2013 Ibuki wishlist

Doesn’t hurt to ask so…

  • invincibility on startup frames of Ex kazakiri.
  • one more frame of advantage on hit after heavy tsumuji, so the st.lp becomes a 2f link.
  • last kick of tc6 / tc8 doesn’t need the fwd input on the stick (boost combo would be done with hp).

Any more ideas?

Fixes: (By far the most important thing she needs are these fixes since these glitches will cost you a match easily.)

  1. Fix all hitbox glitches. Chain combo with st hp/cl HP. Hien. Alpha counter.
  2. Modify Kazegiri input so it does not interfere with command dash.

If she doesn’t get these fixes she better have something godlike or I will drop her so fast. I am tired of losing because of glitches when I am forced to do them because of my lack of options.

  1. Sazan has projectile invincibility during its active frames. If not sazan then some other move with projectile invincibility. She is the only character in the game that I know of that does not have a single move with projectile invincibility.

  2. Spin kick has 4 more frames of hit stun. This way spin kick can be used to get a little more damage than it currently gets. For example you could do spin kick to mk tsumiji to get a little extra damage with the sweep ender instead of not being able to combo into it at all. Furthermore everything stays the same on block so her block strings are unchanged.

  3. Walk speed buffed to at least 80% forward and 80% backward (It is currently 73/63). For a character who is focused on footsies, has no reversals, and low health, walk speed is everything. It is one of your means of defense. If Raven can have 80/80 walk speed who has better zoning/combo potential/ reversals/ better jump/ faster forward dash/ more health, then Ibuki should have it too!

  4. Kunai has 3-4 more frames of blockstun when blocked and floats for 15 more frames on hit. She should be able to use kunai offensively.

  5. Hammer kick actually being useful. Not only is it one of the slowest overheads in the game but its -4 on block. What a joke. It should be plus on block for how awfully slow and obvious it is. Not to mention that Hien is even slower and glitches making her high low mixups unreliable.

Agree. About kunai specifically, it works in SSFIV as a vortex starter. It lost this function in SFxT. If it became a zoning tool, might aswell do this. ie: more damage (30 damage is chip damage for other moves, come on!) and more stun.

^agree with all the points above

Wishlist you say? mhm… Wallbounce on Ex.Tsumuji!