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Don’t know if you guys have realized these certain changes, but not only did neckbreaker and kunai lose 20 damage, but TC4 has ALSO lost 30 damage when you hit with all 4 hits only. This makes Cr HP combos so weak that its nowhere near worth it anymore. Off of a FA TC4 is really weak, and off of kunai. After a FA the st mp combo is the strongest. You can tsumiji loop with st mp or go for the standard st mp x st mp x st mk x ender. st mp combos are now stronger, especially if you follow the combo after mk tsumiji into spin kick ex tsumiji (290 damage compared to the 254 damage from tc4 neckbreaker). If you do normal tsumiji loop with st mp starter it also does 2 more dmg but like 40 more stun.
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After a hammer kick you can link mk x mk tsumiji x spin kick x ex tsumiji x hk kazegiri. This does 385 damage and 549 stun or you can do ex raida for 375 dmg and 614 stun. On certain characters you can also link st mp after hammer kick such as on rose.
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Mk tsumiji 3rd hit leaves you closer on block.
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TC4 is NOT fixed. It still misses on the same crouched characters as before.
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Air throw glitch was fixed.
So fucking mad. This happened against me when I was playing with Yipes to get out of my pool at CEO. Kept on running in and trying to start something up with a CR.LK and the slut would dp after.
I also noticed a lot of characters overall talk more during fighting lol.
Goob observation about TC4 doing less damage. I noiced I was doing less overall before AE dropped on console but never had a chance to test it out/notice in training mode. I’ve been doing ST.MP to ST.MK all day since its so free now though, but this is good to know anyways.
I noticed Sako dropped the cl.st.HK xx SJC cd against Rufus. He accidentally SJC kazegiri. Cost him the match too.
Yeah saw that.
Also, not to take anything away from Clakey but those matches were awful.
The one thing I noticed messing around with Ibuki is that the supposed “change” to her TC4 (close LP, MP, HP) to make it easier to hit doesn’t seem to be apparent. The target combo still whiffs on crouching Guy, Rose etc. Well at least c.LP, s.MK is easier now.
Yeah I think Clakey is kind of bad too. I think the only reason he made top 8 is because nobody over there knows the Ibuki matchup. Either that or he didn’t fight any Bipsons.
If someone has to be as skilled as Alex Valle or Air to be good, then I guess ClakeyD could be considered bad…
I know is a little late for this, but why are the Ibuki players so quiet about these nerfs? I’ve been hearing a lot of complaining for other characters. In this and other forums, and I felt that Ibuki players are satisfied with the changes. I know it doesn’t sound like a lot, but kunai being nerfed to 30 damage and neckbreaker to 120 has been costing me a lot of matches. Maybe I’m not too good of a Ibuki player, but I’ve lost the count of how many matches I’ve lost because of a little missing damage. That didn’t happen in SSFIV.
Even if I’m trying to chip someone off. Kunais won’t help as they just tickles right now. It should at least do the same damage as Akuma’s air fireball (40).
I just didn’t get it. Was Ibuki winning a lot of tournaments? Maybe if they only nerfed 10 dmg, to 130 total.
On a side note, they should give her less recovery for the lp neckbreaker, if we could block right after it ended, I could be better to use as bait.
Who cares about damage nerfs. I’m tsumuji looping everyone anyways.
Ibuki was so good in Super. The unblockable was easy to do, and the damage was crazy. Jump-back Kunai was also very effective and very annoying to deal with haha. Ibuki’s new cr.HK xx st.HK Target combo is a pretty good tool though, and her st.LK being 4-frames allows her easiier hit-confirms…
As far I know… Ibuki hasn’t won any tournaments but WSO in the UK.
Her nerfs aren’t such a game changer that her basic playstyle has changed. Kunais won’t do much chip unless it’s EX, and its for the win, otherwise it’s best left alone. Her meter is best used for safe reversals, or EX neckbreaker and tsumujis. Less recovery for lp neckbreaker wouldn’t do much, it’s not a reliable tool to be used as a bait anyways. It’s still far too unsafe to be used in anything other than combos or covering distance while they’re knocked down.
I really enjoy her new target combo, makes her a lot more fun to play, despite her slight nerfs. Also makes for an effective punish for those who like to focus outside of her sweep range, and setup for potential mixup after the SJC dash. Iyo did pretty well with her in SBO, and didn’t need to rely much on her vortex.
Iyo started many rounds with a High Jump specifically because at SBO, everyone is so concerned with playing he took advantage of that.
Two things Ibuki players underuse:
- Air Target Combos
- High Jump cancelling TC10 into Tsumuji
If Ibuki’s TC10 didn’t whiff more often than Akuma’s far.st.HK, then maybe it would be useful in more than just a handful of matchups.
Agreed. Air target combos are great for changing up the timing of your blockstrings and tick throws. Using air HP, f.mk, usually causes a hit if done early enough, because majority of people instinctively block low after the first hit, leading to a pretty good combo.
I really love that TC10 into tsumujis, I’m trying to learn it right now.
Too bad I can’t do these loops.