I’ve been thinking that ibuki players might as well give up on traditional vortex in this game with tekken style wakeup. I really think the juice is gonna be in tag canceling into command dashes/spinkicks for mixups. As of right now she seems like she’ll def be one of the stronger rushdown characters just because she can still create ambiguous situations. Also, that mixed with cross-over supers could be end up being pretty devastating…just brainstorming.
I’m hyped for this! Ibuki is in, I can’t wait to use her! But I think the vortex would be very hard to pull off showing that you can now roll when you want to get it, I think that’s gone.
Then wouldn’t it just be a “tech chase”. You’d have to guess between four possible ways to attack: left, right, roll forward, roll back. Who knows though.
hey guys played a few games at pax. as an SF player shit felt weird to me. i guess it was the physics of the game. anyways, i played ibuki and yoshimitsu. ibuki feels like sf4 ibuki, so b+mp is stilla good anti air and put theminto a juggle state just like sf4. one thing that really messed me up was, you can NOT do lp,mp,hp,hp to get a launch to tag. you also cant use lk,mk,hk,hk. you have to either start with cr.lk/lp, or start from mp/mk, or go from kick to punch or punch to kick (lp,mk,hk,hk or lk,mp,hp,hp etc). if the target combo is a “move” for the character it wont allow the launch at the end. it was really frustrating hitting ,lp,mp,hp,hp and not getting the launch and feeling like a retard lol.
edit: her chargable move is raida. which sucks, but the ex version moves her forward a bit, and the super (hcb+PPP) moves forward like U2 in sf4. and you can combo into it. from what i see, all supers are like mvc style. so, im PRETTY sure there are no double fireball motions or anything like that for supers.
That is a good note, I was curious about her TCs and the game basic launch mechanics. And yes you are correct with there being no double fireball motions.
That was something I picked up on during my SDCC play throughs but sadly never got them off.
Not quite sure what to call it but Ibuki’s theme can be heard (remixed) at the stage with Ibuki’s ninja friend and Kunimitsu running around in the back.
I can hear hints of Ibuki’s theme in the Street Fighter X Tekken variation of it. If it is intentional or not is another story, but it sounds great regardless.
I’ve picked up Ibuki recently and she’s already turning out to be one of my favorite characters. So far only Ibuki/Ken/Abel are in for characters I play so I’ll be looking into her, glad she’s in
[details=Spoiler]Altho thats one of my fears in this game as well, it looks like certain character playstyles are ineffective. As one mentioned, is the Ibuki Vortex even usable? that was the reason Ibuki was as good as she was and the reason a lot played her, but due to the Tekken rolls won’t it be worthless? Same way I feel about general strong wake-up abuse characters or Dhalsim/zoner types. But its a different game and other things will make her excess Im guessing.
Also that Raida’s her charge up move sucksss, there would be like no use to that at all lol. Doubt it will change too due to her super ;[. But still looking forward to her (Dammit we really need a demo in Holland/never gonna happen ; - ; [/details]
Tagged since I dont wanna look like the only one that rambles a lot << >>
I was thinking the same thing with El Fuerte, but I wouldn’t worry as long as the tools are still there for other things. For example, she still has her dash which can be nasty for juggle resets if used right. Likewise, they could make Fuerte a more evasive character, emphasizing his famous mobility and less his vortex.
In the end, I don’t think we have to worry about a character’s playstyle being ineffective. Sure, you probably can’t apply a lot of SF4 type stuff to this game, but the characters will be compensated in other areas.