the Makoto player post-Hayate with a LP-Raida (Ibuki's hcb+LP, grab). Technically a well timed LK or c.LK from Makoto should stuff Ibuki's LP-Raida, but because some players mistime their attack, they end up getting grabbed by the Raida. This will also grab Makoto if they use a Karakusa or attempt a parry.

However, this also means that if you attempt a "late" c.LP or c.LK and the Makoto player also timed their c.LK or LK "late" then Makoto has the potential to stuff your attack.

There is another option that Ibuki has, which is Option Selecting. A well known and commonly used option select would be to hold down+back and LP+LK during a throw situation. And by "throw situation" I mean moments when the opponent does an attack that leaves both players within throw range and the attack ends with very little frame disadvantage or even frame advantage. The general idea is that if the opponent attempts a throw, you will tech-hit the throw because you input LP+LK command, but if the opponent does not attempt a throw, you will perform either a c.LP or a c.LK. And in the case of the opponent having frame advantage, there's the possability that you might block the opponents attack -- but on the other hand, if the opponent attack was well timed, they will end up hitting you because their attack conneted when you started your attack (leaving block).

Now, in the case of Makoto post-Hayate, it's also possible to apply another option select, which would be to input either down+back or just input down for a few frames, then immediately input up or up+back in order to superjump.

If Makoto times the post-Hayate action (or inaction) perfectly, what should happen is your option select will neutralize any of Makoto's *immediate* actions or inactions. I say immediate because anything that is mis-timed or hits late will counter the option select.

Point, however, is that if Makoto immediately attacks, you will low block. If Makoto does a Karakusa instead, you will transition into the superjump before Makoto can grab you. And since superjumps are invulerable to throw, you should escape even if you timed the superjump late, as long as you begin the superjump before the exact frame when the Karakusa would grab you.

Of course, if Makoto does a c.LK and cancels into Hayate, and if you simply hold up+back after blocking, you will probably be hit by Makoto's Hayate -- meaning you will block Makoto's c.LK low, then get hit by Makoto's Hayate. To avoid this, you can hold back after inputting up+back for the superjump. What will then happen is you'll block the c.LK low, and then block the Hayate high. And if Makoto decides to cancel the LK/c.LK into Oroshi (Makoto's qcb+P, overhead) you will also block that high.

But this option select also fails when Makoto mistimes the followup or does something random like MP, c.HK, FP, j.RH.

Something important to note, though, is that Makoto players are taking a risk, too. They absolutely are fine with whatever you do, so long as it doesn't lead to them getting damaged. To them, having you block their Hayate is the last thing they want, because that leads to heavy damage.

And in regards to Makoto using SA.2, the last thing you want is to get grabbed when Makoto is close to the corner (meaning, Makoto's back is close to the edge of the screen). If Makoto grabs you near the corner, it's pretty much game over for Ibuki. This is because Makoto can only combo SA.2 off a FP, Oroshi, or reset when Makoto's back is near the edge of the screen.

Makoto players, however, will probably be content with using SA.1 against Ibuki. Which means the Makoto player will be conserving meter and looking for any way to link SA.1 (c.MK, MP, Hayate, RH, jump-in, etc).

Then there is the question of Ibuki's SA.2. The problem I have with SA.2 is that it has a long bar, which means you're still vulnerable to the usual mixups untill you're stocked with SA.2. But even when you are stocked, there's the problem of SA.2 not being guaranteed. Although SA.2 will grab Makoto if Makoto attempts an attack, grab, parry, or block -- it will not grab if Makoto simply jumps. And then if Makoto does jump, then you can be heavily punished. And since the Hayate gives Makoto frame advantage, Makoto is mostly safe just from jumping.

There is, however, one almost-guaranteed way and one totally guaranteed way of avoiding damage post-Hayate.

The *almost* guaranteed way requires you to have enough meter to do an EX-Kazekiri (Ibuki's dp+2K, EX-uppercut) cancelled into SA.1. The reason this beats Makoto's mixup is because the EX-Kazekiri has first-frame full invulerability for a few frames, and can always be cancelled into SA.1 as soon as Ibuki leaves the ground. This means that any attack Makoto does, or grab, will get stuffed by the EX-Kazekiri which will also combo into SA.1. If Makoto decides to block or parry, you can still cancel the EX-Kazekiri into SA.1, which is relatively safe from punishment from Makoto.

However, it's "almost" guaranteed because Makoto still has the potential to parry both the EX-Kazekiri and all of SA.1 -- though it's no easy task, it's still a possability. Though, it's definitely one of Ibuki's best and least punishable options.

The guaranteed way, is to not let Makoto land a Hayate in the first place, which means shutting down Makoto's ground game and avoiding or countering Makoto's air game. Sadly, that's not exactly easy due to the incredible priority of Makoto's ground and air normals.

In order to achive this, you basically have to controll the match entirely. You can't let Makoto get in at all -- OR you have to constantly be rushing down so that Makoto doesn't have the opportunity to put you in a mixup situation.

One last thing to note about Makoto is that Makoto does not have a good reversal move. Thus, Makoto is vulnerable to meaty attacks after a knockdown. Makoto's only options against a meaty attack is to block or parry, and if you're mixing your options up right, it turns into another guessing game in your favor.

PS. I hate Makoto's j.MK and Tsurugi (air qcb+K, air chop kick)

woof
10-03-2006, 03:24 PM
PS. I hate Makoto's j.MK and Tsurugi (air qcb+K, air chop kick)
i hear you man, that shit hurts :(


i appreciate this information, though!

kaze12
10-03-2006, 03:24 PM
woooow *__*
great stuff xenozip!

thanks a lot! :clap: :clap: :clap:
=D

--
40>0

DevilJin 01
10-03-2006, 03:34 PM
Good ish typing almost as much as I do (like 18 big/small paragraphs)! :wow:

You're right though...a lot of playing against Makoto is kinda just playing your cards against hers. You have to play rather gimmicky yourself because that's the only way you're going to get away from her guessing game. Some people like to use SA2 against Ibuki but I think Eric Kim has figured that Ibuki takes damage too quickly and actually, has a bit too good of her own momentum/zoning game to really need it. Ibuki's gonna be doing a lot of throwing out random kunais, c.MK's, s.LP's and what not to keep Makoto from getting in.

Makoto does have a lot of good pokes but because of her slow walk speed and crap backdash she has to do more random jumping/dashing here and there to zone the way she wants. Ibuki can actually walk back and forth at a decent speed before throwing her pokes out allowing her to actually keep Makoto at a distance for a bit if you are timing your pokes correctly. I like mixing it up between s.LP, s.MK and c.MK while I'm at a distance to keep her from getting in. f+HK works if you anticipate her dashing in (obviously after the dash in has finished because her dash ducks under it). Actually...it wouldn't hurt to get a little risky with some of your pokes because if you can do stuff like purposely whiff a poke to get her to move in and then punish with a raida or other poke...it can work to your advantage. If she gets hit by s.MK I throw out EX qcb+K or raida and create a knockdown.


If I throw out a poke and I notice she's right within attacking range I'll usually either option select parry and then throw a quick poke or jump in the air to stay out of her momentum range. If you don't wanna risk taking damage you can always just low block first and then jump.

Xenozip.
10-06-2006, 08:17 PM
Actually...it wouldn't hurt to get a little risky with some of your pokes because if you can do stuff like purposely whiff a poke to get her to move in and then punish with a raida or other poke...it can work to your advantage. If she gets hit by s.MK I throw out EX qcb+K or raida and create a knockdown. I agree with everything you said in your post except above quoted statement. The problem I have with getting risky with pokes is that occasionally Eric will actually sit and wait and watch you very very closely to see when you're going to throw out a poke, then immediately dash in as soon as he sees you poke. What happens is, if he times his dash right, he will actually get right within grab range as your attack is recovering.

This is especially problematic when using c.MK, because it's easier to see the crouch animation and time Makoto's dash where Makoto will begin overlapping Ibuki's poke right as the hit frames have ended. And that in turn leads to you getting thrown or karakusa'd or c.LK xx Hayate -> mixup

You're right that you could actually use it as a setup and trick Makoto into dashing, but getting risky is literally getting risky -- eg. gambling with your life bar. Since in turn, Makoto can also inflict heavy damage/stun to you if you mess up.

DevilJin 01
10-07-2006, 07:22 AM
Yeah...the problem is Ibuki doesn't do any real damage herself unless she gets in and takes risks. Ibuki having low health against someone that can rape her off of one mistake just seems like something I'll have to get over. Granted, doing things that are punishable on block/parry will obviously get you in trouble but if you're always just kinda stickin to the book with Makoto she'll "out-random" you and you'll lose.

Seems like to win against Makoto you will at times have to just counter her momentum with your own and force her to do things at the wrong times. Like dash ins, blocked hayates, forcing her to get airborne etc. Ibuki can't take away a 1/4th to half her life bar from half screen like Ken and Chun can so she will have to get in and create pressure and force mistakes to win. It's just learning how to do that without getting owned is the hard part. Not abusing thnigs that are punishable on parry and being able to zone her out when she tries to gain momentum seem to be rather important.

Xenozip.
10-07-2006, 10:38 PM
The latest KSK ranbat really illustrates how cautious you have to be against Makoto. Like I posted earlier, being "loose" or risky with your pokes can easily get you grabbed or hit with Hayate. Even when the Makoto player is being totally reckless it's still in Makoto's favor unless you have a good way to punish and switch momentum.

Still, it's not impossible to dominate against Makoto. The problem is you really have to re-learn a lot of things. You simply can't do the same things against Makoto that you'd normally do against other opponents.

Playing loosely or experimenting toughtlessly will get you killed easily.

Kunai
10-14-2006, 06:51 PM
This is good advice... I understand how hard it is to contain Makoto and it's probably for the best to play smarter against her. I tried playing extremely aggressive against Makoto players, but at the same time I was leaving myself wide open, and I'd lose so much lifebar early in the game. I've also tried playing keep-away and keeping her from getting within 1/2 screen of me (basically, away from her Hayate or dash range). Due to her air normals and her ax-kick special move, it's hard to get around that as well.

It sucks, but I have to play against Makoto and Yun so differently just to make it competitive. If I don't, Yun and Makoto will just poke away at me until my defense breaks, and they start hitting big combos or scoring grabs to start combos. Really frustrating to say the least. It's good to talk to fellow Ibuki players on strategies on such mismatches, because I seriously thing it's a huge uphill battle against these two using Ibuki. Very challenging, but at the same time it can be no fun if I'm getting pwned by lockdown.

Thanks... hope we can talk more strats.

PS: I was surprised how difficult it is to beat Remy with Ibuki, if the Remy player is very good at zoning. I got owned pretty bad today because I couldn't get around the high/low fireballs, coupled with the EX version and that angled command kick he has. Didn't know what to do at all... I was just pushed away so far and couldn't get in close after ending up full-screen from Remy.

Xenozip.
10-21-2006, 06:52 AM
Well, thanks to Ramza and Epsilon I got a chance to explore Makoto a bit more. So, some random notes regarding waking up against Makoto:

The more I fight Makoto, and the more I think about it, the more it seems like blocking is really your best option on wake-up. The trick of course, is avoiding overheads and Karakusa.

Always tech roll against Makoto. If you don't have the timing down for ground rolling Makoto's throw, I recommending practicing it. Makoto can cross you up midscreen if you tech roll by dashing through you, but it's not too hard to block the other direction on reaction. However, after crossing you up post-throw (assuming you roll), Makoto's MP or Karakusa won't land meaty. Makoto will also be too far away to set up a Karakusa tick off MP. Because of those 2 facts, it's safe to option select low-parry into c.LK after tech rolling her throw. The thing to watch out for is a UOH which is mostly only threatening when Makoto has SA.1 stocked. Still, only time I can think of that teching is a bad idea is if Makoto is using SA.2.

The ammount of frame advantage on Makoto's MP and c.MK is sick, especially when meaty, which is part of what makes blocking dangerous. Incidentally, Makoto's c.LK is -2 on block and c.HP is -6 on block, which is interesting. The other, more obvious risk of blocking being throws and overheads which can link into high damage and more guessing game shenanigans.

Apart from Makoto's toward+HK move, the only other attacks Makoto has that you need to parry/block low are c.LK and c.HP. Fortunately c.LK isn't confirmable so the major threats are also major risks for Makoto. What this means is that while a toward parry will beat whatever normals Makoto sticks out, c.LK and c.HP are still a threat because they can't be toward parried. But on Makoto's side, those moves are risky because if you block those, there's a chance of punishing Makoto. Or, at least if Makoto cancels c.LK into a special, anyway.

The thing to watch out for of course is when Makoto is stocked with SA.1, since any strength Hayate gives the same frame advantage (+4), which lets the opponent link in SA.1. This will quickly turn a mere c.LK into death. Likewise, Makoto can easily link SA.1 off MP, c.MK, or HK.

The other problem is Ibuki's stamina, stun guage, and damage potential. I'd be content with high parries and occasional low blocks with other characters, but with Ibuki you really can't take too many c.LK xx Hayate's. And you definitely can't take too many Karakusa->FP xx EX Hayate's. Basically it's like gambling when your chips are already down (poor Ibuki).

Also want to watch out for j.MP, that move stays active for a really long time. Sets up Karakusa on block, and on hit it's a retardedly easy link into SA.1. Timed late it can also give the appearance that it's going to hit, but the active frames don't occur when timed right, so it doesn't hit, letting Makoto get the drop on you. Empty jump into SA.1 is a bastard. Makoto's air game is just really freaking annoying in general (what else is new).

I've also become way more inclined to just block her Tsurugi (air qcb+K, chop kick). Seems to have a bit of recovery and knockback on it, so I don't think it gives much room for Makoto to set anything up. But, by blocking it you still lose ground, which is bad (because corner = death). Still, I don't like to risk anti-airing it or parrying it because if it hits it's linkable into SA.1, and naturally it has a really good hitbox and a slight delay (or "hover") to it.

Her meaty dash into neutral jump stuff and empty toward+HK stuff can also be damned annoying. I've gotten into the habit of option selecting in those situations, which would be fine if not for the occasional parry xx ownage. Point, however, is that her dash can be rather deceptive -- it's not punishable even though it looks like it is.

More later.

[Edit]: Though keep in mind that if you tech-roll from Makoto's throw, you're at the perfect distance for a kara-karakusa (whiff LK xx grab), so it's important to watch if Makoto dashes or not. Also, don't try to punish Makoto's neutral grab, she's invulnerable.

Xenozip.
10-21-2006, 07:24 AM
Random side note, I was fooling around with Ibuki's Tsuiji Goe (dp+P, command jump) and I found it has a least one minor benefit. If done from far away (so that you don't cross up), you can cancel it into a LP Kunai and throw the Kunai the opposite direction of the opponent, and then SC into MP SA.1 will throw the super toward the opponent. This normally wouldn't be particularly useful, but I found that the LP Kunai of prevents people from dashing under your super (Makoto/Oro/etc), because they will be dashing into the Kunai, and then be pushed back into your super. An added benefit is that if the opponent dashes early the super will just change directions and target them anyway, and if the opponent dashes late they will be dashing into your super.

Really only useful for chipping purposes. You're still vulnerable to parries. I wouldn't recommend buffering the Tsuiji Goe -- I mostly find it useful after a knockdown or reset.

[Edit] I suppose the same tactic can be applied by crossing up with a jump or superjump. Since if you cross up off a jump the Kunai will fly the "wrong way". Which is probably safer since you still have the option to abort (as apposed to the Tsuiji Goe).

Xenozip.
10-22-2006, 11:39 AM
Oh right, and it should be pretty obvious that Hien (rdp+K, hopkick) is extremely risky on a lot of characters unless you have SA.1 stocked.

With the exception of Hugo, most characters have a way to punish it for free, Kunai follow up or not (especially Makoto, Oro, Dudley, and Chun).

Throwing a semi-immediate LP Kunai can help deter punishment, but not always.

woof
11-25-2006, 09:50 PM
SCRUB QUESTIONS HO

anything worth mentioning about akuma? i find myself getting raped often recently against him. air to air i'm not too confident VS him so i try to stay out of it unless extremely necessary as often as possible, as i'm usually just trading or eating higher priority shit. [it doesn't really help that the local arcade here has damage levels turned up a little notch .. that's what i hear anyway]

only thing i feel confident with is her ex DP and landing the odd c.lk into ex qcb+k. also .. if it helps any, the majority of my wins against akuma players come from me using SA3 and punishing whiffs.. although i feel i'd be better off with SA1.
which reminds me .. i've probably missed it and sorry in advance, but what is recommended after someone parries her wakeup ex DP? it hasn't happened often enough for me to be 100% sure if she's still safe on the way down, although it seemed like it at times.

Xenozip.
11-26-2006, 02:28 AM
If some one full-parries your EX-DP, you can only cancel it into SA.1 and nothing else. It's not safe if they parry all the hits. But, it becomes a bit safer if you cancel it into SA.1 and force them to either continue parrying or block and take the chip.

Couple of notes on Akuma:

Yeah, the air is a bad place to be because of his random air Tatsu's and fireballs and high priority jumping attacks. If and when you do jump, try to make sure he was doing something first, like wait for him to air fireball and then jump over the fireball at him -- preferrably with enough meter for EX Kunai. And keep an eye out of air Tatsu's. Jumping vertically may help you to controll some space and get a feel for how the Akuma player reacts to jumps and defensive play in general, but again, use sparingly.

Remember he has low stamina and he also has a "weak" stun bar. If you land a good stun combo on him, he is pretty much forced to either run away or take a huge risk in potentially getting stunned and eating an even bigger combo.

Always look for ways to land some big stun on him when possible, keep pressure and make him take risks. Hit him with throws and toward+HK over his low pokes and MK xx Raida/Tsumuji to keep his stun up. Any time you land close HK against him it might actually be a good idea to go for the stun (SJ cancel) rather than the mixup (b+MP-HP), but it's up to you if you feel confident in your mixups you may earn even better damage and stun by resetting.

Sitting around and doing safe parry baits probably isn't going to get you anywhere though. Keeping pressure and rushing him down and forcing him to make mistakes is probably your best bet for ending the round in your favor.

Akuma is a tall croucher, so close LP-MP-HP chain hits him when he's crouching, use and abuse that to your advantage. The punch chain cancelled into either Raida (hcb+P) or EX Tsumuji (qcb+2K) will seriously damage his stun bar and life bar. If you ever catch him with the punch chain while he is crouching, then EX Tsumuji with all upper/high kicks will put him in a whole world of hurt.

Anti-airing him can be a real pain because you can't jump up to meet him, his jumps have better priority and he might either do a random Tatsu or fireball, and both could lead to big damage. The other problem with Ibuki's normal anti-airs is of course his fireball and divekicks stuff your anti-airs. You could try parrying or try going under him with slides or dashes, but again the divekicks can really mess you up.

So, don't try anti-airing unless you're confident you can. You'll just have to either play keep away or figure out a way to deal with his mixups post-dive/fb.

Other than that, he's a shoto. You basically have to play it real cool and patient untill you're able to switch momentum to your favor, then keep the pressure locked hard and tight untill he breaks.

SA.3 isn't really a bad idea. I know Uramakigumo pretty much always uses SA.3 and I recall him using it to some decent affect on Akuma players before. Lots of ways to confirm into it, and you can punish a lot of his unsafe moves with it. It also lets you set up a crossup or meaty mixup right after you land it. Plus it does a pretty good ammount of stun damage, which as previously noted, is a good thing to have.

Still, I'm more partial to SA.1 in this fight because of the need for EX moves. You don't really even need the super itself if you utilize your EX moves well. Though SA.1's damage and chip damage are pretty handy for knocking out chunks of his life bar. But I generally would focus on EX moves in order to gain momentum, build stun, and get yourself out of his dive/fb traps.

DevilJin 01
11-26-2006, 08:36 AM
Yeah...I don't have a ton of experience vs. Akuma players but the ones that I have played against I've went toe to toe against pretty well or pretty much beaten them. Akuma takes hits like he's in the last stage of some horrible disease so anything you hit him with can really sway the match in your favor. He has a lot of little tricks though and like you said...trying to AA him can be tough.

Just like when fighting against Ken (air EX tatsu alone is enough stay grounded vs. his ass) you don't need to really take to the air too much considering Ibuki already does a pretty good job dealing with his ground game. Just look for when he jumps and either block or parry down dive kicks/air fireballs and follow up with EX dp. Ibuki can also quickly df+MK slide or dash under his shit so with the correct timing don't be afraid to just dash under him if you expect an attack from the air. df+MK works especially well because it moves her forward enough to get past the fireball but puts you in a perfect position to punish him on the way down. From what I've heard j.HK is actually pretty good at stuffing out his air tatsu but I haven't really tried it myself to confirm.

In this matchup I'm usually just looking to control from the start of the round. I know if I get hits in early that he'll be less confident to try his rushdown later on in the round and that gives me incentive to seal the match. Akuma does a lot of damage even without any super meter though, so if he gets momentum going early it's the same deal. You're forced to play defensively and that's when he knows it's time to try and seal the match.

In this matchup I definitely like to utilize s.LP and f+HK because both of these moves keep Akuma grounded and really start to put pressure on him when they connect. Anytime you sense Akuma may be trying to go for a low poke...throw a f+HK...unless you make an obvious whiff there really isn't a ton he can do and his crouching box is big enough where he's forced to get hit by it. You can mix this up with s.LP and s.MP to keep him from parrying. I believe you can use either SA1 or 3 in this matchup. SA1 is preferable if you're confident in the matchup because EX qcb+K really fucks up Akuma especially when comboed into after her chains. Even in poke strings having extra EX for pressure is great to have vs. a character who can't even really afford to get hit by one.

Like Xenozip said...SA3 is good if you are looking to punish his mistakes. You may not be able to pull off quite the offensive that you would with SA1 but SA3 will allow you to capitalize on things like whiffed pokes, blocked sweeps, blocked SA1 etc. This is good to have especially considering how a good Akuma player will know of your offensive options and a good Akuma player will play defensively against Ibuki until he gains a knockdown. Akuma can't risk taking hits from Ibuki at all especially considering she can do just as much damage to him without any super meter. Just one of her combos can pretty much fill his stun bar up by half. That's way too risky against a character who already loses a 1/5th of his life bar to those same basic chains.

Below is a match of me vs. an Akuma player at the last tourney I was at. He obviously doesn't know much about the matchup and doesn't play 3S a ton either (more so MVC2/CVS2 guy) so he tries to play more defensively vs. my Ibuki (which at the start of the round...Akuma should be doing any ways). You'll see that in this matchup we're both aware that we can't afford to take hits so we start out our matches playing defensively until someone starts to gain momentum.

The first 2 matches I used Alex because it was a real fuck around tourney (our best player was using Remy/Sean LOL) so I decided I might as well just utilize my other characters. Unfortunately it wasn't till after the tourney that I found out how to deal with Akuma's tatsu pressure with Alex.

http://www.youtube.com/watch?v=DFOe-1qLdu4

Xenozip.
11-26-2006, 12:40 PM
(fixed)

I have some vids on my HD of Japanese players Chyonto, Jyi, and Uramakigumo playing against Akuma players, I think. I could Youtube them.

Kunai
03-10-2007, 11:18 AM
Bringing this thread back from the dead...

I have huge problems with Hugo, and I'm not sure why it's so hard for me to play against him... when people say he's Ibuki's favorite target. I feel that the problems I have against Hugo is the inability to maintain an offensive attack, the inability to use moves with confidence (because of the fear of 360 throws and other high-damage moves) and lack of a steady gameplan. I'm not sure what to exploit against Hugo that will keep me safe. I especially have no clue as to what to do against Hugo after knockdown. With others, I can dance around and I use a variety of moves, but with a downed Hugo, I fear the Gigas or 360.

BTW, thanks everyone for the tips on Yun... I feel more confident playing against him now and I don't fear the dive kicks anymore. :wonder:

Feint
03-11-2007, 05:31 PM
dont stop the body rock

Feint
03-19-2007, 05:22 AM
Bringing this thread back from the dead...

I have huge problems with Hugo, and I'm not sure why it's so hard for me to play against him... when people say he's Ibuki's favorite target. I feel that the problems I have against Hugo is the inability to maintain an offensive attack, the inability to use moves with confidence (because of the fear of 360 throws and other high-damage moves) and lack of a steady gameplan. I'm not sure what to exploit against Hugo that will keep me safe. I especially have no clue as to what to do against Hugo after knockdown. With others, I can dance around and I use a variety of moves, but with a downed Hugo, I fear the Gigas or 360.

BTW, thanks everyone for the tips on Yun... I feel more confident playing against him now and I don't fear the dive kicks anymore. :wonder:

Im not sure about this, but after you land her lp, mp, cr. hk, s. hk combo you can follow up in the air with lp -> hp air chain and it should beat hugo's shootdown backbreaker if they tried to counter with it. The problem with this is that if they wise up and start parrying it can really hurt, but you can always mix it up with ex kunais, though the kunais wont beat out the shootdown backbreaker.

EDIT: Also i don't know if you know this but if you are crouch blocking a hammer frenzy the third hit will whiff completely. During that whiff you can interrupt the hammer frenzy with a combo or even more flashier you can dash through it and laugh at him.

Shusty
03-19-2007, 10:13 AM
Great info. I personally think Ibuki has the advantage over Makoto. Kinda surprise that she is label a tough fight. The biggest threat is Chun and Yun. Is there any info on how to contain Yun?

Rickstah
03-19-2007, 11:53 AM
quick question, which SA's are best versus each character?

Xenozip.
03-19-2007, 12:25 PM
Oro - SA.3
Makoto - SA.1 or SA.2
Yun - SA.1 or SA.2
Everyone else - SA.1

SA.1 is a lot less useful against Oro and Makoto since they can dash under it so easily. I swear I've seen Oro dash through it. That means it's only useful for combos and not for chipping.

In Makoto's case, SA.2 can be rather useful because you're guaranteed a super if you block Makoto's qcf+P (Hayate/rush punch). Makoto will also have trouble tick throwing you off dash-ins if you pay attention, therefor you make 2 of her primary tools more of a gamble than they normally are.

However, SA.1 can still be useful against Makoto because you're able to punish whiffed hcb+K (karakusa/grab) if you jump out of it, but you're not able to punish it without SA.1.

It's generally a good idea to use SA.1 against Yun, but it really depends on the Yun player. If then Yun player is a run-away GJ whore, but you're able to red parry against the Yun player at all, then SA.2 might be something to take into consideration.

Rickstah
03-19-2007, 03:56 PM
gotcha, i was always wondering why ibuki players chose sa3 against oro everytime rather than 1 or 2. thanks for the info

Kunai
03-20-2007, 09:27 AM
Xenozip: What about Chun Li? I feel that SA1 is ineffective against her because she can punish a half-screen Ibuki SA1, blocked or hit, with Hoyoku-sen (Chun's SA2), and that EX Tsumuji whiffs against her on the first couple of hits. Having ample EX Kunai is good to have against Chun, but that's the only advantage I feel SA1 has. I usually try to use SA2 on Chun (due to damage potential with super), but I'd like to hear what I can do to use SA1 against her. The SA3 tips against Chun/Oro from DevilJin sounds interesting enough to try, even though I rarely use that super.

Shungokustatsu: Man, if you can enlighten us as to why you feel Ibuki is a good matchup over Makoto, I think you'd be everyone's hero on this part of the forums. I personally feel that Makoto/Ibuki is the most lopsided matchup in the game. Xenozip, your tips on SA2 vs. Makoto are really useful... I can't wait to try that for next time. Did anyone go over crafty ways to fool an opponent into eating an Ibuki SA2? I've seen some great setups by Yeah Dood, but he has so many and it happens so fast that I don't know how he does it.

BTW, I asked about Yun previously and here are the responses so far:
http://forums.shoryuken.com/showthread.php?t=125765

Oh yeah... if people still have advice against Hugo, that'd be awesome. I'm still struggling with the mind games he presents at times. I played at Family Fun in CA last week (was just visiting), and this guy just totally dominated me using Hugo. He would knock me down and really beat me up during my getup (examples are parry into 360/720/combo, hand-clap tick damage or combo, perform the running grab, shootdown backbreaker if I tried to jump away). So basically, I couldn't defend myself correctly when I was down, and I couldn't keep pressure on him without paying dearly for it. I'm wondering if I should just play patient and try to get him to throw out a normal (like crouching MK or crouching MP) so that I can parry and punish, then range him with standing MKs and mix up with anti-airs if he jumps at me. I know that using towards+MK (or even towards + HK if done carelessly) can be dangerous at times, because it counts as an off-the-ground move and can be countered with shootdown backbreaker or Megaton Press super. I also have a feeling that an Ibuki player should never jump at a Hugo player, because the potential to get wrecked is great... but that's just my opinion.

I'll try to write down what other problems I have against Hugo that I'd like to talk about later, but I think I've explained a majority of it on this thread. Thanks for any help.

Xenozip.
03-20-2007, 02:13 PM
You have to confirm EX Tsumuji against Chun, but if you're able to confirm that she's crouching then you can do the low kicks and it will still combo. DJ has gotten really good at confirming it, so it's not impossible to learn how to do it consistently. Just never do it on block and you're fine.

SA.1 isn't punishable if you use the LP version. If she has super then logically you shouldn't be trying to chip her with mp/hp versions, right?

Main reason I don't like SA.3 vs Chun is because I feel EX Kunai are really valuable in that match. And there's plenty of opportunity to land tiger-knee LP SA.1. Problem with SA.3 is my two favorite ways to land it (MP->SA.3 and LP-MP-HP->SA.3) are really hard to land on Chun. Plus it's hard getting in on her without EX Kunai.

DJ uses SA.1 on Chun too, btw. He only busts out SA.3 if he knows how the match will go (win or lose).

--

Re:Hugo. I play against him as though he were Dudley. Poke at him with low forward and anti-air him with c.fierce->SJ. Hugo can't really keep you out of the air with much of anything except his jumping grab, so all you have to do is wait for him to whiff something, or get him to block something, then you're free to jump at him. A lot of Hugo players have a hard time dealing with rdp+K (Hien), but despite what people say, it's not something you can abuse. Only use toward+HK at max range, you're asking for 360 if you do it close. You can rush him down if you keep using safe pokes and chains that let you get back into the air, but never throw anything out with frame disadvantage.

You can turtle just outside his c.MK range though and he can't really do much to get in other than land a lucky clap/slap or jump-in. Just wait for him to make a wrong move and take advantage of it.

DevilJin 01
03-20-2007, 05:38 PM
Yeah...there's really no reason to use MP/HP SA1 on Chun. There's really no reason to use it on a lot of characters unless you absolutely need the range to kill someone or they don't have a move that can punish it. You should learn Tiger Knee SA1 so you can bait Chun to throw a c.MK and punish with SA1. It's safe on block obviously and if it hits a Chun doing c.MK it does a shit ton of damage for one super. Going on like 30-35 percent for one whiffed poke.

Like Xeno said...EX kunais are important against Chun because they allow you an effective manner to jump in at Chun and they throw off her AA game. She can b.HP them out but if you time them carefully it will be risky for her and they give you ample frame advantage to jump in and start a combo. They also work well as a cross up when Chun is standing which can lead to more combos.

You'll be using kunais/EX kunais a lot vs. Chun because her ground game is scary and effective use of them can keep her guessing and get her to throw a poke at the wrong time. Then once you get a knockdown you can get that momentum you need to start pressuring with your ground pokes. You'll want to get throws in on Chun since a grounded Chun is a lot less dangerous than a standing Chun. Dropping kunais on her after knocking her down (especially in the corner) can give her a hard time since they can meaty her out of EX SBK and keep you out of the range of EX lightning legs. LP kunai obviously being the preferred version in this situation.

SA1 is still by far the best super vs. her just because it gives you the most air options and Chun has a hard time dealing with effective use of TK'd SA1. Which pretty much hovers over EX SBK range and hits her fully even a whole second after start up. Not being able to use EX qcb+K just forces you to use qcb+MK instead which can combo into the sweep for the knockdown on a crouching Chun. Which just allows you to save meter for more EX kunais and the super when you need it to finish the round or TK SA1.

The problem with inexperienced Ibuki players is that they'll try and force themselves to make more use of SA1 than they really need. The super has its uses and all but there's far less reasons to use SA1 or any of her supers than there is to use Ibuki's normal attacks and regular specials (even her EX moves take a back seat to the importance of her regular normals and specials).

The great thing about Ibuki is that unlike other characters in the game she is actually a pretty strong character at the start of round 1. Basic combos like s.MK to hcb+P do almost as much damage as other characters combos that require meter to actually perform. When you start to learn Ibuki's game more the more you start to realize that her supers although helpful don't really emphasize the true strength of Ibuki. Which like Akuma...even without meter she can basically rip you to shreads if she starts gaining momentum. Then once she has meter she just has even more options. In all honesty she has a better poking game and more ways to verify damage without meter than most of the cast.

DevilJin 01
03-21-2007, 08:14 AM
As far as the Makoto matchup...it's not that bad. You just have to know how to improvise and "out random" Makoto. Sticking to a solid style of play is not going to win against Makoto because her whole gameplan is so out of whack compared to how the majority of the other characters in the game play. Ibuki has too many good pokes and Makoto doesn't necessarily have the highest defense in the game. A good jump in combo will mess her up just as bad as any other character. You just have to keep on the move and vary your attacking game so you can get her to grap/parry at the wrong time and punish.

Similar to the way Akuma fights Makoto. People think the matchup is horrible because one real good combo = certain death. Problem is Akuma is probably the most mobile freakin character in the game when played right. Akuma may die in 2 combos but at least he has the mobility to keep himself from ever getting hit when played right. Bigger slower characters like Q and Hugo have a much harder time and are pretty much at the mercy of her rushdown when played right.

Kunai
03-21-2007, 03:52 PM
Thank you so much for the help, guys. I am really grateful for it. I will definitely benefit from the character-specific strategies that you have shared on here.

I honestly did not know that SA1 done with LP would not float as high as the other two. I thought the only difference was distance, but knowing this fact... I think I'll try to stick with SA1 with LP for most situations.

I guess I have a lot to learn about this game... I used to play a lot of 2nd Impact and learned a lot from a friend from Mesa, AZ. This dude was just amazing at the game. He moved to Cali years ago to work for a video game magazine, so I couldn't pick his brain for tips as much. Also, I didn't catch on with 3S because the game felt slower and they neutered Ibuki, so I stayed away from the game until around a year and a half ago. Now, I got back on and I can't stop playing the game, but at the same time... I'm so behind when it comes to knowledge of the game system and how to play against certain characters. I didn't really know what "option select" was... that's how bad I am. I can't kara throw either, but I heard that Ibuki's kara sucks anyway.

However, I can do a majority of Ibuki's combos and moves and feel comfortable with performing them at will. I just don't know when to use it. I have a bad habit at times to play by reaction, not using strategy to set up or get out of situations. It may work against a few people, but most of the time I end up getting worked because I stick out a move and leave myself wide open. Even beginners can frustrate me because I will get out-prioritized.

I also am the worst at being clutch during the end of close rounds. Sometimes, I get tunnel-vision and try to land SA1 (which really is a rookie mistake) or sometimes I will charge in at the wrong time... or even run away at the wrong time. I'm trying to figure out ways of keeping pressure on opponents, and I will definitely try to utilize Ibuki's normals more often to achieve this. I understand that the SA and the EX moves has its uses, but I know I shouldn't rely on them when the normal moves are just as efficient (if not, moreso).

My goal is to start playing smart and with purpose, not with reckless abandon. I'm glad I have been seeking everyone's help here... because everyone has to learn somewhere. I mean, for example, hardly anyone can just become good at basketball just by themselves, even if they have the skills. You have to learn from the advice and tutelage of others... and I realize that.

Thanks again... I wish I knew more stuff to contribute to the Ibuki section, but I'm just a student for now.

Xenozip.
03-21-2007, 07:40 PM
I can't kara throw either, but I heard that Ibuki's kara sucks anyway. There's no point in doing it. It's the smallest kara in the game and only moves her forward a few pixels.

Kunai
04-06-2007, 12:08 PM
After playing a few Makoto players yesterday, I am trying to formulate a basic plan in fighting her with Ibuki... please let me know if I am on the right track.

1.) Try to score knockdowns to take advantage of her lack of anti-air options. Besides her straight-up punch move, I don't see her being much of a threat on wake-up. I'm sure even after safe-falling, she is still very vulnerable. Take advantage of the many things Ibuki can do against a downed opponent... that must be utilized to the full extent to take off significant lifebar to Makoto, since Makoto can make crazy comebacks at any time. Keep knocking that ass down but be aware of what to do once there is a reset and you no longer have the advantage (be aware of position on screen... i.e. if she's stuck in the corner or at the middle of the screen, etc).

2.) Makoto seems to be at her deadliest when she is within sweep range of Ibuki. She seems to have trouble closing the gap if you are further than that. Treat her like the ugly girl in high school who wants a kiss from you. I found that throwing LP Kunai (or Kunai in general) at just the right range can prevent Makoto from doing her dash to close in on you (double-tap forward on joystick). I feel it's imperative to stay away from the corner when dealing with Makoto, but actually accomplishing that is a difficult task to begin with. She seems to bully Ibuki a lot by getting in close, abusing her pokes and doing a lot of tick-karakusa and other mind games, and before you know it... you're thrown in the corner. I usually run away too much when Makoto closes in, so I'm still figuring out a better way to defend myself and not be so predictable. The tips in this thread are helping, but really it's a huge obstacle nonetheless.

3.) Find fast ways to build up EX meter quick, so that you can use EX spin kicks to push away Makoto after confirming with hit (i.e. MK), or have some EX Kunai in stock to jump in or away a little safer. I found EX slide throw to be very valuable when Makoto is pacing around outside of sweep range... scores a much-needed knockdown as well. Of course, I wouldn't do EX slide randomly, but sometimes there are golden opportunites if she sticks out a laggy move or if she is committed to walking forward... or just not paying attention. Catching her with an EX slide or two may mess up the opponent's game as well... they become a bit more hesitant or make more mistakes.

4.) Formulate a good plan for close games, where you and Makoto are low on life. Of course, you should be doing that for everyone, but Makoto is the toughest to win close games against. I'm trying to figure out when it is okay to throw Kunai safely, when to get in close safely, how to entice Makoto into jumping at Ibuki when you are ready for her and finding safe ways to land a normal to special move or super to take off chip damage and win the match via "cheese".

I guess in general, don't let Makoto play her game of lockdown within sweep range, and take full advantage of locking her down yourself when the opportunity arises (usually after knockdown). In the meantime, try to keep her at bay by staying outside at sweep range, while making sure you're not backing up into the corner, and make solid attacks that will either reset outside of sweep range or not allow her to retaliate immediately due to block stun. Oh yeah, and like DJ and Xeno said, "outrandom" her and don't play a poking-footsies game with her.

Argh... just thinking about fighting Makoto makes my brain hurt. More later when I can think straight. *I'm at work right now*

ZombieHugz
07-15-2007, 05:09 PM
Hey all, i'm kinda new to the Ibuki playing, but I can do some basics.

Looking for some info' on Ryu matchups, just have problems getting past the massive damage issues he dishes out. I usually use SA2, but learning SA1.

Any advice on getting back at the fireballer?

J1nk
08-03-2007, 07:57 PM
I find most characters aren't that bad against Ibuki apart from Oro, dunno if there's any real good Oro's where you guys play, but basically for me he is the worst to play against. I can beat an OK Oro but I have problems with people who know what they can abuse against Ibuki.

His H.k and M.k, makes it so difficult to put pressure on, because if i eat one of those pokes, basically i'm quarter stunned and all he needs are a few more until i get stunned and open for a big combo.

Also because of his height, it's really hard to follow up anything after a knockdown, I tend to go with crossups in the corner, but in no real advantage mid-screen.

There is a perfect example of what I'm going through on youtube, just type Aruka vs Oro.

Any help is well appreciated.

Hol Horse
08-04-2007, 05:52 AM
I play very often vs Oro since my usual sparring partner mains Oro. It's not easy but dealable imho. What works best for me is runaway, and pick SAIII since not only SAI is less useful than usual, but SAIII is good fo hitting fireballs from far range (expecially good against upward normal/ex fireball), blocked chicken, whiffs, some blocked stuff like sHP and such. Oro can't really punish a blocked SAIII too.
Far range cMK and max range slide can be useful; I've beaten wakeup uppercut with meaty Raida before.

DevilJin 01
08-04-2007, 12:30 PM
Hey all, i'm kinda new to the Ibuki playing, but I can do some basics.

Looking for some info' on Ryu matchups, just have problems getting past the massive damage issues he dishes out. I usually use SA2, but learning SA1.

Any advice on getting back at the fireballer?

Just block. Ryu isn't as much of a threat in general as Ken and you have pretty solid pokes vs. him. If you block low on the wake up worst he can do is try to link f+MP to SA1 (which is easy to see coming), tick throw you or UOH to SA1/2. Which has to be set up very carefully. It's not like playing against Ken who has an insane cross up and b+MK which he can play all kinds of mind games with on the wake up.

You can use f+MK and f+HK to go over low pokes and bait shoryus. These are both generally your main ways for moving in on Ryu. Ryu's LP dp stays in the air for a longer time so it makes it more risky for him to try and punish your attack strings. You can df+MK slide under EX fireballs or Denjin as well. Parry the first hit and slide under the rest. Or just slide under it. Either way works.

Dont use SA2. Only shoto that SA2 would even be somewhat useful against is Akuma and only because you can create gimmicks that can potentially take away half his life. Problem is Akuma moves around way too much and has too many ways to escape your SA2 setups. Stay on the ground in this matchup as well. No real reason to be in the air unless you're rather far away from Ryu or after knockdown for kunai mind games. f+MK and f+HK are the closest you'll ever get to jumping. Unless you're really creating momentum and Ryu doesn't have a lot of meter/health or after a launch. Then you can play the jump in mind games. Ryu's DP's all only take one hit to parry except for a deep EX dp. Ryu has other solid AA's though like s.HK, c.HP and j.MP so the idea should still be to stay grounded.

SA1 or SA3 are much better. SA1 obviously because of all that meter that you get. Against Akuma every s.MK to EX qcb+K (especially if crouching) = 25 percent life gone. For an EX move that's ridiculous. SA3 is good against both Ryu and Akuma because it allows you to punish their sweeps and fireball supers when you block them. Ryu tries to sweep you after a poke string and you block it...reverse it as he's recovering with SA3. Ibuki is still rather solid without meter so the EX sacrefice can be worth it for the extra options. I just like having a ton of meter for pressure since my game is generally rather offensive.


I find most characters aren't that bad against Ibuki apart from Oro, dunno if there's any real good Oro's where you guys play, but basically for me he is the worst to play against. I can beat an OK Oro but I have problems with people who know what they can abuse against Ibuki.

His H.k and M.k, makes it so difficult to put pressure on, because if i eat one of those pokes, basically i'm quarter stunned and all he needs are a few more until i get stunned and open for a big combo.

Also because of his height, it's really hard to follow up anything after a knockdown, I tend to go with crossups in the corner, but in no real advantage mid-screen.

There is a perfect example of what I'm going through on youtube, just type Aruka vs Oro.

Any help is well appreciated.

The matchup is not that bad. Oro obviously has half life combos and can gain bar easily for those half life combos if he gets close to you. Problem is Ibuki is a very mobile character and like Akuma it's generally tough to get in on Ibuki if you play smart. You only seriously have to fear Oro if he has you near stunned from his pokes or he finds a way to get next to you. Getting hit by one s.HK means you just stand your ground and wait for your stun meter to drain a bit and then try to get in again. You have strong pokes as well in this matchup so you dont have to just run away.

My regular sparring partner (MOD, who's in Japan right now) is an Oro player and we usually go back and forth in our matches. It's really whoever gets momentum going first. Ibuki is good at bringing up the stun meter but unfortunately Oro has a huge stun meter and can recover it by taunting. His defense is stil a bit below average though so if you get a few s.MK to Raida's to connect you can do serious damage. Especially if he whiffs a qcf+K and you move in on him.

You also have rather strong pokes vs. Oro. Your c.MK pretty much outranges his c.MK and it goes under his s.HK. Can't remember if this can go under his s.MK but it comes out rather quick and Oro's s.MK isn't going to kill you if you get hit by it any ways. He can't do anything off of far s.MK. It just keeps you away. df+MK slide will definitely go under it and when used from a range will give you that space you need to walk up to Oro and bait his s.MP and punish. Once you get in close range Ibuki's s.MK beats most of his close pokes and can obviously combo into qcb+K or hcb+HP if you're close enough. Remember that EX qcb+K wont hit him if he's crouching. Pressure a lot with f+MK and use f+HK to bait him into moving towards you and then recover and block or punish dash attempt. f+HK will trade or beat his standing pokes. His c.MK can duck under it but if you don't abuse this he can't really get in to punish.

f+MK in general is good because it goes under his low pokes and is also good at baiting him to dash in at bad times. Oro also can't do much anything to this move if he blocks it and even if he parries it. Best he can do is throw you if he parries it at point blank range. You can block before close s.MP comes out. This is also your cross up against Oro after knockdown. Oro is short but he is VERY wide when he crouches. Meaning it's very easy for this move to hit him on the wake up and you can follow up with s.MK to qcb+MK as a combo. Remember if he's crouching you can follow up with the sweep to create knockdown. You can play mind games and get this to whiff and punish a DP attempt or if you hit it right it will cross him up and you can combo from the other side.

J1nk
08-04-2007, 01:12 PM
Thanks i'll try it out in the next rb, represeant Ibuki!

I'll post some vids of how I done when it comes out :)