Ok i need some confirmation here, it might just be my eyes playing tricks on me, but it looks like her Command Dash is faster. Maybe I’m just so used to doing it myself but it seems like it’s noticeably quicker, and it’s catching people very VERY often in almost all of the videos I’m seeing. Normally that much CD mixup would get punished for free, but these ibuki’s are seeming way safe. Do you think it’s possible that her command dash got buffed ?
Sooo many changes omg!!! Lol
Honestly, I really think shes going to suck now because her dmg got nerfed and we are now further away from our opponents after certain rekka kicks and nb.
The only thing im excited about is that her overhead combos are going to be better now but her overhead is still slow as balls so this means close to nothing against good players who will just dp that crap all day long.
We are further away or we fall slower after nb so that obviously means less options. without a doubt. How could it mean more or the same? It can’t.
They haven’t changed her, she just got worse because they didnt want to keep her the same exact because with everyone getting nerfed she would easily be close to top tier. They just inserted a stupid TC and made two things “faster” to make it look like she had the same potential.
MAYBE she’ll be good. MAYBE. But for right now I’m not liking what i’m seeing and neither Daigo or Acqua thought she got better. The japanese know their shit. They’ve been better then us at SF for forever and know what they are doing. Not justin wong who tells us that Dudley is top tier and that Adon sucks and has no combos.
I refuse to believe this unless you’re spamming it like a retard.
A more reliable TC4 is a huge buff, meaning no more whiffs and more frame advantage. HK CD does seem faster and/or s.MK gives more frames on block.
HK CD FASTER? THAT is good.
Hit FFA with Dime last night and got about 5 hours with Ibuki & a 20 game win streak on my first quarter…
Alot of people were taking footage, so some should surface sometime soon
First things first…Tuna boats is sooooo broken. lol. No seriously pretty much everything I assumed would be better with Ibuki, did get better. After some experimenting, I see why they changed the distance on neckbreaker…its to not make tsujigoe useless. It just so happens to space you perfectly to mix up mp/hp versions for crossup/sameside empty jumps. Funny thing is, it was more ambigious before being that you could get varried outcomes depending on the characters hitbox. HP tsujigoe looks way different than mp version imo…but whatever, it still works as a more consistant mixup to those that can’t see it. NB’s distance actually makes kunai MORE ambiguous if you can believe that. No superjump needed to crossup at all. Regular jump crossup kunai hits with just a tiny step forward. You only really need timing mechs for safejumps. Everything else you really can just eyeball by dancing forward/back. Not a nerf at all, just different in regards to usefulness.
- Didn’t try anything with HK spinkicks…i’ll try to remember next time.
c.hk > s.hk is hard to incorporate, but its a great tool when you do. Best used in defensive situations or oki setup after s.lp. The range, as stated before is good but not great for a blockstring…but the good news is that if the opponent doesn’t know the exact rage of the blockstring they have to be careful about trying to punish the wiffed standing hk, or it will hit them in the face. If it wiffs and they don’t punish…you end up at point blank range. The s.hk followup can be hit confirmed if you have good reactions.The SJC into focus is hella usefull for keeping the pressure on if you can do that consistantly as a blockstring. On hit, depending on how close you are to them when you hit them it sets up very ambigous resets from sjc’ing forward. Its not like the TC4 varriation where you’re almost always landing infront and are in danger of a DP.
jumpback kunai… I like the change honestly, though yeah…gotta be hella careful. It’s good for a couple of reasons though. First is that they know they can punish it…so they look for a jump in. If you jump back and wiff normals people are prone to want to jump in on you, which can be used to your advantage. Its main use is definetly in blockstings now. Jumpback kunai can easily put you in perfect tip slide range.
Stun and Damage. Still a beast in this department. Don’t worry haha.
random notes:
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b.mp as and anti air is not as easy as it was. The hitbox of the first hit has been shortened a bit…though the priority seems the same.
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j.hk can crossup in some situations! very wierd…and very ambiguous :).
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s. mk as a poke…is gdlk. Seriously that shit is fast and hit comfirms into it are cake.
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lk > mk chain into Ultra seems easier. I never missed it once, though im not sure if it was just me or what heh. Scary as a frame trap definetly. This in itself makes her throw game that much better.
cool combo: far s.fierce (CH) > c.HK > standing HK. Though this was possible in Super heh minus the reset.
Overall my first impression is that the game is pretty fun and that she is definetly better. Lower end of the top tiers…but tops definetly. That’s kinda by default though. She only got tapped with the nerf bat like rog, and gained a few useful tools in return whereas some characters just got the shaft.
Machups that are noticeably easier
-Guy (TC4 hits crouched. c.hk > s.hk vs falling elbow = hold this)
-Rose (Ultra 2 is still good, but can be meatied). Didn’t checkout TC4, but i don’t see why it wouldn’t work if it does on guy.
-Blanka (easier to punish blanka balls on hit/block)
-Chun (c.hk and s.lk check this bitch hard. I think she got some nerfs aswell)
-Dictator (lol…no more scissor kick hell. Just gotta watch those corners and this match is totally winable. Possible c.hk . s.hk vs devils reverse. Bisons HK doesnt hurt as bad at tip range and his Ultra 2 is not as good)
- Gweli (Guile) …just is haha.
harder matchups:
Yun/Yang
Rufus
Gief (not that bad, but jumpack kunai runaway can lead to some PAINFUL situations with ex greenhand. Just don’t do it…gotta play solid)
Diago was right about Yun. Fuckin Ex lunge punch is safe on block. WTF. Yun can get in like its just a walk in the park. Definently gonna be a problem for Ibuki in the long run.
- edit
Slide doesn’t seem safer to me. I think the game just runs at a different pace, and people are still trying to figure it out. Could be wrong though. I’ll test further
I.never heard about it pre release what is this sjc into focus?
Is it like vipers meterless fadc?
dude dont even bother telling these pessimistic champs about how good (albeit different) ibuki is in the arcade edition.i mean, now ive come to understand that these are the kind of people who WANT their character to be weak so that they can use that as a shield. no matter how much i tell them that her vortex and stun game are still intact, they keep coming to the conclusion that it is not so without even playing the friggin game.
Thank you m0 and lax for actually putting factual information about the changes you have seen. I was slightly worried about neckbreaker when i heard about changes to all 3 things about it. but tbh when i heard about the dmg/stun nerf i thought it could be a blessing by forcing us ibuki’s to mixup our enders and work on more setups for each. which hopefully will be true.
Especially based on what you said I think its looking reasonable good for ibuki with some of her harder matchups being nerfed like dic and rose. Not really supprising yun and yang are gonna be hard matchups as ibuki doesn’t like divekicks. For the twins for me the important question is what are there escape options like and are they safe to vortex?
Yeah I agree with motempest almost entirely, we were talking in between games and I’d just repeat alot of what he said. I don’t agree that she’s bottom high, probably high mid now though. But I’m not nearlyas strong as mo is so his word should carry more weight.
Personally I think she was buffed a bit more than nerfed after playing her. My take on neckbreaker getting merged is because IMHO she got Better once inside.
Things that seem to have gotten better:
Crossup kunai after breaker.
Cr.lk x2 seems to be a 2 frame link now.
5 frame st.mk is way better than I hypothesized it would be. Instant jumping in with kunai ankle deep then following up with max range st.mk seems much more viable than before.
I haven’t quite my finger on why, but she seems to stay in easier even on block which means more pressure… I could just be tripping though, but once I adjusted to the slower pace of ae and the wonky sticks I had good pressure going.
Cr.lpx2, st.mk is a straight up godsend now, link is easy when it used to be a 1framer… This alone makes her offense ALOT more powerful.
Agemen seemed the same to me with the exact same weaknesses and strengths. Weak to far ranged empty jumps and crossups. Stuffed everything I tried to stuff with it. But something is different about it afaik I just dont know what it is.
Weaknesses:
Jump back kunai got buffed if you were the type to only use it like 5 times a round or less. If you had more of a tendency towards spam like myself, it got nerfed. All in all I like it but keepaway matchups become harder now, cause ibuki isn’t that good at it anymore. Basically divekickers and gief so far IMHO, harder to keep them out long enough to build meter for ex kazegiri, especially since kunais doing less damage
Means less meter as well.
All in all she seems about the same, it’s hard to quantify her buffed offense versus her nerfed defense. Still a really fun character.
People weren’t blocking crossup kunai well at all last night, idk if it was because it was better or they just don’t have enough experience in the matchup. But on a nutshell I got blocked alot less, which is a great thing.
-dime
I was wondering, if the sweep hits at max range, does the s.hk always hit them? What if the opponent was crouching? And I’m assuming you can link into this TC off her far s.jab and c.jab. Yes or no?
Also, if it’s at max range, if you sjc HK cmd dash, does it cross them up or no because they are too far?
if your sweep hits at max range, your sthk would whiff and you’d be in for a free punish. As i mentioned earlier, you need to understand the spacing and make sure that you dont do the sthk when sweeping from afar and do the sthk when near the opponent to stay at a frame advantage.
yes you can most definitely follow up your crouch fierce with the stand fierce standalone or any form of a combo.
Yes. My saltiness is over now. I’ve heard multiple reports saying she’s ok and not hopeless. That’s all I realy wanted. For her not to just fall off the ship and be like “yeah, I don’t have mix ups/tools anymore guys!” But she does! Yay!
A dedicated ibuki and dudley user I will stay.
See you all on ae when it comes out on platforms.
This. I won’t get my hands on AE untill tuesday but at the moment i’m looking foward to delving into these changes regardless of being good or bad. I know Diago gave Ibuki a prety lackluster overview but sheet, It’s been a couple of days so who knows what we’ll find over the next few months.
But yeah, Dime and M0’s overlook makes her sound just as fun as before. So asside from divekick and zangief hell, here’s to Ibuki being a solid character in AE.
yay some of my sources were true!! am fuckin happy!! shit dime and tempest, where’s this arcade cause am visiting socal very soon
i would like to go there and maybe see stuff in action lol
Just something were i didnt undertsnad: NB into neautral jump Kunai cross up is possible? hmmm though it’s possible in the ssf4 to do the cross over kunai with neutral jump as well…so i dont get what you meant, just bit confused…but nvm lol
also what bout the EX dash?? is it usefull? can it help you in wake up game? and the tsujoe thing is amazing!! haha finally will be put to use. anything new with her dash’s? are they faster? cause if they are, how can they effect ibuki’s SJC air strings? (if dash did change)
AND YAY to 2 frame cr.lk lol!! YAAY! lol
about the arcade: the address is 10363 balboa blvd, granada hills CA.
about the 2 frame cr.lk link: dont quote me on that, it just seemed to be much easier to me. it could be that one framers are easier on arcade version though since its slower… i hit chuns 1 framer on vanilla pretty easily as well. vanilla and AE seem to run at the same speed which is slower than either console.
also when i said it seems like a 2 framer i wasnt saying that the cr.lk is 2 frames… i was saying that when linked into itself it seems to be easier so it might be a 2 frame link now instead of a 1 frame link like before… but i plink it anyways so…
about ex dash: i dont think ibuki has an ex dash… if she does i will have to try it out. i heard it mentioned somewhere in this thread i think but i think yang was the one being inferred… yangs ex dash is strike invincible and goes through opponents, but is throwable, it also has lag at the end making it punishable… its basically the same as abels ex roll except that it doesnt go as far and has more recovery.
-dime
1.the new target combo can be comboed into from hitconfirms.
2.the tc resets on hit and im pretty sure that it landing on crouching characters from a distance varies from hitbox to hitbox(my reasonable guess, didnt get to use it against many chars, let alone crouching chars from a distance).
alright haha, apparently u didnt get why i was hyped but tis cool lol…but anyways, people been saying cr.lk links are faster! ur not the only one…so i guess it’s been enhanced, due to more than one source.
ABout the EX dash (DISSAPOINTMENT!)…NOOOO!!! she doesnt have one :(? wtf, i actually didnt see it in any vid!! and this dude told me she has one but that it’s useless…can u please check it up dude as soon as u can? lol
i’ve been dreamin bout EX dashin since forever man!! cause seriously it would be awsm! she would easily escape any knockdown vortex easily lol
now this is lame :(…weak! lol. thnx again man, looking forward to hit AE arcade soon…road trip here i come!!