Was really hoping for an update on release date…
I wonder if there’s a reason not to say she’s being released today/tomorrow if she’s really to be released this month. Oh well, guess I reinstalled SFV a little bit too soon.
True, but it does look like a timed VT, so i’m guessing she can throw multiple bombs. Might work out better as it’s not super consistent to land multiple 2-bar VT’s in a round. So she sacrifices having to wait a bit longer for VT but possibly being able to go to town with bomb shenanigans? And the first bomb comes out from the initial activation, so basically a free bomb.
As a huge fan of both Alex and Ibuki, I know those feels. It hurts that my favorite characters are receiving/have received so little hype and attention from Capcom. T_T
Ah, interesting, so she does have actual ammo. I am 100% okay with that, provided you can clearly distinguish between throwing 1-5 kunais at a time, and it’s not a forced thing.
The palm strike did look like a very bland V-skill and I was hoping it wouldn’t turn out to be her V-skill, but there it is. Likely destroys projectiles similar to Karin’s. I kind of joked about her having a typical bland “absorption” type V-skill in my long Ibuki ramblings, and this is more or less a translation of that. I’m hoping it’s not terrible, or maybe even can be canceled into (something I wish was universal more accepted by V-skills as a whole).
The bomb having 3 timings was easy enough to see from the trailer. In regards to other ways to set it off, I imagine any attack may do the trick, but it could also just be her EX Kunai that can do it, as we know that her EX is an explosive.
–
The point is, regardless of whether she is good or not, Ibuki is my last hope until season 2 to get into and actually enjoy SFV. The game which remains to be the only fighting game where not a single character really stuck out to me as “main” potential. Still scared from the lack of footage of some of her key normals, but we’ll see.
Right now, she hits 3/4 of my requirements on a main character:
Command Dash
Aerial special move that alters trajectory/jump timing (we have two of these now)
Safe confirm option (We can’t tell from the footage, but I’m thinking it’s very likely she has some special that is safeish on block)
Decent footsie normals. I care more for good compact attacks, than long range pokes.
All that really matters is, is the holy triad still in effect? Does she still possess 5MK, 6MK, 2MK? We see only the 5MK, which while the most important, is nothing without the other two. “Master the medium kick button, and you’ve mastered Ibuki” Third Strike Ibuki philosophy #1.
Kind of sad that she isn’t releasing too soon, but it’s whatever, I got other things I should be doing anyway.
One other thing that worries me as well, is we never see her throw a Kunai from anything but a forward jump. The one non-exception to this is the EX kunai after EX Kazekiri, but, the jump state after EX kazekiri has always been that of an angled jump.
Will Chun-Li remain to be the only character to be able to do an aerial special from neutral, even though throwing a kunai from any jump angle makes way more sense? Who knows, but I’m still banking on neutral jump kunai being a thing, and EX being able to be done a back jump… maybe.
To be fair, getting a jump back kunai might be too much compared to the rest of the cast. We’ve already seen in SFxT and USF4 that Capcom wants to limit air fireballs on a back jump. Neutral jump should be fine however, and you may get some side switching in the air.
You’re right, I didn’t see the gauge. That makes it A LOT more interesting already. I guess she will have something like 3 bombs after activation a little like Guile’s 6 booms but unlike Guile you can have only one bomb at a time on the screen.
It looks like she can stock up to 6 kunais and she’s seen throwing 2 kunais at a time in many animations. My guess is LP version will throw 2 kunais, MP 4, HP 6 and maybe EX version just one quick explosive kunai.
[edit] I watched the trailer a little more closely and now I’m confused, she seems to be able to throw 1, 2 or 6 regular kunais in two different formations (either spread or streamed). Maybe it depends on whether you use punches or kicks to throw them?
I’m also intrigued by her kite floating move. How unsafe will it actually be? She doesn’t have Sim teleports to make the float safe, only kunais, so depending on how much you can control it you might end up in very unwanted situations.
They made her V-trigger three bars. Damn. That shit better be GOOD!
Why does Chun have the best V-trigger in the game and only needs two bars? Honestly there’s only one V-trigger in the game that’s justified at three bars and that’s fuckin Necalli.
If her V Trigger is 3 bars she’s definitely going to have access to more than one bomb, I wonder how many.
Chun does arguably get the best risk for use ratio. If you build up 2 bars you basically get to become a better character for about 20 seconds with no time penalty for doing any moves. You probably get the most for the least with her V Trigger. I say it’s somewhat justified though just because her ability to convert stray hits into damage is pretty poor until she gets it. You can generally stay at a space where she can’t hurt you badly unless you let her rush you down. Which is why I’m trying to work on my offense with her since she does have a lot of potential for rushdown. Will be important for characters like Vega and Karin who will just dance around your footsies while being able to bnb you from a farther range.
I like the idea of the 6 kunais resource thing. It’s like a lot of the extra resource bars you get in KI or anime games. Will make her a little more complicated to manage.