Looking for Love: Ibuki General Discussion Thread

R.I.P Kara specials, we hardly knew ye.

Bye bye kara fun :frowning: it was great while it lasted…

I’ve played around and searched for Ibuki changes in Omega:

Normals:

[details=Spoiler]- walkspeed buffed (back- and front-)

  • backdash range nerfed, recovery buffed (shorter)
  • jump speed slightly faster(?), superjump w/o changes
  • cr.LP USF4 version, so 3f rapid fire
  • cl.LP +5 on hit
  • df.LK - new input for df.MK slide, which looks unchanged
  • cr.MP 5f startup! Has active frames reduced hard, so not useful as a meaty now. s.MP s.MP cr.MP link possible on characters like Cammy or Poison
  • df.MK - new input for overhead
  • j.MK - I think it’s now more reliable crossup, hitbox is much bigger.
  • old b+MK moved to b+HK (along with TC7, now b+HK, f+MK), startup faster (8f? could link after far LP)
    -** far HP** - new move, dashing elbow, cancellable, on hit KND into juggle state, can cancel into Raida/Kazegiri/ground Super to combo, on block minus frames, but doesn’t seem much.
  • Backhand punch - now KND on second hit, juggle state same as after far HP.
  • cr.HP now 2hit move, faster startup (8 frames? I could link far LP, c.HP)
  • Target combos generally look the same, no juggle state after d.HK, HK in TC6/8[/details]

Specials:

[details=Spoiler]- Tsujigoe: now air normal cancellable. You can do shit like blockstring into MP Tsujigoe and cancel it into j.HP for crossup or LP Tsujigoe for non-crossup. All jump normals are their neutral jump versions. You can also throw a kunai which now has a trajectory that hits the opponent.

  • Neckbreaker - now doesn’t hard knockdown (in Omega I think every knd is a soft one, throws, sweeps are all soft)
  • EX Raida - new move, elbow hit, then raida animation, no throw invincibility, but strike invincibility, highly punishable on block, first hit fadc-able, can combo on hit (at least +6 advantage).
  • EX Kazegiri - new animation, no more kunai-cancellable, even worse anti air now because of the forward momentum it has.
  • Hien - knd on hit in all versions, thus much harder to combo into super. Generally sucks even more now.
  • Tsumuji - comepletely remodeled.
    LK Tsumuji: now one hit only, knd & juggle state on hit, can not follow up for any combo any other way than by super cancel, FADC-able (but useless)
    MK Tsumuji: 2-hit only, second hit high or low, you have to input it as you would with old 3rd hit. On hit pushes far, so no loops. Second hit (high & low) minus on block like old 3rd hit.
    HK Tsumuji: same as old HK Tsumuji, so almost comepletely useless. Doesn’t link into anything on 2nd hit, so no more Tsumuji loops guys.
    EX Tsumuji looks the same.
    No more hard knd on low hit.
  • rdp+P - ground kunai throw, new combo extender, +3 on hit, I think -1 on block. Use it instead of LK Tsumuji for loops for a little less damage (character specific as usual, but generally s.MP, s.MK LP Kunai s.LP s.MK xx NB should work on everyone).
  • rdp+PP - Yami Shigure, SA3 from 3S, 2meter cost EX, gives her quite strong, almost universal punish (works on Elena and Poison, doesn’t on Decapre): s.MP s.MP c.MP xx Yami for 413 dmg. Highly punishable on block.
  • new Kasumi Suzaku - qcfqcf+K. Can be done on the graound and in the air, cancels from normals. Animation is faster. Now does more damage (35+30)*6
    [/details]

A couple more changes I found not listed yet:

[details=Spoiler] st.MP is special cancellable
Kunai recovery is almost nonexistant, you can sometimes combo after a non-meaty kunai hitting the upper body of a bigger character.
Cl. HK launches the opponent much higher.
Command dash might recover faster (especially LK version), it’s hard to tell since everything is just so much faster in general.
Also, while her jump is definitely much shorter, I think her super jump might be shorter as well (closer to her old normal jump) but I can’t tell for sure.[/details]

Also, for anyone complaining about no more backhand punch whiff cancels, this means we should at least have a possible way of comboing into red focus, since it shouldn’t cost 3 bars even on whiff now.

Are you talking about Omega or regular? Because I’m not sure what else we could combo into red focus.

You’ve always been able to combo backhand punch into red focus, but it wasn’t practical because you couldn’t buffer it (it would take your 3 bars for the EX RF whether the move connected or not). But not you can buffer it during backhand punch and as long as you pick the right ranges, it’ll only come out when you hit the opponent. You probably have to be careful about making sure the focus will be in range, for example if you trade with one of Vega’s jabs from max range you probably won’t get the focus to connect.

I know it’s too early for this, but what do you guys think about Omega Ibuki being Ultra Ibuki? would she be too OP?

Also as mentioned by Spabobin, Cl. HK does indeed launch the opponent higher so you can do the Super ground version to hit the opponent. You can also air grab the opponent after the Cl. HK launch.

Also doing HK kazegiri, she goes a bit higher? but she definitely floats down really slow now if you whiff…going to punish for doing this big time.

I don’t know if it’s just me, but everytime I try to do backhand punch into tsumuji I get backhand into overhead stomp. I didn’t have this problem yesterday

INFINITES

What have you done capcom? Although the gen infinite…

Does this infinite work on all characters?

Those new combos look so stylish

Ibuki has 2 new target combos that I just noticed were listed in the Omega move list. b.MP into st.HP is kind of cool because the HP whiffs fast enough for you to juggle after AA without a command dash, and you can even land an air throw really low to the ground after it (air throw might have been buffed in Omega). The other one (st.MP > f.LK) is useless

More Omega madness

Dee Jay is vortexable now LOL

So now that some time as passed, what do you guys think about the whole character specialist vs having multiple characters debate? Since many consider ibuki to be top tier, do you think it’s still worth it to have a backup character? I was thinking of learning Chun since she covers Ibuki’s bad matchups and has a different playstyle so it’s harder for an opponent to switch gears. What do you guys think?

Alright boys? I have been AWOL and haven’t posted here in about 4 years. Slowly getting back into the scene (seeing as my city now has one) but I am so far behind this Ibuki galavant that I have no idea what’s going on. I’m from the UK, but even if you’re american or something and fancy a skype call to teach my white ass some things, or if you could point me in the direction of a an up-to-date ibuki page or something I will buy you a tanuki for your own.
Also, if there’s a second Ibuki lair (like chun-li has a facebook page everyone posts to), I would very much like to get involved. Thanks guys :smile:

The Ibuki guide from Izuna is supposed to be the most accurate it’s linked somewhere down the main page. And as far as I know there’s nowhere else ibuki mains are using, most of us are AWOL or in hiding at the moment so we can’t get downloaded.


KitasenjuDJ is Strongest Deejey in Japan
Ebihara is strongest Ibuki in Japan

So is there anyone around who would be able to teach me Ibuki fundamentals or run some endless sets with me so I can get better with her?

I thought Shimauta was the best japanese Ibuki as of right now and damn that deejay tho lol