I don’t understand how her potential is the same as before after those nerfs. Kunai and neckbreaker damage down? Neckbreaker stun down? Taking counter damage if hit during command dash? Damn.
[edit: new translation up. Does this mean we used to take counter hit damage when command dashing and now it is not? confusing!]
It’s not the command dash, it’s the command jump. DP motion + punches isn’t how you dash with ibuki :P. So apparently we used to take counter-hit damage on that thing, but now we don’t. Not like it makes me want to use the thing at all. Unless it’s just a terrible translation and he actually meant command dash, but the jist of it is, whatever it is used to get counter-hit damage, now it doesn’t.
I’m excited for the 5f (as opposed to six) startup on the s.mk now. And the c.hk -> s.hk TC seems to me a very big buff. Because the recovery frames on the s.hk are very quick. I personally use TC 8 all the time on blocked opponents to get in their and grab without them realizing what’s happening. The straight drop down from jump back kunai could be utilized somehow, we’ll see.
lol yeah, I just double checked the japanese page, tsukiji is what they called it and her jump is Tsukiji Goe. Seems like a pointless change to me, the thing is absolutely worthless.
Cool, thanks for the clarification on that. I noticed that it said dp+punch, but everything else around it sounded like the command dash.
It is true that improved s.MK is a good change. The c.HK s.HK target combo also sounds good, though I will hold off on any definitive statements until I get to try it, heh.
Eh, I guess I was just a bit frustrated when I saw that such an important part of Ibuki’s play in many matchups got hurt. I suppose we don’t really know how badly the damage/stun was reduced on kunai and neckbreaker yet.
5 frame start up on s.forward!? 1 frame links from overhead to Ultra 2 with minimal scaling!? Yes please!
Ibuki’s, you’re all on notice to start learning how to plink if you don’t already.
Kunai damage, kinda meh about… 40 damage would be the absolute bottom I’d hope for… Mostly useful for vortex and spacing anyways… Just as long as that chip damage stays I’ll be happy. Kunai Trajectory is probably situational… Could be nice after a blocked Hien so you’re not flying way out pressure options. I’ll have to see where that develops.
I wonder what other changes to her normals they did, hitbox/hurtbox adjustments? I thought it was kinda screwy to be able to st.fierce an early button press crossup from Dictator.
I am actually fairly disappointed, seeing as she will be my new main if I start playing again (since they nerfed my main (Vega) badly). Although I think the buffs and nerfs don’t change her overall negatively, and won’t change my play style (just making certain links easier I guess), I still didn’t get the main buffs I think she deserved most.
The only real buffs I wanted to see was TC4 hitbox fixed to hit all crouching opponents, OR maybe making cl lp have a higher hit advantage so I can combo into st mp. I also wanted them to fix the tsumiji hitbox which sometimes misses against crouching chun li for no reason.
I am happy with the changes. Those nerfs weren’t exactly necessary but don’t hurt either. Probably you will still get a stun on a character like Ryu when landing the 3rd combo after a kunai mixup. You make Ryu stun before a the third neckbreaker right now.
Super happy about the change on backwards Kunai, no more scrubby Ibuki’s, leading the way to people that really want to main Ibuki. Was afraid they would change the kunai cross-ups but no changes on forward kunai is great. Want to try the new TC and buff on s.mk is awesome. Happy about the changes.
Considering a lot of characters are getting the damage nerf, I’m not really disappointed with the damage nerf she got. Though, kunai already does shitty damage, i don’t think it needed a nerf.
Anyways, I like what she got… 5f s.mk means c.lp s.mk is now a 2f link which can only be good. Also, 5f means punishing whiffed pokes is easier as well.
Still not sure about her jump back kunai nerf/buff?, will have to see what can be done with that. As of right now it seems like they wanted to get rid of her runaway.
Well the hitboxes of most of the cast were going to get “fixed” so hopefully the issue we have with TC4 will take care of itself. Of course, they didn’t tell us all of the changes so it may be possible that it is one of her adjustments as well [hopefully].
I hope by “jump back Kunai’s trajectory has been changed to nearly straight vertical-wise,” they mean that she falls straight down after throwing a kunai from a back jump like we thought. If that is the case, this could prove to be monumental for various reasons. One of them being what I hoped for when Ibuki was first announced for Super and that is using Instant Kunai’s in a similar manner to a dive kick, in order to blow up OS throw techs. If we can fall down fast enough to combo off it on hit, then… maybe I’m getting a little ahead of myself but that is all I’m hoping for.
St.mk buff is nice. Though I was hoping for a bit more range, similar to that of her 3S st.mk. Then it would have been a great footsie tool. Oh well.
I’m rather neutral about her returning cr.hk xx st.hk TC since knockdowns > resets (especially for Ibuki). But better to have it as an option than not. We’ll see what comes of it.
grumble… dont like nerf to jumpback kunai at all… no range just means that shes going to get raped by good normaled characters even more…
anywho lets look at her changes:
PLUSES:
st.mk being quicker is a HUGE buff of epic proportions. no more need to know all the stupid hitbox bs of certain characters. cr.lpx2,st.mk is now a 2 frame link and is useable against the entire cast. MEGA BUFF.
jumpback kunai now has better vertical range:
^^^^ (actually nope, it is basically useless now… grr…i might actually stop playing ibuki now.)
cr.hk target combo:
now ibuki has a hitconfirm into her her post launcher mixups! VERY nice buff!
she has more dynamic on hit, hitconfirms, and her up close game got better, kunai has been mega nerfed and its all she really had to deal with getting out poked… i have no idea what the fuck capcom was thinking.
st.mk being faster doesnt have jack shit to do with her footsies so her footsies are still weak. shes still all or nothing as far as getting blocked and throwing is still a big part of her upclose game so she still has to stupidly deal with crouchtech like every other character. her kunai vortex didnt get touched… cause it was useless anyways. her overheads didnt get sped up. d/b still owns her.
the jumpback kunai nerf just was not called for… fix her fucking normals before you do this capcom. ASSHOLES. im really pissed right now. going outside for another smoke and to further lament these changes.
Won’t the change in her trajectory for jump back kunai (instant kunai) make it much easier to deal with crouch techs up close (similar to how dive kicks work)? If she falls straight down, she’ll be able to combo off a hit kunai.