Looking for Love: Ibuki General Discussion Thread

Seems like Capcom may have taken a pragmatic approach to unblockables where the blame lies with you if get hit by one since they can just say “What are you standing up for?”

Delayed wakeup has been added even before that 2nd trailer. Capcom’s been hiding it. Maybe didn’t want to stir a controversy earlier.

This is some pretty sick stuff imo. I wonder what the applications for Ibuki could be. Time to hit the lab.

Cha-cha-cha-chaaaaanges. Time may change me! But I can’t trace time.

So…How we feeling about these? More vertical Kunai? +1 frame of recovery on MK Tsumuji? -1 frame of advantage on overhead? All pretty minor compared to the NB change…though I guess all loops will now be 1 frame and the MK loops that use cr. LP and f. LK are rendered impossible.

Ibuki

Angle of LP Kunai now more vertical
All Neckbreakers except EX are soft knockdown
MK Tsumuji recovery increased by 1 frame
F+MK hitbox expanded downward, +2 on block
Second hit of TC4 hitbox expanded downward
Tsujigoe total frames reduced by 6
Tsumuji hitbox expanded downard
EX Kazegiri invincibility increased from 6F to 7F

Not sure about the vertical kunai. I guess that means if you want to cross it up you will have to do it way above their head and will land very far away. I’m pretty sure this means no more kunai vortex period. Ever.

Neckbreakers, we’ve disscussed this in the past, this will mean that you are going to need to decide to use an ex meter to play offensively or an ex meter to use as a reversal.

Mk tsumuji, which one? Second hit? Third hit? Third low hit? All of them? Which one are they talking about? That would suck for pressure, its +0 on block on the second ender. No one uses the third hit. Low ender means no more vortex either. Especially form far away.

f+mk, HOLY SHIT IT TOLD THEM SPECIFICALLY NOT TO DO THAT! That means f+hk will never be used again. Ever. f+mk will never miss anymore so theres no use to use f+hk anymore. They should have done that to f+hk instead. Now we have another useless move. +2 on block? What is that for? What difference does it make? Being not so safe after the over head? I feel like they did this just to make people happy.

TC4, HOLY FUCK. Not only does that mean that we now have a bread and butter. BUT WE NOW HAVE A BREAD AND BUTTER THAT DOES A BAJILLION DAMAGE EVERY TIME NO MATTER WHAT THE OPPONENT IS DOING. I told them specifically not to do it because it takes away from what Ibuki is, a technical character, with a character specific combo for every character that you had to know to play the match up. Now shes just like any other character with one good go-to-combo that makes everything else obsolete. This makes me very very very sad, but I guess they were forced to do it since now she has no vortex.

Command jump, I have NO idea what this means. With the added vertical kunai does that mean you can get more frame advantage now? Can you use the command jump as pressure now? Especially with the recovery buff. I’ll have to test it out, there is no way to tell what is going to happen.

tsumuji, ok i agree with that way too much whiffing lately for me. Hopefully this vastly improves her footsies. She needs it, but with not vortex anymore it still makes me sad.

Ex dp. Not sure if this will solve ibuki’s dp problem. If you can now use it as a consistent anti air, then good, I guess… But the angle it takes off on usually make it so that it whiffs against divekicks or jumpins. So if you are trying to make her a shoto, this is not the way to do it.

Also. WHAT THE FUCK. CAMMY, AKUMA, EL FURETE, ZANGIEF, SETH AND ALL THESE FUCKING CHARACTERS STILL HAVE THEIR FUCKING VORTEX. WHY IS IBUKI THE ONLY CHARACTER THAT GOT IT REMOVED?!?!?

I really hope they fix the hitbox on Ibuki’s EX DP.

There are other things that are more worrisome than that.

Thinking of something if vortex from neckbreaker isn’t possible anymore.

Would kazegiri ender be viable? Since delayed wakeup only applies to hard knockdown, people who don’t quickrise from a soft knockdown should have a fixed time on how long will they stay knocked down.

So from kazegiri ender, you can do meaties for quickrise, but if they don’t you can do a kunai mixup. Preferably use cr.mp as a meaty.

A setup that I experimented on: HK kazegiri, meaty cr.mp OS lk tsumuji. If he doesn’t quickrise, kunai. It can work after a single tsumuji loop but you have to walk forward a bit first because you’re too far away for the cr.mp to reach. Probably the hardest thing is to react if he quickrise or not, but the cr.mp os can help with that I think.

How can bonsho kick be useless? It’s still a faster move than f.mk and good for corner.

Bonsho kick is still bad because it still whiffs against low normals like crouch techs. So it still can’t do its job properly. Not to mention its still punishable on block and only comboable from a counter hit.

With the overhead buff, there’s no real need to use bonsho kick since there’s no more risk of people trying to c.lk or c.mk under it. I don’t know. I don’t see it being used at all. If you want a counter hit set up might as well use s.lk.

The mk tsumuji nerf I’m sure is referring to the low ender. If that’s the case. The Ibuki got her safe jump back. Which is a good thing since all her safejumps were from a neckbreaker.

As far as mixups and vortexes now go. I think we need to start practicing on resets instead of setups. Things with TC10 and dp FADC. Sonyono does pretty good with that.

For set ups I think we should wait untill ultra comes out. I have some feeling that ae2012 setups wont really carry over at all.

If we imagine that the LP Kunai was the same and neckbreaker caused a soft knockdown, do you have any idea how horrible Ibuki’s vortex would have been? Ken would have been about to SRK out of 80% of your set-ups because Tsumuji always creates a new distance.

So we have to assume now that MK Tsumuji isn’t all that wonderful, and now with the LP Kunai being more vertical it means we have to throw it later on, which means no more hitting in front and comboing in the back (it may also mean that you will get Ultra’d out of the vortex about 50% of the time).

EX Neckbreaker is going to be the only guaranteed set-up start, but with delayed wake-up and the fact that you could never safe jump shotos from EX Neckbreaker anyway (delayed SRK always worked) this means that Ibuki has pretty much lost everything when it comes to a high level in terms of go-to vortex.

However scrubs will still get beaten easily by an Ibuki who does MK Tsumuji set-ups. Pretty much, this character isn’t very safe anymore. Any Ibuki player I used to play with that got hit out by SRK’s on wake-up every now and then can expect that to happen more often than not.

In other news, Killer Instinct is amazing and MUCH better than SF4

KI is only on Xbone though :confused:

The price of the Xbox One is worth paying to get KI. I never had as much fun with SF and that’s just on ranked. Also Sadira is basically Ibuki on drugs.

Funny, Maxs and Buktooth both said that about here. I think Maxs said she’s Ibuki but “Fun” or something like that.

I’m still going to play Ibuki in Ultra, mostly because my other character Zangief got nerfed even harder for no logical reason.

I wanted to main Sadira but I am doing pretty well with Jago atm. When I did play Sadira however I threw the daggers like her Kunai, while it doesn’t cross up it feels the same, same timing and everything. Her double jump is extremely hard to deal with.

Here is a replay of me fighting DoubleHelixDev (who would this be I wonder?): http://sdrv.ms/1ge8tqq
Another with me against another Jago: http://sdrv.ms/1c4s5wn

This game is making really not give a crap about Ultra at all. No other fighter comes close atm.

Ultra Ibuki is alright. Mid tier but as long as your footsies are solid you should be fine. I played Valle a bit and he said some of my kunais were still crossing up. It’s a lot harder but it’s definitely possible. No setup at all after neckbreaker either, it’s even worse than after kazigiri.

Combos are a little weird. From what I’ve heard, they added hitstop to help fix the unblockables so you’re going to have to relearn your combos.

Rolento is super good and hard to deal with. His ex patriot circle can be used as a wakeup and you can ultra 1 after it. His normals are super good and his air shenanigans are annoying. I don’t think you can fadc any of his specials though.

Hugo is massive. You can neutral jump HP MK target combo him. I don’t think he can focus to punish after ex kazigiri either because you can ex kunai to hit him if you want to spend the meter. I’m pretty sure he can air grab you but I never saw anyone try it. You can zone him easily using kunais, tsumuji, and st hk. Cr hk st hk target combo forces him to block the st hk a lot too even from farther than usual. I don’t think you can double loop him, I tried but never got it. Almost always guaranteed one loop regardless of where you started your combo though.

Is there a way to voice any of the feedback to Capcom, because i

Thanks for the info. Does ex neckbreaker still put the opponent at the closer distance in range for a possible set up or is it mostly the same as the current neckbreaker?

What did you do to make the kunai to crossup and after which knockdown? Is crossup kunai safe on block?
Opponent recovering before Ibuki on successful neckbreaker sucks!
Too bad double loops don’t work on Hugo. I figured triple loops is possible since he’s very big lol.

Thanks for the info!

How is the Shoto Match up? Is Ken really as S Rank as people say?

Is the character still fun to use in your opinion? I picked her up because of her multiple options and high risk/high reward gameplay, does she still have that?

How does EX DP feel? I read that was buffed.

I honestly don’t remember what I did to make it cross up but Valle and Hugo101 were just telling me when it did. I’m assuming you just throw it sooner rather than later like how it is now or else you’ll hit in front.

It’s possible that I messed up my double loop and they do work on Hugo because there’s more hitstop in the game so muscle memory isn’t very useful. Most combos feel different.

I didn’t get to play against any shotos unfortunately. Not even against Ken. I don’t mind Ken being buffed but the only thing that bugged me was that he could still confirm his fadc shoryu where they made it so every other shoto can’t. I thought Oni’s shoryu being fadcable would be a huge buff but it’s actually a nerf on hit because you can’t combo anything after it from what I saw. I asked Combofiend if Ken’s shoryu fadc was supposed to be confirmable and he said they’re going to change it like everyone elses. Ken is super solid though. I think if they buff his sweep it should be more negative on block though it’d be silly for him to have a fast safe sweep.

Also, Evil ryu is insanely good. With his health at 950 I don’t see a big reason to use Ryu instead. For my feedback I wrote that E. Ryu should have 900 health like how it is now because he does an insane amount of damage and can play footsies a lot better now with his new 6 frame sweep. At the moment, I think Evil Ryu is better than Ken. I think people just saw that Ken got so many buffs that they assumed he’s top tier. He’s going to be very good for sure but I definitely think Evil Ryu is better because he’s just as solid but lands so much damage and stun with 2 meters.

Ibuki’s still fun for me but I’ve always been a very footsie based Ibuki. If you have fun playing footsies with Ibuki then she’ll still be fun for you there’s just less opportunities for mixups. I didn’t have the chance to test it much but I feel like delayed wakeup was Capcom’s easy way to fix unblockables. I feel like there is probably unblockables for both regular and delayed wakeups we just need to find new ones.

EX dp felt the same but I was never really in a situation where I would notice the difference.