Don't play Ibuki in SF X T 2013

If you want to win at this game and thought that Ibuki was a good character to pick, then think again. Capcom literally killed Ibuki. They did not address her glitches at all so their response to that was to NERF her alternate ways around them. Additionally she recieved damage nerfs and a huge anti air nerf which would have been fair if they actually buffed her properly.

She is still the ONLY character in the game who has no fireball invincible moves or ways around projectiles. She is still the ONLY character in the game besides Vega (who shouldn’t have one) who does not have a reversal. Her mixups are very slow and unsafe, and now she lost her strong pressure/footsie game thanks to capcom’s nerfs because its only OK to have 3 frame jab pressure if you are Cammy or Chun li or Akuma or Asuka or Nina.

Her AA used to be special but now half of the cast (only the Tekken cast) will have one or multiple just like hers. Xiaoyu and Asuka will now do everything that Ibuki does but better on top of having a reversal.

I officially dropped Ibuki and after reading those last patch notes I am dropping this game till the next balance patch comes out if they actually fix it.

Might want to try and send some tweets out to get Capcom their attention, patch is not final…yet.

It’s been a while since those patch notes, and I’ll admit I know very little about Ibuki (I was planning to try her out in v. 2013), so I’d be very interested to know if you still feel the same way now?

I actually feel a lot stronger about this now more than ever. After reading the patch notes on the whole cast I was quite impressed that they addressed alot of things that may have seemed very minor but was actually quite important such as Xiaoyu’s 3rd hit of phoenix talon no longer hitting crouching opponents. Against Hugo she could hit with all three hits of an invincible attack and be +3 on crouching block which was not fair at all.

I knew right when I read the patch notes that alot of the nerfs and buffs were very fair especially when considering the whole cast. I even found it justifiable for Vega to have cr lp be +4 on hit which alot of people complained about, but when it comes to Ibuki, they COMPLETELY destroyed the character. I honestly can’t think of a character who will be worst than her, and she will be the worst by alot.

I am going to keep this simple.

Ibuki has a large variety of bad moves and severe weaknesses, with very few strengths. In 2013 they even severely weakened 2 of her major strengths and she got nothing in return (except for the EX kunai change which should be a buff but is practically useless)!

Strengths:

  1. Strong AA
  2. Strong Footsies
  3. Strong pressure

Weakness:

  1. No moves with armor or strike invincibility or full body invincibility.
  2. Lowest HP (besides Akuma)
  3. Slow and unsafe mixups
  4. No projectile invincible moves or ways to go around projectiles.
  5. Her BnB along with a few other moves will fail to hit for a number of minute possible factors.

Analysis:

  1. Ibuki’s AA is strong even with her AA nerfs so she’ll probably be fine there.

  2. Her st lk and f+ lk (spin kick) has been massively nerfed which were her most important tools for her during footsies. St lk was also the only move she could rely on to counter people’s pressure from certain distances especially since she has no DP. It moves her hurtbox really far back and will now no longer do that, but Kuma (which is an extremely strong character and will become way stronger come 2013) still has the same move and he doesn’t even need it.

  3. Her pressure will now be average at best thanks to her massive nerfs. The nerf to st lp was completely unjustified. A standing jab that is -1 on block? That’s insane. For her average walk speed she can’t have a +1 on block jab? Her standing jab also now lost a lot of range. What this means is that she is forced to do cr jab meaning that she is more prone to getting hit by launcher. Her three frame punishes are now shorter due to this massive nerf since she doesn’t have another three frame normal. Furthermore Akuma and Cammy will have longer range jabs even though they have WAY faster walk speeds and they are BOTH + on block. This was NOT done out of balance, as I can prove this quite strongly.

I did agree that tsumuji needed to be changed because it was designed poorly much like many of her moves. What they should have done was change all three moves completely (It could have worked just like in SF4 where it worked well) but instead they just nerfed it to the point of where it is just unusable.

If you ever see a match with Ibuki, you will notice how few of her moves and target combos that are used because of how terrible they are. Now they just made her main moves that were excellent to be slightly above average at best (St lp, spin kick, st lk, jf HK), and left the ton of bad moves she had terrible.

  1. Having no sort of way to get out of pressure is massive. No DP let alone a comboable or safe tag DP like most of the cast has is really a massive problem come 2013 where mixups will be huge. Ibuki has low HP so a knockdown and a mixup may be all it takes to kill her. Not to mention that she has average walk speed which she can’t even use to her advantage defensively because she is just not fast enough unlike Vega who also has no reversal. Furthermore should she ever use her only reversal which is her super, she can’t even safe tag! You can’t even rely on her alpha counter, because sometimes her Alpha counter will fail to hit properly (even at close range), not allowing you to safe tag properly.

  2. Having slow AND unsafe mixups is not fair. Characters either have slow and safe mixups or fast and unsafe mixups (Few may have both fast and safe ones like Heihachi), but characters should not have both slow AND unsafe mixups like Ibuki has. Her overheads are among the most terrible in the game for not only are they extremely slow, but they are very unsafe. Even online people block it most of the time which is saying something. All you really have are the dash mixups which are even slower AND easier to see than they were in SF4 and how often do you see it in SF4?

  3. Having no projectile invincible move or ways to get around projectiles is a glaring oversight. Can you imagine how stupid it is trying to fight Guile when your only way to get over his sonic boom is by jumping? He can throw a sonic boom and even if you jump right as the move becomes active he recovers before you and can STILL AA you. It isn’t much of a problem for most of the cast because they have projectiles, and moves with projectile invincibility, as well as much faster jumps and aerial attacks that have very downward hitboxes. Ibuki has nothing. Literally. She has among the slowest and highest jumps in the game. She has no moves with projectile invincibility, no projectile, no move with armor, no reflectors, she has nothing. It is a nightmare to fight projectile characters with Ibuki when she can’t slide under them which is the majority of the projectile characters.

  4. This is huge. Refer to this video. [media=youtube]yN61F8ljYUM[/media]

These changes have now created a new Ibuki that is forced to be even riskier, but also with less reward. Ibuki is a joke when compared to characters like Cammy who will be able to do almost everything she does but much much better. I picked up Cammy recently and found it to be WAAY easier to win matches and I am not even good with her yet.

What bothers me is that Capcom thinks that Ibuki has a “fast offense and a wide array of mixups” which Combofiend stated in the Capcom video of Ibuki’s changes. I doubt that Combofiend actually feels that way about that character and if he did, then I would be glad to debate that with him.

Her dash and walk speed are both average at best. Her jump is very slow as well as her special moves that cover the distance. As mentioned earlier, her mixups are weak and I spent alot of time in the training room trying out every single move and many different mixups. I even found an extremely difficult way to do a crossup Kunai where you land behind the person and if they block they get pushed towards you, but it doesn’t even count as a crossup so there is no mixup.

Please don’t waste your time with this character. I hope Capcom realizes their huge mistake with Ibuki and make her actually what she is supposed to be like. A strong offense (footsie / mixup) character, but with weak defense. If a character has such glaring weaknesses (low health, NO reversals), then they better have some massive strengths to make up for it.

Wow, thanks a lot for that! Seems like Capcom really did a number on her.

No problem. As I hope many people have noticed, Capcom has ruined this character. If I was working on the character, then she would have been truly “balanced” while maintaining the image that Capcom had designed for her.

Damn…
Thanks for the great write up, I just hopped over on here because I want to learn a new character.
Especially after watching your vids Alex, and you say she’s gonna suck in 2013 is a real bumber.
I’ll still mess around with her and make my own judgement - just how I roll, but I appreciate the input you’ve shared here.

So…has anybody actually played her? Is she as bad as the nerfs suggested? The silence in this forum is worrying. I really want to learn this character.

I don’t know, I’m thinking of maining Ibuki…

How about treating Ibuki as a challenge instead of spamming canon spikes with cammy

It’s not like anybody in this forum is super gdlk tourney players of her or nothing. This game is far from fleshed out so her old potential probably wasn’t close to fully realized any way. She probably will never be that good, but it sounds like people are overhyping the nerfs she got.

Well yeah, I can agree with that. The mood in this forum is pretty depressing though, haha. I do want to see what alex has to say though, because his videos are pretty amazing.

Unfortunately this is not the case (except the part of her never being good is true). I spent plenty of time in the training room just to confirm what I said was true, and it indeed was. They didn’t even fix her hitbox glitches. Unlike many AC that now hit once or less than before to make sure that all hits will connect, Ibuki’s still doesn’t which won’t allow her to safe tag when it occurs.

I will like to restate this so that everyone understands but Ibuki does have certain strengths. Her footsies combined with her AA is still mostly there (even with her nerfed st lk and spin kick) which is a strong combo. The problem is that her weaknesses are overwhelming and that although she has strengths they don’t even compare to certain characters who have the same strengths but are just WAY better characters overall. Her pressure also became significantly worst and now it is significantly more risky to apply pressure pretty much forcing you to just stick with playing footsies. So you are forced to rely on footsies and pray you never get hit. With her damage output not even comparing to many characters its tough (except her meterless combos do good damage for not requiring meter).

Can I do well with her? Probably, since I am good with her. Is there any character who is worse than her at the moment? Don’t think so.

Well that’s just issues she already had. People are making it seem like the nerfs made her into twice of a worst character.

The problem here is that dudes don’t know how to develop their character within the system. I don’t even play Ibuki but here’s some things to consider that I’m willing to bet went over the OP’s head (no offense).

  • Ibuki takes advantage of gems on block and builds tons of meter in process. Even if your mixup fails, you still get multiple hits on the blocking opponent because of her chains.

Just to give you an example: Target Combo 4 is +1 on block, which is four hits up close if I’m not mistaken, maybe 3 if their crouching. So use that in combination with tic throws, (close jab > throw, close jab > target combo 4). Or if you hit confirm from there go into target combo 6 for more damage.

  • With above in mind, you can counter hit crouch techs with bonsho kick. This is an amazing tool and I believe it’s specifically designed for this, since she is airborne. I would suggest using this on wake-up due to it’s slow startup, just find the timing. In addition, it’s also even on block which is advantageous to her vs most characters because she has that 3 frame bullshit stand jab.

  • Her post launch can lead into raw launch, this means she can be also used a damage assistant character for a teammate who’s excels in landing launchers. This is also a great way to activate gems.

  • Neutral Jump and Air Kunai is what Ibuki uses to work around fireballs in the air. Blocking isn’t a bad idea either but who does that nowadaysamirite

  • Hien is an excellent means of tag canceling safely on block or a great combo if it hits. It’s your fault if you space it poorly.

  • EX-Raida is unblockable on standing opponents? WTF… news to me

  • HK AND MK TSUMUJI ON BLOCK ARE BUFFED? Are you freaking kidding me?.. The implications on that alone gives me reason to believe Ibuki is dangerous. Use that shit as a poke even, 17/21 start-up is not bad at all considering the range and it gives you frame + (wtf…).

I’m sure there’s tons more tech out there you just have to stop complaining and be creative. Ibuki, contrary to popular belief, is dangerous up close so she should have some sort of struggle getting to that point. This isn’t anything new to the character archetype. The glitches that are referred to are insignificant and it’s they probably exist because it’s not how the character wasn’t intended to be used.

Basically all the nerfs did was:

  1. Lower her damage output

  2. Significantly weaken her strengths.

  3. Strengthen her weakness

So as you said, the issues she had were significant from the beginning. What highly contributes to the changes making her such a terrible character is:

  1. The roll nerf SIGNIFCANTLY strengthened one of her severe weaknesses.

  2. A lot of the characters have become significantly buffed far surpassing Ibuki who just has gotten worse.

I never take offense to someone who debates with me under circumstances meant to benefit everyone. Now I will explain to you things that you are not considering throughout my argument.

I know that you know that I don’t play with gems. Regardless of that, this point is not strong. Having characters like Ibuki who is a very bad character receive advantages from gems does not change the fact that strong characters who use gems receive just as much benefit either from similar situations or different situations.

Furthermore if Ibuki is using gems for meter and has no defense gems then she can die in one or two hits against someone who is using gems offensively. For example Law and Kuma can do a combo that does over 900 damage with gems that starts with a reversal which only requires 1 meter. I am certain that many characters can do similar damage with the right set of gems.

Bonsho kick is not an amazing tool. Not even close. IF it was comboable then yes you can call it amazing, but it isn’t. It has 2 active frames meaning that you have to be precise with its use, and its 14 frame startup makes it difficult to receive that counter hit.

As a footsie tool Bonsho kick actually loses to many crouching attacks (that aren’t hitting low such as Law’s cr lp or cr mp) since its hurtbox either comes out early or it just has a bad hurtbox in general.

Since you are considered airborne and and if you get counter hit, the opponent can do a juggle combo on you.

So it limits your use significantly to mainly using it close up. Since its only airborne on frame 6 people can still hit you with crouching attacks until then. Should you dodge their low attack but not counter hit them (since it is very slow) you can’t combo afterwards and you are right next to the opponent which is never where I want to be against most characters. I don’t like to play the up close grab/ CH “mixup” game because the risk reward is usually not in Ibuki’s favor. Ibuki can’t get away against many characters because she doesn’t have the tools and being next to certain characters is like putting her in the disadvantageous position since many characters have so many reversals and tools that will instantly cost Ibuki the match.

Suppose that I can get that crouching CH everytime though, all the opponent would have to do is stand tech. Instantly shuts down her Bonsho kick CH game.

I see little reason to use Bonsho kick over raw launcher if I suspect a crouch tech. Raw launcher is immune to ALL crouching attacks for 13 frames and I don’t need a counter hit. Ibuki (As well as everyone) has raw launcher so I don’t see a reason to ever use this move. Precision requirement is very high and the damage on CH is comparable to raw launcher. With Bonsho kick I risk getting reversaled upon block or hit (that’s not a CH) or cr jabbed before it hits and with raw launcher I risk getting blocked and punished just as strongly as the reversal would punish me but with a lot less precision required. If they stand tech to throw, then I get thrown.

Furthermore if I use it on their wakeup then certain players will reversal me on reaction (with a buffered reversal of course).

Many characters can be used as a damage assistant character for a teammate who excels in landing launchers but are just way better characters overall for many reasons, but just to name a few:

Nina, Law, Xiaoyu, Hwoarang, Steve, Chun li, Juri

Nothing special about Ibuki here.

Neutral jump and air kunai is all that Ibuki can use to work around fireballs. This means nothing to Guile who can throw a sonic boom, then recover, then watch you jump and throw your kunai and still be able to punish you.

Furthermore suppose that she could avoid the fireballs perfectly with this tactic, it doesn’t punish fireball users at all, nor does it gain any ground thus leaving you at a stalemate.

Yes you can walk and block. So why does EVERY other character in the game have something they can do against projectiles but Ibuki?

Why does Jin get to be invincible to projectiles while covering the whole screen extremely fast and cancel into a 500+ damage combo while being completely safe on block? What weakness does he have that’s so huge that he deserves such a strength?

  1. Excellent? 26 frame startup for moves in cr lp range that is very obvious due to her jumping slowly on your head is now excellent? You know what Seth used to do to me EVERYTIME I used this move to tag cancel? He would block it and then AC me hitting my character into a full combo or he would just reversal on reaction into a full combo (and this is online).

Even though you can no longer do a full combo with AC it is still easy to react to and defend against. Gief players for example will lariat you everytime. Even if you can get the opponent to block, hitting someone with Hien is out of the question.

Now Nina’s overhead on the other hand is what you would call an excellent overhead to tag cancel.

  1. Is it my fault if I space it poorly? Yes, this is true. Is it also true that the design of the move is poor because it doesn’t function as it should? Yes.

How would you feel with using Sagat if his fireball just phased right through the opponent when you are using it at a range where his fireball works well in and should hit because of how projectiles function?

There’s a reason that characters get “buffs” or fixes to moves. Because the developers failed to make it function as it should. In many of the balance videos that were recently released about 2013, Peter would state, “this move now functions as it should.”

I know that you are not implying that this move has any sort of viability because it is completely worthless. It is essentially an 8 frame EX low attack that does 140 damage on hit and is -27 on block (right next to the opponent).

“Are you kidding me?” Yes. Wherever you have obtained this information, it is indeed false. It is actually -3 on block as I predicted it was supposed to be communicated as. Using this as a poke is not good because the hurtbox is unfortunately not great. At max range it can be used better although you still may trade.

MK and HK tsumuji is just too slow. LK tsumuji is fast enough but once again the risk/reward is not worth it.

Now on block she is punishable from all version by SRK or st jabs. Any attack canceled into any version of tsumuji from MAX range is still punishable by 3 frame supers and Elena’s st lk which can obviously combo.

Thus you now have no reason to believe that she is dangerous.

  1. Ah. I see now your intention in writing this. I would love to support your intention as I had the same view in the past. I made Ibuki work even with her severe weaknesses by spending many hours studying the properties of every single move and its potential uses. Capcom failed to balance this game for 2013 even after making such great balance decisions on several system mechanics and characters. However I do not wish to support their decision in neglecting to balance this character.

There are just so many things that they did that show me that they didn’t care to balance her. One little example is her NJ HP which looks EXACTLY the same as Asuka’s and Xiaoyu’s NJ HP does not have a crossup hitbox when Asuka’s does. Xiaoyu’s used to not have one but it has been changed saying “this move looks like it should crossup and now does.” Why does Xiaoyu and Asuka get it, but not Ibuki? Because Ibuki is not a Tekken character. Because Capcom literally neglected Ibuki.

  1. Unfortunately you can’t say that the glitches are insignificant. Without her “glitched” play style she would be significantly worse than she is now by a lot and I currently see no character worse than her.

Even if you were to disregard that point, you cannot say the same about her AC. Her AC not hitting properly when the opponent is RIGHT next to me is pretty significant. It doesn’t allow Ibuki to safe tag when she otherwise would be able to, and she really needs to be able to.

Alex, I totally get where you’re coming from man… But Jibbo and the others are right. I know personally I am not giving up on her, but instead doing my best to adapting to the meta. True she got nerfed, but shes not the worst character in 2013, Hugo’s got it a bit more rough right now I believe, I personally believe it’s all in the approach and team building. <br>SFxT is still super fresh (seeing as 2013 is practically its true release) and with time low option characters (Hakan in AE2012 is a great example) start to get discovered and understood.

My best suggestions are as such:<br><br>Use gems. I know it sounds terrible, I used to be against the use of gems completely as well until I fully began to grasp the system and their place in the world. Gems are meant to optimize, not hinder, but I dont think I need to be telling you this (you seem to have a good handle on whats up).
For Ibuki the solution is not placing the meter gems on Ibuki, but on her partner if necessary (I play Asuka/Ibuki, both generate solid meter without gems however for switch cancelling I’ll opt to meter gems for Asuka in certain match-ups) and to focus on ibuki having defense, balance or Pandora. I also find that placing Ibuki in 2nd position lands a whole lot more damaging options when raw launching (since people still poke low like its SF4) as well as during a switch cancel.

Team building theory:

Ibuki is fragile and does not have the safest moves (and now without safe Mk/HK Tsumuji pressure shes even less), these are the current state of affairs.<br><br>My theory on Capcom’s decision for Ibuki was to make her more of a hit and run/mix up character just like her official partner Rolento. With that in mind, she’s always felt more like an anchor/switch cancel/post-launch character than a battery/on point. If we look at her this way, she can still land some considerable damage, an example :

partner launcher/switch cancel > Ibuki >cl.HKxxJCxx plinkJ.HK ground bounce into Super arts/Cross arts/etc

There are other possibilities i’m sure, but that combo works incredibly well in both working in damage as well as switching Ibuki in (and back out if you finish with a kazekirixxswitch).<br><br><br>Once again Alex, I seriously get where you’re coming from… And I’m sure none of this will give you a sudden epiphany and change your mind… But in my opinion her nerfs are just a call to arms for smarter play as well as a breakthrough on a much higher learning curve.

Lets all work together (everyone else in this forum) and find the tech to make Ibuki a true threat.

Also i apologize that my response is a giant block of text, i wrote it out on my phone and will format it when I get home.

My god that looks so awful I’m so sorry everyone.

EDIT: Also yes I am totally beating this “it aint that bad” dead horse lol

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/21032/TRUEB7UE">TRUEB7UE</a> said:</div>
<div class=“QuoteText”>Alex, I totally get where you’re coming from man… But Jibbo and the others are right. I know personally I am not giving up on her, but instead doing my best to adapting to the meta. True she got nerfed, but shes not the worst character in 2013, Hugo’s got it a bit more rough right now I believe, I personally believe it’s all in the approach and team building. SFxT is still super fresh (seeing as 2013 is practically its true release) and with time low option characters (Hakan in AE2012 is a great example) start to get discovered and understood.

My best suggestions are as such:

Use gems. I know it sounds terrible, I used to be against the use of gems completely as well until I fully began to grasp the system and their place in the world. Gems are meant to optimize, not hinder, but I dont think I need to be telling you this (you seem to have a good handle on whats up).
For Ibuki the solution is not placing the meter gems on Ibuki, but on her partner if necessary (I play Asuka/Ibuki, both generate solid meter without gems however for switch cancelling I’ll opt to meter gems for Asuka in certain match-ups) and to focus on ibuki having defense, balance or Pandora. I also find that placing Ibuki in 2nd position lands a whole lot more damaging options when raw launching (since people still poke low like its SF4) as well as during a switch cancel.

Team building theory:

Ibuki is fragile and does not have the safest moves (and now without safe Mk/HK Tsumuji pressure shes even less), these are the current state of affairs.
My theory on Capcom’s decision for Ibuki was to make her more of a hit and run/mix up character just like her official partner Rolento. With that in mind, she’s always felt more like an anchor/switch cancel/post-launch character than a battery/on point. If we look at her this way, she can still land some considerable damage, an example :

partner launcher/switch cancel > Ibuki >cl.HKxxJCxx plinkJ.HK ground bounce into Super arts/Cross arts/etc

There are other possibilities i’m sure, but that combo works incredibly well in both working in damage as well as switching Ibuki in (and back out if you finish with a kazekirixxswitch).

Misc stuff:

She still has a true unblockable, costs a bar of meter and requires some serious knowledge of blockstun, but if you’re in there and can land the EX Raida thats free 140 dmg + the instant mind fuck on your opponent.

Spin kick (fwd.LK) is better in this version than AE2012 Ibuki, she can now hit confirm with it into all of her special attacks, incl special/cross arts.

Hammer kick/overhead (fwd.MK) does come out slowly but it is possible to link in a spin kickxxspecial, cr.LPx2,st.MKxxspecial, or even just a St.Mk (requires a plink to be consistent) into special as well, so its not TOTALLY useless against an opponent conditioned to blocking low.

Once again Alex, I seriously get where you’re coming from… And I’m sure none of this will give you a sudden epiphany and change your mind… But to me her nerfs are just a call to arms for smarter play as well as a breakthrough on a much higher learning curve.

Lets all work together (everyone else in this forum) and find the tech to make Ibuki a true threat. </div>
</blockquote>

I don’t mind reading a long block of text and I don’t mind debating this.<div><br></div><div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>1. EX Raida is not unblockable. It’s basically a 140 damage low attack that is -27 on block. Don’t know why you would ever want to use it.</span><br></div><div><br></div><div>2. Spin Kick can’t COMBO into her most needed specials such as neckbreaker/ mk or hk tsumuji. It doesn’t matter if you can special cancel since you can’t combo.</div><div><br></div><div>3. The Gem argument is completely insignificant for the same reasons I already gave in my previous post.</div><div><br></div><div>4. The problem here is that I understand the type of character that Capcom was trying to design her to be, but they completely failed. The character is terribly flawed and doesn’t even function as they intended.<span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”> I just picked up Hugo and can guarantee that he feels alot more viable than Ibuki. Hugo has it rough but there is no comparison to how much worse Ibuki is. I picked up Hugo just to prove that Ibuki is the worst, and she is literally that bad. </span><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>She is so bad that too many characters can do what she does just as well if not better, ON TOP of already being a better character. </span></div><div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”><br></span></div><div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>5. I refuse to play Ibuki after the terrible balance decisions that Capcom made. I want them to admit their mistake and to fix it. </span><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 22.65625px;”>I made her look “good” and now look what Capcom did to her. </span><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>If players support Ibuki, then when the next patch comes around that hopefully balances everything I can guarantee you that Capcom will be like “oh, looks like Ibuki isn’t so bad after all. She deserves some more nerfs.” Ibuki may look good because of her cool looking combos, but in reality she is terrible. </span></div>

Alex have you tried contacting Capcom? I mean if shes THIS bad we should probably let them know…

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/21032/TRUEB7UE">TRUEB7UE</a> said:</div>
<div class=“QuoteText”>Alex have you tried contacting Capcom? I mean if shes THIS bad we should probably let them know…</div>
</blockquote>

I haven’t tried directly. There was one point in time that someone from Capcom was supposed to review what was being said on these forums in response to the balance patch notes. I believe I made a post there in a thread made specifically for it, and it just got ignored. Furthermore they messed up bad with many other balance decisions even though they also made some great balance decisions. <div><br></div><div>Hopefully by the time they plan to release another patch, Capcom takes interest in what I have to say.</div><div><br></div><div><br></div>