I don’t understand why some characters like bipson and ken are still getting buffed.This is stupid.Ryu got the funniest and most useless buffs.lol.
I also expect to nerf some of yun’s shit and nerf fei’s damage output.
Anyway i hope they give ibuki a faster walk speed.She needs it the most.And at last fix the tc4 to hit on crouchers that whiffs! I’d like a faster cr mp more than a cr mp with more frame advantage on block.Probably they’ll give her the ssf4 vanilla damage kunai back(lulz).Wish they give invicsibility to lk kazegiri,but that’s not going to happen.Probably she’ll get some damage and stun in some specials…She doesn’t need it though.Imo she deals great amounts of stun and damage as she is.
Give her a dive kick.She’s a ninja after all.Right?
Scissors kick stun isn’t really the reason why his scissors kick game is scary. And I almost never see Bipsons go for FADC combos, so I’m not sure if they’re even useful. Against Ibuki, he’s going to be saving his meter anyways. This barely changes the matchup vs Ibuki. I would have much rather liked to see hitbox fix on his stupid EX PC so he can’t hit you with his ass, when you try to sj.LK + option select.
Ken’s target combo is still useless. It’s traditionally been cl.st.HK for damage, or other buttons for hitconfirms. His target combo is still punishable on block, so again I don’t see a use for it. And while I guess Kens will be using EX DP more for punish instead of hk.tatsu, again it doesn’t make a huge difference if at all.
Ryu’s U2 buff was kind of a weird one. While they kept his nerfed cr.MK, they made it so that that one time it somehow hits you, and if Ryu has 3 bars to burn, he can get maybe like 500 dmg. Though I’m not sure if this will really lure Ryus to choose U2, since U1 has much much more utility.
All in all these buffs/nerfs make very unnoticeable but subtle differences. Can’t wait to see what they do (castrate) with Yun and Fei co.
Except for the Honda un-nerf. In AE it felt like every Honda I played was free because they had to antiair me with something other than headbutt lol. Matchup will probably return to 5-5.
Maybe for Ibuki, give her a teleport, because in her win quote vs Dhalsim says something like “ninjas can teleport too!”
These fixes are making characters like they were in Super (if they were better), and mostly bug-fixes. I’m very glad. They will play the same without missing on Vega, Juri, Blanka with their BnBs. Good patch imo.
Now for Ibuki, perhaps hit-box fix for TC4 is in order.
He can’t Jab into crouching Roundhouse anymore. It was very important in AE because it gave him an untechable knockdown. Without it he doesn’t really have any. He used to have ambiguous cross-ups from that BnB if he went straight into it from a standing Jab (as a punish).
what do we think of these 2012 changes im not sure how some of this stuff works tho 0.o but i hope that because U2 juggles airborn opponents that people will no longer fall out of it randomly
You haven’t played any good Fei Long’s if you aren’t getting hit by jab into sweep. The mix up he gets after that is fucking retarded. Thank god they took that shit out.
Ibuki gets all buffs for 2012 may as well list them:
Bansho kick (forward H.Kick) -trajectory change the hit better on crouching characters; it is now +1 on hit, +5 on counter hit, and -3 on block(was formerly -1 on hit and -5 on block idk counter hit
Hammer Kick - 1 frame faster start up is now 25 startup
Tsuijigoe - throw invinsible until ibukis off the ground
after 12f has smaller hurtbox
can super cancel out of it earlier than before
Yoroitoshi - the projectile portion will now fully connect against airborn opponents(kinda like kikosho im guessing…)
you can still catch an opponent with the “cinematic” part even if they backdash and the grab whiffs(depending on the backdash a spacing of course)
Hashinsho - now fully connects against airborn opponents (up to right before the “cinematic” part)
it seems like they are trying to make more of her “unused moves” used more often. I never use the fwd hk or the tsuijigoe ever and im pretty sure no body does so they buff it to make it better(not saying the buff is gonna make me use it) but i am very curious to know how much earlier you can super cancel out of the tsuijigoe maybe it will be useful now who knows.1f faster start up on hammer kick i guess good i use that sometimes. and i dont think the buffs to U1 are gonna make anyone switch over to it. I still hope that by saying “fully connects against airborn opponents” i can at least hit them up to before the cinematic part without them bouncing out after the second hit cause after that happens ur basically screwed. those buffs are all she got she didnt recieve any nerfs so i guess everyone shud be happy.
On another note im pretty sure these lists arent final yet they said they made them to test at certain locations throughout this weekend and next week so who knows ibuki may get more buffs fingers crossed
This may sound a little free but i notice alot of Ibukis whiff B.Mp after an untechable knockdown and then jump in. I was just wondering is that a safe jump or something?
Alright, so I’ve been practicing and playing among people at the arcade recently with my Ibuki, and I am having trouble against Vega [Claw]. I guess my problem was that it was hard for me to get in because his pokes “outpoked” mine, and using focus attack didn’t help there either for me, I had trouble with the jumping off the wall shenanigans, and it felt like for me it was just hard to get the mixup started on him. And also, when I would do the BnB, 2x Cr. Lp, St. Lp, Mk —> into whatever, the st. jab would miss, is this a timing problem for me or is it because I’m straight up dropping links? [And it would be on crouching characters] Anyone have some insight on my problems? Thanks in advance*
That’s a problem with a lot of characters. You should take not on which characters it does this on. Either way, CR. LP into ST.MK is a 2 frame link now so you really need to get that down.
Yeah I was just bringing up that the stupid jab into sweep link they took out lead into that bullshit 50/50 mix up. MP in the front, MP in the back, MK everywhere, holy shit and people say Ibuki is hard to block lol.
Play patient. There’s no need to rush in. Watching his charge and simply keeping him out will go a long way, compared to other matchups vs charge characters.
If he flies toward you, FA into whatever. Up to you whether you want to charge up to level 2 or just simply absorb the hit and then dash up combo.
If he flies away from you, dash up hp.neckbreaker. If you can’t react to this in time, simply taking the free screen space should be good enough. Not every character in the game has a guaranteed means of punishing his whiffed dives.
If he flashes yellow (EX), jump back fierce. If he decides to fly away instead, you lose screen space, but he wastes meter.
If you can’t react in time, then he’s doing SHC (Sky High Claw, the straight dive one). Reaction block this (not too difficult once you’re used to it), then neckbreaker punish.
There’s a reason why good Claws don’t spam random wall dives. One bad guess and then it’s vortex time with Ibuki’s kunais shoved up his ass.
Alright, I’ll get that working, and also, I was just wondering, do you guys think nailing the tsumuji loop all the time off a hit confirm is critical? Or can it do without?
Awesome, I’ll definitely keep this saved on notepad to get it in my brain, thanks a bunch
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You can live without tsumuji loop. Most important aspect of Ibuki is mastering ways to land that knockdown, imo.
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