Ibuki AE Changes

Wishes for arcade
Kubi Ori is qcf.
She has her 3s TCs back.
You can follow up EX Kaze with TC
Her dash can go through people

That would be good, I didn’t think of that. I would actually like that.

Kubi ori being QCf or HCF doesn’t really make a difference for me. I like it better as HCF so that when I attempt to TK super I don’t get neckbreaker on accident. If I QCF+P on the ground I don’t get anything which is good.

EX kazegiri with TC means we wouldn’t get a knockdown. But I don’t know what to think on this one, since the knockdown isn’t untechable.

Dash going through people. I agree on this one, I don’t like the command dash going through people due to the way that it works. I found the regular dash with this property to be preferable.

I also want 3s walk speed to return.

What target combo is Ibuki missing again?

  • HP -> HP
    • toward+LK -> LK -> LK
    • close LP -> MP (1 hit) -> HP
    • close LP -> MP (2 hit) -> d.HK -> HK*
    • back+MP (1 hit) -> HP
    • back+MP (2 hit) -> d.HK -> HK*
    • d.HK -> close HK*
    • d.HK -> HK*
    • close HP (2 hit) -> d.HK -> HK*
    • LK -> MK -> HK
    • MK -> HK
    • LP -> MP -> toward+LK
    • close LP -> LP -> MP -> toward+LK
    • back+MK -> toward+MK (does not combo)

COpy and pasted from SRK wiki because i didn’t feel like typing it out. Having the TCs done anywhere inbetween is awesoome and 3s walkspeed would be great. Mashing super for more kunais would be even greater.

anyone want to play GGPO get at me.

Wasn’t her Close HK tc able to relaunch the opponent and do shit loads of mixups?

Not much you can do with it in ssf4 though.

Edit: [media=youtube]kRZQVf6tMNE&feature=related[/media]

Doesn’t use the target combo, so I dunno.

Ibuki can’t do any of that sick shit in ssf4.

Ibuki has a lot of new close s.HK mix ups in this game. Motempest showed off a lot of them in that video he had a while back. Of course with mashy reversals and without parry even those mix ups are a bit more succeptible but she has some fun new ones.

I’ve been wondering, how safe is a s.hk against someone’s wake up? I’ve been doing it a lot more recently only to find that I either hit or it gets blocked which is super useful.

I’ve noticed some people do it more than others. Like watching Motempest’s stuff he pretty much did it all the time in his mix ups. Whereas players like Lincoln and Acqua tend to not really use it except in rare situations as a different/safer mix up. Motempest is pretty much got the execution down where he can cancel into command dash on hit like everytime so it could prove pretty useful for him. Overall it’s definitely not bad because it’s obviously safe on block with the ability to SJC out. I don’t know how safe or unsafe it is if u dont SJC away though.

Ohhhhhh, that’s good to know, thanks DJin!
I’ve been sucking at sjc’ing b.mp and s.hk so I’ve been following AirGen where he just jumps right over his opponent then starts up his vortex, what I haven’t been able to do is a non-tech knock down, hk command dash then vortex(don’t seem to have enough time against my friend’s Akuma).

I know this is the Arcade Changes thread but any post is a good post since the Ibuki forums are sorta slowing down.

So it seems we find out what changes happen to Ibuki next week… all I’m hoping for it no nerfs and a faster walk speed.

faster walk speed and making it so that her target combos aren’t character specific would be awesome. Mostly the walk speed.

Walk speed sounds logical, I have other hopes such as faster start ups for her specials and possibly better kunai properties(really? fierce attacks deflects a sharp item while fireball hurts?). Other than that, I would hope she gets some kind of buff against high defensive players.

I’m slightly pessimistic, I hope they don’t mess with the vortex. It sounds like that’s what most people hate when fighting her and if Capcom’s inclined to listen and remove it, I think Ibuki’s gonna be a lot worse.

Straight down on jump back Kunai? I hardly ever use that unless I wanna run away/build meter/apply pressure/do chip damage/punish empty jump-ins/get away from pre-mature super fireball…

My wish-list has only one thing in it, make her Jab Kazegiri come out faster so she has a reversal she can counter out of without using 3 meters.

EDIT: I would NEVER use cr.LP, cr.LP, cr.HK xx c.HK; knockdown is too important!

I heard they’re making it so you can’t raging demon ibuki anymore.

Lol, thank you for representing Ibuki and putting the SF community on notice that she is more than a gimmick.

Her walk speed is fine to me…although, I didn’t play 3rd strike, so I guess it makes a difference to those who did.

But I really hope they fix target combo’s that whiff on certain characters. I hate when I forget and they get a free punish if blocked.

Also, I want them to fix neck breaker and command grab trading. That pisses me off so much when it happens. Doesn’t even make sense.

Oh dear God, please. Getting jabbed out of neckbreaker annoys the hell out of me.

Command dash going through moves would also be a huge benefit.

Less start-up on Short Kazegiri please!-> This is my only issue with Ibuki. Similar and balanced with Akuma in all ways but this. Make the first hit (the FADC-able hit) weaker, and balance it with the last part.

Ibuki vs. Akuma

Ibuki has more Stamina/Stun
She can counter projectiles
She does more damage with combos
She has High Jump
She has an Air Grab
Her Command Grab is blockable, but beats all ground Grabs

Akuma has ground/air Projectiles (Air Fireballs > Kunai mostly)
His teleport is defensive, Ibuki’s dash is offensive
He has more options for Vortex, Ibuki’s is easier to learn/use
He has more application for U1
He has Jab Shoryuken for a Reversal, Ibuki has EXKazegiri… <- this is all I care about, this the see-saw tip on Akuma’s side

heh, I know El Fruete is supposed to be one of them, but he annoys me so much. Besides, he’s the ultimate anti-scrub character.

Credit to street11 for translating.

Ibuki
[Normals]
There has been changes to the normals.
s.LK has 4f start-up, so it’ll be easier to utilize as a weak attack.
Also, s.MK got changed to have 5f start-up so it’s possible to use it as the starting point of combos.

[Specials]
Kunai’s damage got decreased, and Neck Breaker had damage and stun nerf. Jump back Kunai’s trajectory has been changed to nearly straight vertical-wise.

[Others]
c.HK -> s.HK TC got added.
It works in the same way as the later part of TC6, but it added in more strategies.
Her surprise forward (excuse me for the name, it’s the DP motion + punch command that can go through opponents) was considered counter hit while she was moving, so we fixed that.

[Overall]
Some of the normals has been buffed, and some specials nerfed, but her potential will be the same as she is now.
She will still be the same character when she is in control of the game, so it’ll be fun to utilize her!