Anyone have any footage of Ultra Ibuki? Anyone play her on the loctest streams?
So the kunai is more horizontal? Did you get to test anything out other than just play? Any new setups, or old setups that still work? Did you try any unblockables? Does forward throw into kunai mixup still work?
Does c.hp into kunai into something still link? Does tc4 work consistently? Have you tried the command jump?
Yeah it’s in between light and medium kunai now. I didn’t test much though. TC4 worked everytime.
Sounds like ibuki is just straight ass now. A character with shit footsies gets her only trump card taken away. And nothing to make up for it? lol capcom, you troll so hard.
Ibuki could have atleast gotten a new command on tsumuji so it doesn’t overlap with dp motion during footsies so she can use it during footsies to make up for her atrocious footsies, or she could have gotten the ability to cancel cr.mk to make up for her losing vortex… But no… Capcom just kills a character for no reason.
Well they buffed chun… Heh. Back to her if I ever decide to play this game again… Which I probably won’t. Capcom is trash, you guys need to wakeup.
Eh, not sure. Every time I play at a high level I usually wont get most of my damage and knockdowns from the vortex. I’ll get them from punishes and footsies. The vortex is really strong and I would go for unblockables every time, if I had any stroke of luck I would vortex my opponent to death and get a free round, every other time, I would have to out street fighter them.
I feel Ibuki was mostly nerfed hard because low level players QQ’d, which is sad, because none of the pro players I’ve talked to would complain about it, they’d blame themselves for not knowing how to block.
But you’re right to some degree… Part of the fun I would have is working hard to get the knockdown and getting the vortex as a reward. So not so much reward now, not sure if it will satisfy my tastes. I’ve been trying to play with nothing but EX moves for vortex, and it actually works out if you have your tsumuji loops down. Especially with the new TC4 buff, TC4 into tsumuji into dp or neckbreaker builds about 1 whole meter bar. As far as having 1 bar for an escape option, the most times I’ve had trouble with that would be at the beginning of a match and my opponent immediately gets in my face and start pressure. So with Ultra Ibuki, we might just need to manage our meters to play regular Ibuki.
Ibuki can zone people out very well actually thanks to tsumuji, they all have some amazing hurtboxes and reach to it. You can use it as a fireball which really throws some people off. However, much like a fireball, people can just jump over it. Hopefully with the tsumuji buff, she can now abuse it without having opponents crouch under it. Just make sure you don’t whiff the first hit of the tsumuji, or you will get ultra’d in the face.
My only major issue with the changes are the changes to Neckbreaker, the move is literally useless now. If it has soft-knockdown and there is delayed wake up, then what is purpose of the move? If Capcom gave it a damage buff or some type of buff, then fine, it still has some use but for now it’s just there, like Tsuijigoe.
That and I hope she gets more defensive buffs than just Tsumiji and EX DP. I would EX DP needs it’s hitbox looked at, it’s way too janky for it to be as effective as it should be.
Again, neckbreakers are only good for chasing an opponent down now, like a teleport. Ex neckbreaker is the only one worth going for now if you want any thing out of it, however I don’t know how good the mixups will be after it. They might be good, they might be bad it really depends on the delayed wakeup. Also with delayed wakeup option selects are mostly dead so neckbreaker option selects are now obsolete.
So now you will have to end with DP or mk tsujimi low ender. dp to land right next to your opponent when they wake up. or mk low tsumuji f+lk for a safe jump (that can no longer be option selected due to delayed wakeup)
I have a friend who tested Ibuki at Capcom Cup. I’m gonna list what I remembered from him:
3f cr.lp and 3f f.lk
Tsumuji has better horizontal and vertical hitbox.
Nb still soft kd, punishable by Chun’s wakeup Super and Ryu’s Super too on hit iirc.
He felt kunai is more vertical to him.
Felt tsumuji loop is easier. Must be the +1f hitstop thing.
TC4 works on all crouchers. They fixed the Elena whiffs while crouching too!
Overhead doesn’t whiff anymore.
No nerfs on her footsies.
DWU reversal can punish whiffed kunai on knockdown.
Walkspeed is the same.
Tsujigoe still useless. Both of us annoyed that Capcom’s trying so hard to buff that move.
EX DP still sucks.

I have a friend who tested Ibuki at Capcom Cup. I’m gonna list what I remembered from him:
3f cr.lp and 3f f.lk
Isn’t cr.LP already 3 frames?
f.lk with one less frame; I guess that’s not too bad. I’m more worried about the vertical kunai change because it hurts some of the combo’s or potential mix-ups… Or maybe it could create new set-ups.
Right now cr.lp is 4f. F.lk buff is very good because you can reliably link from cr.mk and easier to punish moves in general. I guess I can live with kunai being changed. DWU makes it risky to use, the angle isn’t really the issue. She still has other mixups that are more dangerous. She’s still a very viable character.

I have a friend who tested Ibuki at Capcom Cup. I’m gonna list what I remembered from him:
3f cr.lp and 3f f.lk
Tsumuji has better horizontal and vertical hitbox.
Nb still soft kd, punishable by Chun’s wakeup Super and Ryu’s Super too on hit iirc.
He felt kunai is more vertical to him.
Felt tsumuji loop is easier. Must be the +1f hitstop thing.
TC4 works on all crouchers. They fixed the Elena whiffs while crouching too!
Overhead doesn’t whiff anymore.
No nerfs on her footsies.
DWU reversal can punish whiffed kunai on knockdown.
Walkspeed is the same.
Tsujigoe still useless. Both of us annoyed that Capcom’s trying so hard to buff that move.
EX DP still sucks.
Woah, that is quite a development. I hope Capcom looks into that.
3frame c.lp sounds pretty good but I’m not really sure what it will do since its still not rapid fire to make blockstings. 3 frame f+lk does actually sound very good. If that does get added her footsie game will be much better. Especially after blocked tsumujis or punishes. Kunais are dead, at this rate Ibuki will become a gimmick character and will have to focus more on resets than knockdowns.
So… neckbreaker is - on hit? wow. That’s some serious bullshit. Even though tc4 is good now, getting that close sounds like you need some setup or safejump. Not sure what this means with the delayed wake up, other than a meaty tc4, I don’t really know how it will come into play…
Actually I asked if her jabs are “rapid fire”. LOL here’s the funny thing, since English isn’t my native language I asked if her jabs are chainable on whiff like Balrog. He did say yes, but I forgot to specify which jab. I’ll ask him again about it. If the +1f hitstop thing makes it into the game, the f.lk buff is also an indirect buff to cr.mk. Cr.mk, f.lk 2f link YO ULLLLLLL.
Resets aren’t all gimmicks. As I keep playing at higher levels, they’re more effective than canned vortex setups because they’re better tool for mindgames. Neckbreaker should stay hard knockdown because of that issue. That’s my biggest fear of the nerf. I knew that she will recover before her opponent and can get punished by certain moves.

If you want to pay for shipping, sure. You can have the PS3 version. Pfft I won’t return it, even if I can get a full refund. In there UK there are only two more available at the price I bought it for. UK Lagless 360 to PS3 US Lagless 360 to PS3 Test to be fully lagless. So just buy 360 stuff and this. No need to dual mod anything. Also dual-modding the Fighting EDGE is crap because the touch-panel won’t work.
Ibuki’s c.lp confirmed for 3 frame start up. That will make combos from c.lk much easier which I think is what they are addressing. (maybe some new tsumuji loops too)
F+lk may still be 4 frames. Not yet officially confirmed.
Kunai nerf was removed, yeaaaa buddy! Kunai combos are still here and kunai setups! Delayed wake up is still in the game.
Neckbreaker nerf is still there, EX versions still good. No confirmation yet if they are keeping it - a million on hit. Not that big of a deal, I’ve been playing with exclusively EX neckbreakers and tsumujis, it works out very well.
They fixed Ibuki’s EX DP. :o They fixed the hit box and made it bigger to make it an actual antiair AND left the added invisibility there. We now have auto pilot antiairs like Ryu! Yay!
Gave Ibuki more footsie tools. aaaaaaaaaaaaAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaaa! Backhand punch is now super jump cancelable! Backhand punch is really good in distance and pushback, It’s -4 on block but the pushback and animations make it pretty safe. Now that its jump cancelable you might be able to confirm into damage, not entirely sure what moves will be able to connect since the pushback might make things whiff ??? I don’t think you might be able to get a loop from it (the max rage version with just the 50 damage poke), but you might be able to harass with pokes into tsumuji or a kunai after it. Poke into command jump? How will that work out? Backhand max range poke does 50 damage, but if you can hit confirm it, you can get a poke into a set up / knockdown now, or ultra. If both HPs hit (150) it will do some nasty damage. Hopefully goes into loops if both hits connect.
If its not completely useless and actually comes into play for Ibuki’s footises, then I’ll be happy. I don’t care about the neckbreaker nerf in that case.

Looking for Love: Ibuki General Discussion Thread
Gave Ibuki more footsie tools. aaaaaaaaaaaaAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaaa! Backhand punch is now super jump cancelable! Backhand punch is really good in distance and pushback, It’s -4 on block but the pushback and animations make it pretty safe. Now that its jump cancelable you might be able to confirm into damage, not entirely sure what moves will be able to connect since the pushback might make things whiff ??? I don’t think you might be able to get a loop from it (the max rage version with just the 50 damage poke), but you might be able to harass with pokes into tsumuji or a kunai after it. Poke into command jump? How will that work out? Backhand max range poke does 50 damage, but if you can hit confirm it, you can get a poke into a set up / knockdown now, or ultra. If both HPs hit (150) it will do some nasty damage. Hopefully goes into loops if both hits connect.
Max range backhand only does 50 damage but does more stun than the first hit iirc.

Looking for Love: Ibuki General Discussion Thread
Neckbreaker nerf is still there, EX versions still good. No confirmation yet if they are keeping it - a million on hit. Not that big of a deal, I’ve been playing with exclusively EX neckbreakers and tsumujis, it works out very well.
I could figure out more than enough reliable setups after Tsujumi loops ending in MK tsumuji but I don’t really see any really good mixups coming from EX neckbreaker.
I only know of a safejump, 1 telegraphed crossup, 1 unblockable and I can’t seem to crossup kunai. There are crossup dashes and depending on how you time it you can land on either side but thats quite a gimmick imo.
How do you get ambiguous mixups off ex neckbreaker (besides unblockables) ?
There is no such thing as a reliable MK tsumuji setup unless its its a safe jump or in the corner. MK tsumuji will always make you land at a different distance, so you need to be really good at eyeballing it. I’ve had Ryu’s mash shoryuken on wake up everytime I used mk tsumuji and hit me every time no matter how hard I tried to make them safe, its just not consistent.
On the other hand EX neckbreaker is consitent. MK dash into (wait 1 frame) jump lk is an unblockable on most of the cast. If its not, you can jump hp and land on the same side or move like a 1/6th of a step forward and jump mk and cross them up. Alternatively, you can use regular dash forward then walk forward then jump something and cross them up or not like sako does, is more ambiguous this way since using mk dash will require you to walk or not which can be spotted easily.
There is no such thing as a safe command dash crossup. Its not Blanka hops. You WILL get hit if theý reversal something unless they have a bad reversal in the first place like maybe Sakura or Bison IF timed perfectly and preventing an auto correct. The best option is to complete the dash before they woke up, then go for an overhead or dash as they scramble to block the other direction. You can also use it to mess up some charges, works well against Bisons. Command dashes are very good with juggles, you can end them with a different dash and then cross under or not.
Use: https://docs.google.com/spreadsheet/ccc?key=0AqClL3kJPchYdFlDd0VhMmt4R0w3TVdJQ2hHX29GLUE&pli=1#gid=9 for any setups you are looking for, safejumps, unblockables, setups. You name it.
There was that one interesting command dash setup:
Neckbreaker, cr.HP, LK.Dash, HK.Dash
Forces A LOT reversals to whiff, letting them open for punish.

There was that one interesting command dash setup:
Neckbreaker, cr.HP, LK.Dash, HK.Dash
Forces A LOT reversals to whiff, letting them open for punish.
Sounds cool, gonna have to try it out.
Also, I keep trying to do Cr.HK->HK-> MK Tsumiji but Ryu’s shoryuken trades with it. Is this a true blocksting?
I think Lk tsumuji is a frame trap and mk has more startup soooo…