https://docs.google.com/document/d/1rM2hhMG1HX1Z8Qg_DBk9qMSXbhFluqo_pDxXkVI1Wec/edit
Check this out everyone. Taken from a reddit s2 thread.
Someone found that cr.mp has an “slightly” better hitbox now. Rejoice!!
https://docs.google.com/document/d/1rM2hhMG1HX1Z8Qg_DBk9qMSXbhFluqo_pDxXkVI1Wec/edit
Check this out everyone. Taken from a reddit s2 thread.
Someone found that cr.mp has an “slightly” better hitbox now. Rejoice!!
Also, the extra frame advantage after s.HK crushcounter is implrtant, now we can dash forward and get creative with combos. There is also some new feature for bonsho kick. Cannot wait for 20th
most damaging follow up will still be HP though, i dont see this buff changing much. yea, you can dash. why bother tho
Ehm… i will start by saying cr.HP follow ups do more damage than s.HP. but other than that we would be able to score longer combos. About which combo does more damage, meter charge and stun, that remains to be seen.
Seems like there’s time to dash up then s.MK? Probably can do s.MK -> s.MP -> special cancel. Guess it’s just a question of scaling, could see it being very slightly more damaging. You could also go for some standard resets since you can put people into the MK I guess, especially if you’re meterless. Will need some labbing for sure.
S.mk is 6 frames. Dash forward is 16 frames, since the frame advantage is 22 after s.HK CC we should be able to score that link, although with no room for mistakes
Is s.mk, s.mp, s.lk possible now? Because that would look like the optimal links
ye i think scaling will fuck up the damaging possibilities. especially if you want to cancel into vtrigger.
my guess is by doing the links on raw CC without VT damage will go up by 30-40, not more. with VT - just forget links, scaling will kill it
I also think fang is a bad MU for ibuki. His buttons and keep out game is way strong, coupled with his evasive slides and ibuki’s shitty low presence.
Ehhh his back movement isn’t good enough to have that much trouble pinning him down. His V Reversal isn’t that good either. We’ll see if that changes tomorrow.
Fang’s Vreversal is now invincible until he recovers. There’s a vid somewhere. Doesn’t seem like you can hit him anymore. I don’t think he’s bad for her. Not sure how much meter gain reduction will affect us, but as long as she got meter she can get in with ex kunai. Ex raida also goes through the poison cloud thing he does in front of him. It’s like any character with bad defense, just stay in their face when you can. The neutral is not as cut and dry where he just flat out dominates her. As always, v-skill and f+hk are the answers.
Sometimes s.hk CC leaves you too far for s.hp to reach so being able to dash up is great. It also means you can at least do other bomb setups.
Ibuki vs Fang is 5/5 only because of ex raida and her v-reversal. Otherwise it would be advantage for fang. She can’t do much of anything at all in the neutral vs him her hurtbox/hitboxes lose to his in neutral. His wall of specials are borderline impenetrable without ex raida because none of her hurtboxes are equipped to trade or beat out his specials. F.hk jumps over the poison cloud but u end up getting hit and knocked down if u trade cause she’s airborne giving him the better scenario. Her jump arc is at a big detriment in this matchup in particular. She literally can’t do anything without ex raida other than be patient and create knockdown opportunities with v-reversal. Thankfully his damage by comparison is low as not to make it an actual advantage matchup for him.
I wouln’t even suggest ex kunai outside combo confirms as you can’t afford to waste those on block in order to have ex raida or ca to get through his wall and even then I think u shouldn’t even use them in confirms here tbh just so u have ex raida at all times for the neutral. His damage is low enough u don’t have to worry about using meter in combos for the damage race.
In his current state I just feel the work he has to put in to wall you is not worth you eventually finding a spot. His wall is good, but not so good that you won’t find a way in eventually and I always fish for crush counter sweeps as that puts him on his ass and destroys the could.
EX reload will also help immensely in that match with more kunais to check his poison specials.
I have problems with the heavy button fangs, not the auto pilot poison zoners
IBUKI CHANGE LOG SEASON 2
Vitality:
o Vitality has increased 900 to 950
Forward Step:
o The entire motion has been changed 17F to 16F
Jump:
o Airborne time during jump has been changed 40F to 38F
Yamikazura (Forward throw):
o Stun damage has decreased 170 to 120
o CA meter gain has decreased
Kubiori (Reverse grab):
o Damage has increased 130 to 140
o Stun damage has increased 170 to 200
o CA meter gain has increased
Tobizaru (Airborne throw):
o Throw range has been decreased
o The hurtbox during motion has been expanded downwards
Standing LK:
o Adjusted so that a whiff can’t be cancelled with a V-Trigger
Standing MK:
o Hitbox startup has been changed 5F to 6F
o Movement recovery has been changed 15F to 14F
o Advantage on-hit has been changed ±0F to +5F
o Advantage on-block has been changed -1F to +2F
o Knockback distance on-hit and block has been decreased
o Forward hitbox has been decreased
Standing HK:
o On crush counter, the opponent hitstun has been increased +7F
Crouching LP:
o Advantage on-block has been changed +1F to +2F
o Active frames for hitbox has been extended 2F to 3F
Crouching LK:
o Changed so that it can be button mash cancelled in to crouching LP
Crouching MP:
o Moved the motion starting point forward when receiving damage or motion is cancelled
o Position of hitbox, hurtbox, and collision box have been adjusted.
Bonshogeri:
o Movement recovery has been changed 16F to 19F on whiff only
o There is no change to the advantage on-hit or block
Sasanaki:
o Advantage on-hit has been changed +5F to +6F
V-reversal – Hanagasumi:
o Recovery on-hit has been added
o Hitbox has been expanded forwards
Kunai/Airborne Kunai:
o Decreased CA meter gain on activation
o Increased CA meter gain on-hit or block
o Delayed the CA cancel timing so that V-reversals are easier to perform when opponent blocks.
o Fixed issue where L Airborne Kunai hits as a counter, the bendback time was extended by 3F
Kunai Ikkinage/Airborne Kunai Ikkinage:
o Decreased CA meter gain on activation
Kunai Hoju:
o Motion recovery has been shortened 3F
o Sped up the timing that Kunai is refilled
EX Kunai Hoju:
o Newly added an EX version
o 3 - 6 (on button hold) Kunai will be refilled
Nobusuma:
o Changed so that a jump attack can be performed during motion recovery
Raida:
o Increased CA meter gain on-hit and block
o Pushback distance on-block has been decreased
EX Raida:
o Projectile invincible frames have been changed from 3F - 9F to 1F - 9F.
o The KO timing has been changed to the first hit
Kachofugetsu:
o Damage has been decreased 350 to 340
So let’s discuss…
Vitality:
Weird to have my fragile ninja girl not being so fragile. I think they might come to regret this change. Ibuki is sort of meant to be a pressure glass cannon, so I think if anything goes first in S3 it’ll be this, heh heh.
Dash:
This is going to be nice for her setup game, though I reckon it might screw up some existing setups. Still, it SHOULD give her 1 more advantage than usual on dash-in knockdowns.
Jump
Huge buff, and will likely make a lot of her jump setups either a bit different than before or not work or she will gain new ones. On it’s own, it might make her terrible jump attacks slightly more viable. Sad to see NONE of her air normals like j.LP got their hitbox changed, but, it is what it is.
Throws:
Seems our throw game will be mostly the same. I don’t see anything about throw distance, though that may be under universal stuff, I haven’t checked yet. Regardless, they seem to want to emphasis back throws as being the damage throw, which I guess I’m okay with.
Air Throw:
Goodbye shenanigans, and the only “dynamic” hurtbox she had on air moves. Granted, it was dumb, so goodbye. Less throw range probably puts this more in line with her 3S air throw range. So right next to them!
Standing LK:
They caught it guys, they caught the ONE kara in the game. Oh well, it had little to no use.
Standing MK:
The big one, the big boy. This is MOSTLY a buff. The extra uses this will provide will be pretty stellar. I’m sad to hear it’s hitbox got nerfed, so that sucks. Along with the start-up nerf, this might be a worse move to use at anything but close range, which makes it a somewhat redundant move alongside MP, but it is what it is.
The main bad side to this at a glance is that standing LP counter hits can no longer convert into MK target, which is bad, since that was easy setups.
This is not the MK button I fell in love with, but at least it’s different.
Crouching LP:
Active frames, my 3S brethren, come to me! Weird to have a light with lots of actives, but whatever. Happy to see this be +2, really helps her pressure variety.
**
Crouching LK:**
Really nice to have a Kunai confirm from a low, gonna be honest. Happy about this.
Crouching MP:
Uh… not sure what to make of the phrasing this one. Could be better or worse judging by that, but it’ll be different, if nothing else.
Bonshogeri:
A welcome nerf, to be honest, even if I do think it’ll make the move look kind of clunky in motion. Regardless, 6HK is stupid strong right now, so space it properly or you might actually get whiff punished!
Sasanaki:
To account the MK change, obviously. Doesn’t make a load of difference, this is still a pretty bad target combo. I wish they buffed her overheads natural advantage, but hey, whatever.
V-reversal – Hanagasumi:
Thank god, it might actually hit something.
Kunai/Airborne Kunai:
So don’t get it blocked, and a counter hit bug fix, good. I did notice that, and the pushback on Kunai is already really bad as is. Welcome change.
Kunai Hoju:
SO glad to see them buff the reload speed and not just add the EX version. This move was worthless. I don’t think 3 frames will make a MASSIVE difference, but it might be enough to allow for some safer usage. I assume the ammo reload speed they are referring to is when in the animation she regains the Kunai, which is good, because right now it’s near the last frame of the move, which is pretty horrid.
EX Kunai Hoju:
Kind of happy to see something new. I think this’ll offer a different playstyle to certain Ibukis, which is nice. It’ll also make using more Kunai for other things more viable.
Nobusuma:
I saw a vid of this in use, and it looks… okay. Still not a great option, but it does make it somewhat less of a pointless move. Still kind of a redundant tool, as this pegs it as a anti-fireball option as well, and Ibuki has a lot of those.
Raida:
More meter, less pushback. Considering no one uses Raida in neutral in this game, pretty much just a buff.
EX Raida:
I thought EX raida was designed poorly because the frames which move her forward weren’t fireball invincible, so you would often dive into fireballs instead of evading them. HOWEVER, this is pretty fuckin’ broken. You pretty much can’t throw fireballs against Ibuki now. I would’ve rather they made EX raida a combo extender wall bounce move, because this is just a ridiculous level of redundancy.
What do we have… like 8 ways to deal with fireballs now? Sorry Guile, get fucked, looks like you found your counter.
Kachofugetsu:
It was already so weak though. Honestly I wish her super (and more characters too) was a utility super or combo extender or something. Bland damage super is so unlike Ibuki, it’s not even a command grab or nothin’, it’s just… ANOTHER ANTI-FIREBALL OPTION!
This didn’t fix all my issues with Ibuki, but it addressed some of them. Overall, I think she’s going to be pretty strong – of course, I haven’t even looked at the other character changes yet, so we’ll see…
Vitality change seems really strange, I don’t get it.
I take the v-reversal text to mean that it’s nerfed? No more meaty setup? That would suck, but it seems like a change they’ve added to other characters too.
Bonshogeri is interesting. Trying to make it not as good for fishing for crush counter I guess, but I was getting kind of scared to whiff it anyway. Not sure how much that’ll change her footsies.
EX Raida is also interesting. There’s been a few times when I’ve wanted to use it as anti-projectile and gotten caught. Not sure how useful it really is, though.
Speeding up the reload in addition to adding the EX is kind of cool, too. There might be some more places to sneak it in? I’m not sure what was “on the edge” for being able to safely recover a kunai.
cr.mp - wonder how much the change is? Could be important if it’s improved.
I assume the jump change won’t affect her jump arc?
The rest of it has been discussed to death, except for some meter tweaks and such. The only really crazy thing here is the Vitality change I think.
Ex raida buff is actually wonderful for me, this means that you can punish Ryu’s cr.MK hadoken from any range and just punish fireballs more easily,also I do have to re-think a lot of my meaty setups,welp time to hit the lab
Top tier Konfirmed
Damn I thought she’d sneak through with her v-reversal. Will be the first thing I test. It was so good. Hoping it didn’t get demolished. Other than that she’s essentially completely buff status where it matters. The ex raida buff is godsend! I’m curious about the reload speed increase because it might make st.mk tc reload safe barring certain far reaching ca’s. It’s -19 in that situation atm so i’m genuinely curious if she’ll have another safe stock as well as ex stock in that situation.
Bravo capcom! Well done!