No real connection issues on my end aside from a few blocks turning into hits and vice versa. Being unable to react to command dashes/dashes in general and whatnot was all on me.
Yeah, that was me screwing up hit-confirming. It is funny how many people get hit by the Psycho Upper after a blocked cr.mk though. Funnily enough that might actually be more “legit” in Season 3 since you can cancel special moves into VTII. So “frame trap” cr.mk xx psycho upper into VTII into pain.
Okay that won’t work at higher levels but still
Hope my Ibuki wasn’t too painful for you to witness…I just don’t have the right mindset/playstyle to use her to her best potential. Honest Ibuki doesn’t get far enough.
Also sorry to bail after the 3-0, I know that was scummy but I need to head to bed in a few minutes
Chuns slide is a generic way into her V-trigger though, as is eds and ibukis crush counters.
The initial point I guess is that regardless of your character interactions , ibukis st.hk isn’t nothing to write home about, way worse shit than that in the game.
I agree with what you are saying, I’m just saying that it is very matchup specific. I can punish chuns wiffed slide in the urien matchup very easily and have on many occasions into bookoo damage. But in other matchups this is never going to come about. Like even when I’m obviously looking for a chun slide into v trigger activation in a non fireball matchup, it’s going to be 10 times harder to get me to wiff it, because I’m not trying to hit an outstretched fireball, hurtbox animation, I’m trying to hit my opponents actual sprite.
Ibukis st.hk? Yeah, there’s much worse shit that can be complained about and I’ve never felt that tool being great, but there are matchup specific things that can affect one moves usefulness and ability to be countered.
Ibuki’s st.hk is alright but not really something to complain about. No worse than Cody’s crack kick (which recovers even faster, even taking the different input delay into account).
Except it doesn’t hop over lows, the majority of the forward movement happens before the hitbox goes active so it’s prone to getting stuffed by a lot of things (not just crouching moves) and is negative on block if you happen to stand up.
Annoying? Sure, combined with everything else you have to look out for. But I think it’s one of the last things to look at in regards to what could be adjusted on Ibuki.