I appreciate the input, thanks!
Just to say that i REALLY miss her EX Kazegiri invincible frames. It was so good to break offense. Bummer.
I’ve also been trying to figure this out - can anyone comment? Is it only on ABC tag? I thought for sure this was happening on switch cancels too.
When you do ABC hk to tag, hk will knock them up, putting them too high for the launcher to connect.
I just noticed Ibuki has a kara throw with crouching MP. The range isn’t great, but it could still be useful.
Edit: It actually doesn’t seem any better than walking forward. Oh well, still kinda interesting.
soo i’ve been playing ibuki for a while now n so far have been struggling learning the timing for her safe jump options more so the timing of executing them… does anyone have any tips or vids they could possible share.
I really want to play Ibuki but I’m finding trouble finding the right parter for her. Does anybody know of a good mixup/vortex character that would be a good point character for her?
So after i got my ass handed to me today, how do i approach Julia as Ibuki?
The slide, command dash, normal dash everything i tired doing on the ground got mauled by her standard stuff. Also her anti-air is somewhat decent so i cant jump-in brainlessly.
First off you shouldn’t really be jumping in with Ibuki unless you are doing mixups. Never do command dash thats not part of pressure/mixups since its slow.
Use St lk x launcher since it beats pretty much every move from most of the characters in the cast. Besides st lk x launcher, you got spin kick, lk tsumiji, cr mk, and cr hk. You could also use cr lk x launcher for certain low attacks that st lk wont hit. But thats also what Bonsho kick was meant to counter.
You pretty much want to land st lk x launcher or cr mk x target combo since they do the most damage at footsies range. If she is pushing buttons, then st lk x launcher is the way to go. It usually deters players fairly quickly from pushing buttons, allowing you to get in with dashes and slides.
Wahahaha! Can’t wait to be hit by this 100 times tomorrow.
If crMk dodges fireballs why do people sazan a lot Especially when they are trying to work their way in all the time…
Cr mk won’t get you in, whereas sazan will. Also since cr mk stays in place it is easier to mistime and get hit.
does ibuki have good damage off any of her pokes? Or is she a frame trap character now?
Well… yes. If you have good partner combos she can do decent damage off of pokes or if you counter hit someone crouching with Bonsho kick or if you want to settle with about 310-360 damage that you can’t tag for more damage, then you can do that combo off of a poke, or if they are in the corner. She also has decent frame traps. The main problem is the glitched st hp that makes her main BnB sometimes randomly miss, and the fact that her combos don’t have good tag properties like tag canceling for grounded combos, or high float, or ground bounce or wall bounce.
Ok because I tried her out in this game and her design change kinda scared me off playing her initally, but I’ll give her a try. Right now I just need to find a good partner for her.
I haven’t seen anyone using or talking about this, so I thought it might be a good idea to post about my go-to mix-ups with Ibuki.
For blockstrings and hit-confirms, I generally always use TC8 if possible. Within 5LP range, 5LP-5MK-cl.HP>3HK>6HK is a reliable string. At mid range, you have to choose between different starters (2MK, 2MP, 5MK) for 5HP to connect in a boost combo. The TC6/8 ender has the same blockstun as a standard heavy attack (19f) and is jump-cancelable. Since jump startup is cancelable into special moves, it opens up a few interesting options. One option is to use 236LK to restart pressure (estimated frame advantage: -2). While this command dash is quite fast, it does leave Ibuki at a frame disadvantage, so it is necessary to have a frame trap to punish opponents for pressing buttons. Ibuki has a convenient move for this, which is her 214HK. It has 21f startup and looks visually similar to 236K due to the dust cloud animation. If it hits, it can be linked into 5LP for a combo. However, note that this move is not safe despite being 0 on block. It is possible for an opponent to block the first hit and then use an invincible attack to punish Ibuki. In any case, if you condition an opponent to respect this, you can also mix up with 236HK to cross up (estimated frame advantage: -6). Mixing up these options basically puts the opponent in a position where they have to choose between blocking and pressing a button, and guessing wrong leads to either Ibuki building a lot of meter or getting to do a full combo.
I like to use gems 003 and 205 on Ibuki and 214 on the sub character. This usually makes it possible to go for okizeme setups from every combo and still KO most of the cast with 3 combos (and maybe a bit of chip damage). Bob and Paul are the hardest characters for Ibuki to KO (high health, medium-sized characters).
Unfortunately those mixups aren’t in your favor since people can and will react to the special dash, even the lk one. People won’t try to hit through the HK tsumuji and they will distinguish that between the lk dash. Doing dash mixups on block is extremely risky for this reason and is usually not worth it in high level play.
Bob and Paul are not the hardest characters for Ibuki to KO. If you are determining that by HP then Jack-X and Hugo have more HP followed by Kuma, and Zangief. Characters that are hard for Ibuki to KO because of not being able to hit them would be characters like Guile.
They killed her. A character that needed significant help was made weaker. Where is the alpha counter hit box fix? Or the hien hitbox fix? Where is the better overhead that she needed instead of that garbage 23 frame startup overhead that is -4 on block? Still no reversal. Still can’t use EX kazegiri on any opponent not standing and in their face. Kunai still is terrible offensively. Still 900 HP. Still cant safe tag off of a knockdown from super/raida/neckbreaker. Still the same slow walk speed. Still the only character who has zero fireball invincible moves and her jump sucks so she cant do anything about it.
But hey since she sucks so much lets start to nerf her even more! Let’s make her best tools now suck! St lp as her only 3 frame pressure tool outside of cl lp, yea lets nerf that to -1 on block while Cammy/Chun li keeps theirs +2 on block. Oh and while we’re at it lets nerf the range on that and spin kick too! It makes sense since spin kick should have been buffed. Oh and that st lk which was so necessary because of her lack of reversal, yea lets nerf that too with nothing to compensate for it!
That damage nerf on jump HK and frame startup nerf is clearly justified though but everything else is not. The tsumiji buffs are not only unwanted but are not very useful. The only tsumiji that needed buffs was lk tsumiji which it did not get. The fact that spin kick cant combo to mk tsumiji severely limits the usefulness of it and the fact that you can’t combo afterwards even with a tag cancel.
The only thing that might be fixed from the looks of the “nerfs” is that st hp may no longer miss but cl hp still might miss so her glitches all look to be intact.
I am so done with this character and if I cant find another one then I am so done with this game. I am going to try her out when she comes out. But I am not expecting much.
I was looking to learn Ibuki. Can someone explain to me these glitches she has so i have a heads up?
And anything else that you believe would help for an aspiring Ibuki player.