My long post got deleted, so I will make this brief. Basically cr lp hit confirm into mk is very useful. It can go into mk tsumiji which (on most characters) can go into spin kick x finisher (ex tsumiji, kazegiri) for 230 dmg. If in the corner it can go up to 300 dmg and that’s with 2 cr lp. With 1 cr lp the dmg is higher by like 30 or 40 iirc but I cant remember what it was.
neckbreaker is also the best for dash mixups since HK cd is the most ambigous on neckbreaker knockdown, and meaty attacks on the other side forces stand, and you are extremely close. This means that TC4 into a very damaging combo is easy and (should be) possible against the whole cast! Tsumiji knockdown is great for other stuff but is not as great with dash mixups since it leaves you farther away. the order from best to worse on dash mixups is:
Ah sorry! Didn’t take into account meant max range.
Puzzled though 'cause every moment I can think off where you can react and punish something from that range, cr.MP would connect. I guess I just don’t have the same experiences as you, but I always thought her Crouching Roundhouse was a great move for Okizeme; I even got used to doing 3 crouching jabs into it, bad habit I know!
Wait, what? There’s a new post about Daigo in impressions on AE and there’s a bit about Ibuki that wasn’t listed in the previous AE change:
So stun and distance nerf for neck breaker? Unless it’s perfect spacing for super jump TC cross up, it won’t be as bad. B.mk was hard enough for me to get right against jump in hk, it’s ever worse now so I will have to use lk CD. lp, mk being easier helps but it kinda sucks that it seems that she’s got more nerfs then buffs (IMO).
“Close Standing Light Punch into Close Standing Medium Kick seems easier. Close Standing Medium Kick is a frame faster in AE.”
This doesn’t make sense since close standing lp leaves you at +3 on hit, and st mk is supposed to be 5 frame start up. He probably meant cr lp, unless cl st lp has more advantage on hit which would be amazing.
dude alexlkd, im playing the ae version right now.too much of a croud and i suck on a stick lolz.anyway heres what i noticed:
1.it may not look it but the new target combo crhk to hk is an overpowered brain dead godsend footsie tool. not only does the crhk have a lot of priority but the shenanigans such as sjcing into lk tsumuji and kunais etc gives her much easier ways to initiate pressure on opponents.since being a tc its got no question of being punished,shoto players are dead scared to even throw out their crmks LOL.this shit is soo broken haha.
BUT the catch is that you need to understand the spacing,when you’re connecting the crhk at the edge of its hitbox then the sthk whiffs on crouching characters and can be punished.so you need to stay at a frame advantage by doing the tc when sweeping close and not doing the tc when sweeping from a distance.
2.back mp doesnt seem to be any different to me, then again i could be wrong though, i need to test this out.
you can actually start doing her tc4 on characters like rose now.a good option to start reeling in more damage.
4.jumpin lk is different, its cross up properties have been changed noticeably.
5.crlp crlp stmk is dead easy to land now, not a one frame link anymore.
1.i honestly dont know what cl lp into stmk means,normally by nature i would just go for the tc4 when im at close standing lp distance.i dont even think that this link is possible.
im not entirely sure on crouch block,but it does connect on crouching characters on hit.
3.ok
4.crhk to hk does RESET, that is not what i meant, but its a whole lot more easier to get them in a blockstring by doing stuff like crhk. hk sjc lk tsumuji. crhk.hk sjc tk kunai on block done at the distance is also a great pressure tool that leaves you at a frame advantage.
5.i dunno man, in the few matches i played, i couldnt do the normal jumping lk setups to work like they usually do.i’ll play more matches and talk about this in detail.
and hypersonic, yeah i was talking about the tc4 connecting on the kind of crouching characters that it doesnt connect on right now.
Yeah that was one of Ibuki’s main issues. No way to scare Fei Long from reaming focus in her face all day. All of her focus breaks have litttle to no range or are horribly telegraphed and unsafe on block except for s.HPx2 target chain which doesn’t do any damage and is terrible on whiff.
Kinda scared about changes to her neckbreak cross up game. Took me long enough to get it down consistently and not really looking forward to relearning shit. I remember when back throw got changed for C.Viper so u had to walk forward first to land a safe cross up. Shit took me a while to figure out.
If cr.hk TC can knock back opponents like sweep happy Akuma players on block, then I’m sorta glad she received this additional TC. The way I see the Kunai and Neck Breaker stun nerf was alright but changing the distance of where Ibuki lands really changes up thing for how she plays. I know pro Ibuki players say she’s not all about her vortex but that’s one less option in her game now IMO.
If they changed j.lk for a more ambiguous attack, it’s not as bad but I can’t imagine how much of a change it received(unless it doesn’t cross up at all), would have been better if they tweaked her j.mk because it whiffs half the time I attempt to use it on fast moving characters(much like how I don’t use her headstop special move because it only hits a small specific area).
Her cr.hp in SSFIV needs to be extremely close to hit which I can see why this confirmation arose. All I can say with these changes is like what Capcom said, she’s been tweaked a bit for AE but I don’t think it’ll seriously change her tier standing(as she is right now, she’s mid tier). I would have still liked to see that she got more options other than a Kunai after her EX Kazekiri though. After the Tokido Murder Face finish, a lot of people are starting to FA the EX Kazekiri…thank god most of the time I have an extra 2 bars to FADC out of it.