"Train harder!" - Ibuki Street Fighter V Discussion

Another thing to notice,is that all these kunai formations cause soft knockdown,while the kunai from the glide(or just air kunai probably) doesn’t.

also didnt see it mentioned, her EX kunai pierces the target and leaves the bomb on the ground on hit. i bet its the same on block

Juries still out until I actually get to play her. I can understand all the reasons they made her CA based off Raida, but I’m still kinda sad I won’t be able to bait and punish DPs with kunai super anymore. Out of the possible 3 chars that were rumored to be shown, Ibuki was the one I was the most afraid of capcom fucking up, and going from the trailer can’t really tell if I was wrong or not. I like some of her new tools, and that she seems to have a large focus on aerials, but with her missing a lot of her previous specials, I can see her really struggling in the neutral game, and unless they change how her kunais work (I highly doubt) I can see everyone with a fireball just wrecking her shit since they usually have great anti-air options. Granted her dashes might help address this, but as a former Laura player I wouldn’t bet on it. Me re-upping on PS plus is riding on if I like her enough to get back into 5 or not, so I guess we’ll see.

holy crap my fav ninja is back lol
ye we get it its a bad match up for guile XD

But now I can’t slide under projectiles (although that was EX only)

I can finally play SFV again without getting bored to death.

Kreygasm

Did noone happen to see that she had three variation of her jump?

In the video she does one with a big dust cloud at her feet, this is the one that leads to x-up mk.

Another one later on with a small dust cloud, this is the jump that was canceled into the float.

And one with no dust cloud, this is the one when she air grabs.

So tsujgoe
Super jump
Normal jump

It’s possible…

she may still have her normal slide. and if she does and its V-trigger cancellable…

Maybe grounded kunai is safe on block. At the very least, the multi hitting kunai stream (not the fan) seems like it should be.

i wonder whats the use of kazekiri because i dont see the point as raida is a universal ender aswell right now. in sf4 you didnt want to push people away, but lp raida leaves enemy close now it seems.

Depends on how much damage she gets out of the former, especially since it seems that she can extend out of it with meter (EX kazekiri into EX explosive kunai, or using it to juggle into V-Trigger bomb).

EDIT: Also, from the trailer, the only time raida dropped her opponent close was off of crush counter, the other times she comboed into it, it still put her opponent quite a ways out. So the close knockdown version probably happens only off juggle state (since the crush counter launched her opponent).

I have two questions that need to be answered:

1 - Are her target combos anywhere near safe, or does she at least have decent pressure strings?
2 - DOES SHE WALK FAST?

I suspect the answer to both questions is “lol nope u high son”, but let a man hope =[

i guess we can make bets on how garbage her raida grab range and how negative on block/whiff it is.
my guess is sf4 levels where you didnt even want to use it

i hope they stole EX from sfxt nina, meaning that if you block standing it becomes unblockable

"(EX kazekiri into EX explosive kunai, or using it to juggle into V-Trigger bomb)."
that seems like a massive waste of meter unless it kills. especially when there is like 1% chance of having invulnerable DP without EX.
she doesnt seem to require meter though outside of dp. ex raida for super juggles maybe and yolo kunai extenders

it would’ve been cool if you could super after kazekiri bomb kunai. ahhh dreams

I’m not surprised Ibuki now has bombs, she did spend a lot of time with Rolento in SFxT.

From analyzing the trailer her V-skill will probably give her next kunai enhanced properties (knockdown/multiple projectiles) similar to Alex’s V-skill.

Edit: Her V-skill is the animation where she pulls out all the kunais.

My biggest gripe with SFV is how almost every character doesn’t allow for expressive gameplay - it doesn’t feel like two players can play an entirely different game like in USF4, everything is just too static and restrictive. I was hoping Ibuki would be the exception I’ve been looking for. She seems very fun to play.

So, did they remove 3 entire specials from Ibuki her moveset then?

[list]
[] Half screen overhead stomp kicks
[
] slidey grab
[*] twirly kicks
[/list]

I can understand Neckbreaker getting removed as it’s basically redudant, i did think it was one of the coolest looking moves in her arsenal(aside from her raida), atleast the animation is intact in her backthrow.
Hien is another move without a clear purpose. Capcom did say they would want to give every move a clear purpose, then the best way to achieve that is simply removing entire (special) moves.

Her Tsumuji being gone(according to the trailer) is a real bummer though. This was a move that actually was usefull, it enforced her neutral and existing moves, allowed her to keep applying “safe” offense, conditioning etc.
Interested to see how her df+mk(probably will be df+lk), f.mk, b.mp and close hk(probably will be b.hk) will act…if she has them.

I’m just glad she is in though.

The removal of tsumiji and the likelihood that her v skill is some sort of kunai refill leads me to think that Ibuki has been retooled to have a strong hit and run game.

Looking real forward to Capcom Unity’s description of her moves.

is far can her super go?
does it slide under fireballs?
is it projectile invincible?
can you hit her out of it?

these questions determine if I can throw wind at her ass