yea
neck breaker reg throw ok
hien stomps gone ~prob
air target lol bomb state only?
v skill buff kunai ~?
trigger bomb
AHkonoha fly-unfly (lord pls)
f.HK CC yay
CA low pro or low hit in general at start~?
tons of target combo w/e~trigger -reset -cmddash -stupidity possible
explosion is in front of chara models, canāt see her buttons
What is that move she does at around 27 seconds into the trailer? That could be a V skill. Or whiffing regular raida now gets that, cuz it looks like a mini version of the longer range Raida super when you didnāt get the grab animation.
Well she probably gets to use more than one bomb. Iād be surprised if itās a one time only thing like Mika.
Itās her new ground to air command dash. Basically she gets to play āIām over hereā dash mind games like Decapre. Not quite as fraudulent as Decapreās. Definitely a bit slower.
Oh I see. Well at first I was thinking that blast thing would be her V Skill, but some people are supposing her arming the kunais are the V Skill. Weāll see.
Alright, letās break this down in a more organized fashionā¦
Normals:
LP: Far LP is confirmed so far. Seems to function as it normally would and it has itās appropriate target combo. However, said target seems to overlap, and now can go into HP after the MP as well. MP: Far MP remains in-tact, seems to be as I predicted, and seems to be + on hit (probably on block) at about +4, allowing for a 5LK. Seems cancelable on itās own as well, as we see it canceled into her kunai. HP: Far HP seems to remain, and as I predicted, seems to be quite a bit faster, while also moving Ibuki forward slightly as well. Cancelable, but not sure if it can still do the backhand follow-up. (likely not)
LK: 6LK now seems to be her normal LK button, and seems to be cancelable, but only confirms into quicker moves. MK: Seems to be in, and either has extremely high plus frames, or has a new target combo that goes from this to 2HK into 5HK. Replacement to her other way of doing this perhaps? HK: Weāve only seen it done in target combos, but her far HK remains, and seems to air reset the opponents as it does in 3S. It also seems to be cancelable by her command dash
2LP: Is in, seems cancelable, but we donāt see much else from it.
2LK: Same as itās ever been, and though we donāt see it link into anything, we can only hope it links into one of her jabs. (Low confirms please)
8HP: Makes itās return, and looks to be quite similar. Though now has a new target combo associated with it. HP->HK
8MK: Her cross-up attack now has a deeper jump angle on it, meaning it might actually fair better as jump-in and a cross-up. Perhaps good, perhaps not, weāll see. Though it appears to cover shorter range. 8HK: Remains about the same, even including the spiked knockdown element to it. I suspect it can be comboed after in certain situation as before.
6HK: Remains, but is very similar to her SF4 version in that it doesnāt go very far, but is a crush counter, and seems to likely be throw and low immune. Seems a little slower than itās 3S version.
Throw: Seems the same, probably plus quite a bit due to how close you throw them. Back Throw: Is now neckbreaker. Pretty damn fitting. Air Throw: Functions the same, and boy itās nice having an air throw!
Specials:
Raida:
Raida remains, though I suspect it is a bit different now in a couple respects, due mostly to :27, where we see a different kind of move similar to Karinās V-skill. So, considering this, I think that might be the LP version of raida, and the HP is the normal raida. Her EX raida seems to move her considerably forward before while hitting as well, and can grab airborne opponents like in SF4.
It could also be that raida, when done out of range, now does this energy blast thing, which would be very similar to her Yoroi doushi super when it wasnāt close enough. Seeing as raida is just the weakly version of that, I think that makes more sense.
Tsumuji:
Appears to be removed, due to overlap with existing character specials and due to her focus changing to be more Kunai related. (Nash)
Hien:
We do not see it, but that doesnāt mean I donāt think it exists.
Neckbreaker/Kubiori:
Is now her back throw. Fitting, since neckbreaker was never a good move outside of SF4ās sort of broken knockdown philosophy.
Kazekiri (DP):
Seems to be about the same as her SFIV version, down to the EX version being able to only cancel into Kunai on hit. (As opposed to 3S where it put you into an aerial state) We can assume that likely only the EX is invincible.
Kasumi Gake:
Her command dash returns and seems to be serving similar purposes to SFIV, where the HK version phases through the opponent. This may not be the case however, and it may actually be thisā¦
LK: Short dash
MK: Long dash, that goes through opponents
HK: Super Jump
Based on the footage, we clearly see a motion being done before the super jumps, which implies itās a special move. So itās either part of her dash, or itās her new command jump.
Command Jump:
Either removed, or replaced to be her super jump. Seeing as we only see one angle on her super jump so far, I think it is likely part of Kasumi Gake.
NEW! Air Glide:
I really have no idea what or how you would activate this, but it seems she is capable of gliding in the air. (Suck it Twelve) Based on how we see her moving in the trailer, it looks like you can move slightly up and down while doing it. Of course, that could just be the animation, but it looks user-made to me. This is going to be great for baiting anti-airs if it doesnāt have a height restriction that isnāt ridiculous.
Kunai:
Now becomes her V-skill, or is V-skill related. It now is capable of being done on the ground and in the air, and we also see several versions of it at that. So letās try and break it down as best we can, though this will likely travel two sections (v-skill and here).
**
Grounded:**
She can clearly throw them on the ground, and what button you press likely determines the angle that you throw them at. Forward, diagonal and maybe above you or just at a higher angle.
Aerial:
Seems to operate very similarly to 3Sās versions, down to the continued momentum you keep after throwing it. Though Iām not sure if this applies if you do it early in a jump. Regardless, itās 3Sās Kunai essentially.
EX version seems to be an explosive Kunai.
Now, the real trick here is the V-skillā¦ (see there now)
V-System:
V-skill: Equip Kunai:
Based on the footage shown, specifically at the beginning where we see Ibuki pulling out her Kunai, I suspect Ibukiās V-skill is something related to reloading her Kunai. When you do, she throws many more than she normally would, both in the air and on the ground.
V-Reversal: Substitution:
Seems pretty standard. Blah blah, substitution no jutsu my asshole.
V-trigger: Faustās Bomb
No seriously, itās Faustās bomb. Based on the footage, we can infer that this bomb is probably pretty good for setups and frame traps and combo extensions. It also appears to hit OTG and allows for full combos afterwards.
Super:
Seems like a SFV tradition to have supers that are just damage output. Regardless, it seems to be begin from a slide, which means this may be pretty good as an anti-fireball threat.
Impressions:
We donāt see her launcher, her overhead, 4MP, Tsumuji and many other things. So I remain skeptical. However, I do like that she seems to retain some form of her aerial play by the addition of this air glide, kunai and her precious super jump. So, Iām excited. For the first time since SFVās initial announcement, I am excited for SFV.