It will help the sjc into ultra. We should have access to f+mk, s.mk sjc ultra 2. Currently this combo only works on counter hit, provided our frame advantage on hit with f+mk stays the same it will provide a one frame link from ultra to ultra with minimal scaling. In it’s current state (with the counter-hit) we do approximately 45 more damage with the two normals into ultra vs. the easier link of f+mk, s.lp, s.mk sjc ultra 2.
s.mk into tsumuji will not be any different than it is now. AFAIK they’re not changing the ability to cancel the move. The startup only affects what links into s.mk vs what does not.
EDIT: Whoops, just saw the other postings related to the second question. I’ll leave this here though just to keep it clarified
and basically pretty much anything involving those two moves is going to be easier for us. In a sense, now im just going to do that overhead combo to get my ultra off because TC4 after overhead is really tough and sometimes due to her pushback after the overhead the full hits miss anyway.
I guess I’m missing something here but did they state that her c.hk s.hk TC will be safe on block?? Because if it’s not I don’t see how it will help her much unless you guys are talking about sjc’ing out of it.
Dont take this as word bond or anything but Flash Metroid apparently said that TC4 wont whiff on crouching people anymore. So no more Rose, Claw, Blanka and Guy being a pain in the ass to do real damage too. We can finally get the damage we deserve for closing the gap on those fucks.
In the official statements released so far there was no mention of Ibuki’s TC4 hit box being changed to deal with the characters it does not hit on crouch. Which if it is true that will help a lot and it’s the least we can get if Guy is getting his fixed also. That’s combo is literally one of the only ways Ibuki can reliably land big damage and considering her walk speed is slow and her footsie normals are short she needs that pay off when she gets in. It’s stupid to fight a losing footsie battle against Rose just to not have any options for damage when u finally close the gap on her unless u somehow land an untech knockdown and find a way to meaty kunai her without her using one of her like 5 escapes to get out which are mostly all unpunishable on whiff. LOL.
Oh and v-ryu (top european makoto player) just posted the damage and stun changes for Ibuki’s special moves.
**ibuki:
kunai damage: 50 -> 30
neckbreaker damage: 140 -> 120
neckbreaker stun: 250 -> 200
**
No big deal at all. If TC4 getting fixed and 5 frame s.MK totally outweighs that for sure. Neckbreaker damage difference wont even be noticeable when 4 hit TC4 does 200+ damage and stun by itself. The stun on regular neckbreaks only going down 50 pts is like no big deal. You might have to land one more small jab combo to stun someone but that’s about it. EX neckbreaker will probably still do at least 250 stun. I was afraid damages would be like nearly cut in half or something. Kunais are mainly used to just buy Ibuki time for offense later on so that’s whatever. You can’t win matches through kunai zoning any way in the same respect that Akuma or Ryu can win chucking fireballs.
I agree. Those damage nerfs are nothing (I thought kunai was going to be 40 at least, but w/e.). And that mk buff is really really good, not to mention the st lk buff which is ok, and the possible TC4 fix.
When AE comes out, we got to get some matches in deviljin. I got a bunch of new stuff waiting to be tried out.
The Stun nerf will work in our favour, so I think the damage was a little necessary. I used to purposely drop the combo so that the Stun happened when the damage scaling wasn’t so rubbish.
Hmm, if the crouching roundhouse target combo going to be spacing-sensitive like it was in 3S?
I think that the reduction of st.mk startup by 1f means that crouchers that st.mp, st.mp, st.mk xx ender gets blocked might be hittable with it. Im thinking this because if the st.mk is getting blocked it means that he is too far away from ibuki for the first active frame to hit, then a subsequent active frame is blocked. If the second active frame is the one that is blocked we are in business for stun mania (82 more stun but like 4 less dmg than tc4)
I completely forgot that chk > shk TC in 3rd strike could also be used from far. Far s.hk is only -2, which means it’s safe against mostly everyone. Also, one of my problems I have is that since i like poking a lot, I fall victim to focus happy players and her s.hp isn’t as good as most 2 hit normals. This TC will definitely help her a lot in that aspect as well imo… For me at least.
This is more of a habit of mine and can be fixed by easily adapting such as less poking and what not, but I’m loving this new TC even more. F not being able to poke.
I hope she can sjc out of it because in 3rd strike she could not(only when you do the full lp mp TC). That would be godlike… Spammable sweep TC and then sjc cmd dash mixups???
offensively ibuki will be a beast in AE. im not certain that she got better though…pokes still look to own her, but her new tc MAY help her out a bit in the footsies war. before if she punished with sweep from range she would only get 90 damage and no real followups… which is a horrible punisher. but now she will get tc>sjc commad dash. which is like 150 damage plus maybe a mixup.
the kunai nerf is really dumb. she basically cant zone with kunais at all anymore… nerfed damage from 50 to 30 is almost like they are doing HALF damage, PLUS she doesnt get distance anymore… almost everycharacter in the game has runaway BS to do. ibuki got hers taken away. and she still has no pokes… still has a less than stellar wakeup game… still has hitconfirms that do shit damage… neckbreaker nerf is stupid as well. stun was one of her strongest points in super, now her stun on breaker is comparable to other characters plus its doing 20 less damage… not mush reason at all for her to elect to do breaker over tsumuji except for followups… the damage on breaker is comparable to tsumuji and the stun is as well.
no buffs to ibukis main poking moves: cr.mk and cr.mp.
plus nerfed kunai means that her defense got worse. offensively she got an easier to do combo in cr.lp x 2,st.mk… doesnt mean much at high level. and she got a much better wiff punisher, which menas alot.
overall i feel as if she got nerfed more than buffed. right now its more about what THE OTHER characters got, unfortunately, that will determine her placings in the overall tier list. she may be higher in ae than super… depends on if other characters nerfs effect the ibuki mu.
but yeah, her already bad neutral game seems worse from where im standing, nerfed jumpback kunai is really bad even for the people that didnt use it that much, cause the THREAT of sticking something into a kunai was one that actually needed to be resopected…a bit. now people will laugh and eat them or focus through them. so ibuki is constantluy going to have to guess perfectly in the neutral game.
and she got no better on block either so … yeah.
hmmm… we shall see how she fares, im going to be testing her out at the arcade and ill report back here what i find.
Dime, you can go into her Vortex after crouching roundhouse. When she’s too far she just has to do a dash first then she can jump. Wasn’t it you who reassured me that she has options after a throw?
Anyway, Ibuki having no good reversal without meter is her biggest issue. She’s force to block like let’s say Sakura or Makoto, but all that without good pokes. Sakura and Makoto have better pokes than her! She’s just like Viper: once the other dude knows how to defense and punish her, she’s poor.
She’s an offensive character, and if they don’t wanna give her more defensive options, make her kara-throw useful! =) Ibuki players gotta learn to block as if they’re playing as a low-tier character, without the crap damage output!
EDIT: You know what I really want? Sakura/Makoto buffs… aha! Guess I’m happy with AE anyway!
EDIT2: LOL @ Fuerte vortex nerf!
Well they did say there are some changes to her normals but they didn’t specify aside from s.mk and s.lk… Maybe they don’t want to say it all or maybe they are really minor.
Crouching Jab being 3 frame start-up would make her a very top-tier character. <3
Crouching Short being 3 frame start-up would just about solve her problems.
I’d prefer it’d be Jab though, 'cause crouch-teching is a horrible habit and I whenever people become addicted to it, they disappoint the Arcade crowd.
… what does having good options after a throw versus bad options from a max range sweep have to do with it??? i completely am not getting you here. ibuki has WAY less advantage from a hit sweep than from a throw.