I’ve had a week to get comfortable with Ibuki again and I have to say, she feels like a much stronger character overall. Sure, people can choose to spend an extra 11 frames on the ground after I knock them down if they want, but I’ve been following all of my setups by holding block (if I see that I haven’t gotten a hit) and then just tossing out a throw. I get teched a lot doing that, but it seems pretty safe at the moment. There are, undoubtedly, characters that can punish this, but it’s a good, easy strategy to fall back on at the moment while I continue to adjust to the idea that my setup timings aren’t always going to be as exact as they used to be.
Her improved walk speed makes a huge difference. I feel like I’m playing a different character when it comes to the neutral game, which was the worst thing about Ibuki in Arcade Edition. She just couldn’t play effective footsies all that well without taking serious risks with Tsumuji. Now I just sort of walk around and poke with 6+short and option select a Tsumuji. It’s a lot safer and people aren’t ready for Ibuki to have real mid screen options. It’s amazing how many people get hit by this stuff!
I’ve still been playing Decapre a lot, too. It’s always good to have pocket characters and shotos are so boring (though a pocket Ryu would absolutely be better.) I expect Decapre to be able to cover some of the matches that Ibuki is bad at due simply to the range of some of her buttons. Ibuki has classically had the most problems with characters who have incredible buttons, Bison in particular. If Decapre can out poke Bison, I may have to learn that matchup to cover my ass. There’s a distinct chance that Ibuki’s increased walk speed may have helped her tremendously in matchups like vs. Bison, though, so I need to take some time to try that out before I remain terrified of him for another iteration of the game.
I’ve been putting together a text file with an incredible amount of Decapre information so that I can keep everything that I’ve found fresh in my mind. It’s full of stuff that I’ve gathered from forum posts over on SRK as well as tech from various videos that have been popping up online. For those interested, I’ve dumped the information here. This will also double as a backup of the file for me because I don’t trust clouds.
Various Frame Data
1) All non-ex versions of Cannon Strike have the same advantage. That advantage depends on how low to the ground the move is done. Lower = better.
1) c.LP, cl.s.MP xx Rapid Dagger xx Super
1) c.LK, c.LP, c.MP, s.HK | Notes: c.HK typically doesn’t hit here. Must use standing.
1) Psycho Sting xx FADC xx Air Throw [290 damage]
2) Ultra 2 [254 damage] Notes: Guile input
3) Air Throw [150 damage]
4) Spiral Arrow [100 damage] Notes: weird to hit with air-to-air
5) c.HP [100 damage] Notes: trades with lots of stuff
6) cl.s.MP [60 damage] Notes: last resort; awkward spacing; trades with lots of stuff
Combos | https://www.youtube.com/watch?v=76YdMBfTTXE
1) j.HK, c.LK, c.LP, c.MP xx Psycho Sting [283 damage]
2) j.HP, c.LP, c.LP, c.MP xx Rapid Dagger [242 damage] Notes: can cancel Rapid Dagger into Super
3) j.HP, c.LK, c.LP, s.LP, c.MK xx Razor Edge Slicer [238 damage] Notes: can do safe jump #1 after
4) j.HP, c.LP, s.MP>s.HK, air throw [303 damage]
5) j.HP, cl.s.LP, cl.s.MP, c.MK xx Razor Edge Slicer [275 damage] Notes: can do safe jump #1 after
6) j.HP, c.MP, c.MP, c.MK xx Razor Edge Slicer [311 damage] Notes: can do safe jump #1 after
7) j.HP, c.LP, c.HP, c.MK xx Psycho Sting [314 damage] Notes: may involve a 1 frame link
8) j.HK, cl.s.HP, c.MK xx Psycho Sting [354 damage] Notes: allow cl.s.HP to hit twice
9) EX Scramble xx Break, Spiral Arrow [220 damage]
10) Ex Scramble xx Break, Ultra 2 [456 damage] Notes: Guiles input
11) j.HK, cl.s.HP, c.MK xx Rapid Dagger xx Super [507 damage] Notes: allow cl.s.HP to hit twice
1) Spiral Arrow, Psycho Sting [220 damage]
2) Spiral Arrow, Ultra 2 [436 damage] Notes: Guile input
3) Scramble xx Break, Psycho Stinger [260 damage] Notes: must use LP or MP Psycho Stinger
4) Scramble xx Break, Air Throw [250 damage] Notes: allows for safe jump #4 after
5) Scramble xx Break, Razor Edge Slicer [180 damage] Notes: allows for safe jump #1 after
6) Scramble xx Break, cl.s.MP [180 damage] Notes: causes air recovery; use as a reset
Safe Jumps | https://www.youtube.com/watch?v=0olwSh3ngGo&list=PLGCyYP9PoWfNbUazdvI4gI-4QuDirnLGh
1) After Razor Edge Slicer: Do a slight delay before the neutral jump.
2) After forward throw: Do a slight stagger before you jump.
3) After back throw: Whiff a jab then jump right away.
4) After air throw combo: [CORNER ONLY] Use the HK Scramble into HK Cannon Strike, timing will need some practice.
5) After EX Razor Edge Slicer: Do the Scramble as soon as possible and cancel it to a HK Spiral Arrow at the peak of the jump. Is a cross-up.
Unblockables | http://youtu.be/sUog4RxojuE
Back throw, slight step forward, s.MK, j.LK
Friday I’ll have episode three of Of The Scene! ready to go. It’s Ibuki-heavy just like you guys like it.