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The main task in this matchup will be shutting down her movement options; stuffing her dashes, hitting her out of her jumps, and getting knockdowns so that you can set up wakeup mindgames, or just a SA1 for chip damage. If you do get knocked down, be careful about what you do on your own wakeup, because of Raida (command grab). It'll stuff virtually anything you do other than reversal EX DP or reversal SA2, and it'll deal a lot of damage on its own. The opposing Ibuki can also use her normal dash to switch sides and mess up your guard that way. That being said, Raida is negative enough on block to let you return to neutral without much issue afterwards. | The main task in this matchup will be shutting down her movement options; stuffing her dashes, hitting her out of her jumps, and getting knockdowns so that you can set up wakeup mindgames, or just a SA1 for chip damage. If you do get knocked down, be careful about what you do on your own wakeup, because of Raida (command grab). It'll stuff virtually anything you do other than reversal EX DP or reversal SA2, and it'll deal a lot of damage on its own. The opposing Ibuki can also use her normal dash to switch sides and mess up your guard that way. That being said, Raida is negative enough on block to let you return to neutral without much issue afterwards. | ||
A common sequence that Ibuki does in a lot of matchups is a cancelable normal (like st.MK) into LK Hien, to catch people crouch blocking or attempting a jump; in the mirror match Ibuki can slide | A common sequence that Ibuki does in a lot of matchups is a cancelable normal (like st.MK) into LK Hien, to catch people crouch blocking or attempting a jump; in the mirror match Ibuki can block the first attack, then slide to beat out Hien. | ||
Standing jab will check any command dashes the opponent Ibuki cancels into, no matter the button she cancelled from. | Standing jab will check any command dashes the opponent Ibuki cancels into, no matter the button she cancelled from. |
Revision as of 20:36, 3 January 2025
Alex
Get him to jump whenever possible. Alex loses quite badly in the air against Ibuki, and the air resets also set him up for crossup j.MKs if he decides to stand in place, due to his large size and slow speed. Bully him whenever you get him in the corner; his only invincible reversals are EX Knee Smash and SA2. Just make sure you use kunais during your pressure so that he cannot EX Slash Elbow out of the corner.
Kasumi Gake (command dash) will get you past any EX stomps and SA3 as well if Alex doesn't set it up with a previous attack. Slide (3MK) will beat any Slash Elbows clean.
If you're confident, you can bait EX Knee with neutral jumps (outside of the range of his cr.HP or 6HP normals) every now and then as it's just a single parry and leaves Alex wide open when missed.
Dudley
EX Machine Gun Blow is particularly threatening against Ibuki due to her low health, and the amount of space and juggle options that it sets up for Dudley, especially in the corner. Staying in the mid-range poking him with 6HK and cr.MK is a good place to start, as it'll allow you to whiff punish while catching any attempts Dudley may make at ducking into close range.
Dealing with Dudley's jump-ins is vital. You can do it by anti-airing him with an attack, dashing/jumping away, etc. His jump height is pretty low; cr.HP will deal with him most of the time, and it'll let you jump cancel on parry. The one thing to watch out for there is his j.HK which is liable to beating your buttons clean. Bottom line is, try your best to prevent him from setting up 50/50 mixups, especially if he has meter. To do this you'll have to constantly check his attempts at closing in.
If Dudley doesn't have meter and you find yourself having trouble predicting him on your wakeup, it's better to just block low; even if he hits you with Dart Shot, he cannot combo off it without super. Do watch out for meaty UOH though as it will allow him to link other moves afterwards.
You may find yourself in quite a few air-to-air interactions against Dudley; if he gets an air reset on you he can duck then super while you're falling. At this point you can only parry, but with practice it's more than possible.
Ibuki
Ibuki mirrors can be particularly fast games, due to Ibuki's low health combined with her long list of mixups. Meter is extremely important for EX Kazekiri (her DP) and for chipping out the opposing Ibuki with SA1. 6MK can only really be punished by jab on parry, or throw if they're in range. Anything else and Ibuki recovers fast enough to react.
The main task in this matchup will be shutting down her movement options; stuffing her dashes, hitting her out of her jumps, and getting knockdowns so that you can set up wakeup mindgames, or just a SA1 for chip damage. If you do get knocked down, be careful about what you do on your own wakeup, because of Raida (command grab). It'll stuff virtually anything you do other than reversal EX DP or reversal SA2, and it'll deal a lot of damage on its own. The opposing Ibuki can also use her normal dash to switch sides and mess up your guard that way. That being said, Raida is negative enough on block to let you return to neutral without much issue afterwards.
A common sequence that Ibuki does in a lot of matchups is a cancelable normal (like st.MK) into LK Hien, to catch people crouch blocking or attempting a jump; in the mirror match Ibuki can block the first attack, then slide to beat out Hien.
Standing jab will check any command dashes the opponent Ibuki cancels into, no matter the button she cancelled from.
Remy
Meter management is important here due to Remy's reliance on his projectiles. EX Hien (upkicks) can punish booms on reaction, just be careful as doing it late may give Remy enough time to recover and do EX flash kick to keep you out. EX Kubiori (neckbreaker) can also punish high booms but Remy often recovers too fast for it.
Try and parry poorly spaced CBKs if Remy gets too predictable with them; he'll land in a crouching state. You can then punish however you like; standing MK into MK Tsumuji (spin kicks) with low ender will specifically let you score a knockdown while taking advantage of the extra damage on crouchers.
It's not uncommon for Remy to jump and miss j.HP on purpose to trick you into blocking, then throw you after landing. If you can read him, you can do HP Raida to catch him as he lands.
Ryu
In general this matchup is more about being patient and keeping good fundamentals. Ryu's moves aren't as threatening as Ken's or Akuma's versions. His shoryukens are single-hit except for the EX version, and their arc covers much less horizontal space. His tatsus completely miss you if you're crouching due to lacking the first hit that Ken's and Akuma's tatsus have. However, he can still hurt Ibuki pretty bad when he does get momentum, especially if he gets to combo into EX donkey kick.
Watch out for throws as it lets him set up high/low mixups, or Denjin if he has it. Ibuki can deal with Denjin by doing a parry into slide, as it pushes her hurtboxes down to the ground on frame 1, and so it goes under Denjin at the same time it hits Ryu if he's close.
You can deal with shoto fireballs in general with slide, EX Kubiori (though this requires faster reactions), or EX Hien too, though it can sometimes miss and leave you standing behind them instead.
Urien
Urien has a large health pool, good damage, and one of the best supers in the game. That being said, Ibuki has a fair amount of things she can use to gain an advantage.
Ibuki can discourage careless tackles by punishing with cr.MK on block; and if Urien's launcher (cr.HP) is blocked at point blank, you can do a slight walk forward then st.MK to punish with a combo. If Ibuki is crouch blocking, the second hit of his cr.HP misses altogether.
You can dash through non-EX Aegis Reflectors before they go active. Such as when Urien cancels a blocked tackle into Aegis, or does one in the corner without a normal fireball to cover its startup first.
Since Ibuki jumps around a lot, Urien may want to make a hard read and try to anti-air you with MP or HP fireball; don't let this happen or he can follow up with multiple tackles for huge damage, and meter gain. Instead try to switch between jumping onto him and simply keeping your distance to make him guess. If he preemptively does an anti-air fireball while you're on the ground, you can punish with EX Kubiori provided he's within range.
Urien can use headbutts to close the distance and throw you after landing; you can hit him out of the air on reaction with any fast button, like jab. Back MP -> HP target combo works as well and leads to a soft knockdown, but for this one you have to really see it coming. MP and HP headbutts will always miss Ibuki on the ground; only the LP and EX versions can hit you, and that's only while standing.
Don't get too predictable with your jump-ins or you might get parried into launcher. Remember that Urien is always looking to land cr.HP to get a combo started. Speaking of which, 6MK will go over his lows and if parried, Urien cannot punish it with launcher, so feel free to poke with it every now and then too.
Ibuki can juggle herself out of unblockable setups with any of her instantly airborne moves, which are her taunt, Hien, Kazekiri and Tsuiji Goe (command jump). This requires reversal timing.
Twelve
Look to annoy Twelve by calling out his jumps. Ibuki's quick dashes and air normals (especially j.HK) make her easily capable of crossing under Twelve's glides, at which point she can hit him from behind with close HK, Kazekiri, or even an air-to-air button. Be patient and try to react to his glides as often as possible; so long as you deny him the opportunity to do mixups off glides, he does not have much to threaten you with. He'll most likely try to fake you out with empty jumps, or very low glides to bait you instead. Pay attention to the Twelve's playstyle so that you can tell when to go on the offensive, and when to keep your distance to bait his EX needles, SA1, or glide.
EX Hien punishes needles clean if you get the read on him. Kasumi Suzaku (SA1) can evade then punish any SA1's that Twelve might do as an anti-air.
It's worth noting that Ibuki's command dash shrinks her upper hurtboxes on frame 1, just like her slide. This can make it more useful than the normal dash in certain scenarios, such as glides followed by a quick air button like j.LP.