"Train harder!" - Ibuki Street Fighter V Discussion

what will be the followup? kazekiri out of range for most hits i guess, only raida probably or kunai. and that is not very much. maybe ex kunai into raida for some damage.
tsumuji where you at ;<

c.MP is faster than its probably ever been and still cancelable so probably options there.

s.MK looks like itā€™s probably one hit confirmable into sweep target combo also.

yes but all the cool options from cr.mp are gone. i guess it will be lp raida if it reaches far enough into post knockdown pressure.
from WSO we know that only lp raida lets you get a pressure going after.

does anyone else get the feeling that sheā€™s severely lacking special moves? In blockstrings the only thing you can use are her limited kunais, which is not a good thing. having no go to blockstring ender specials will be a huge issue for a character like this.

Apparently she could originally use normals out of her airdash, but it was too OP. And now itā€™s useless.

I think Necalli becomes the best character in the game after V-trigger, but Chun has the best V-trigger overall. If that makes senseā€¦

Also, I tend to forget Birdie exists.

Her air dash is going to be like most dive kicks, just for throwing off anti airs. I canā€™t believe they even tried letting her attack out of that. That is definitely not honest.

Combofiendā€™s insight was that people who just work to pressure and stay in the most will get the most out of her. Those that rely on mix ups will do alright, but not as well as those who just put up lots of pressure.

i think it will be used as antiair bait from cast that doesnt have an anti-air special, like chun for instance. you have to guess to either wait for the glide and still have to deal with kunai, or do your normal and eat/block a kunai into pressure

kunais are being reloaded every round and you will just do it off a crush counter sweep or after anti-air raida for instance if necessary. its a niec combo extender.

So they removed almost all her moves, thatā€™s interesting. I noticed in the CPT stream that her V skill doesnā€™t even gain meter from absorbing fireballs. Looks like she got the Cammy treatment

If her f+HK truly builds a full V Gauge bar then it shouldnā€™t be so bad. She looks like one of those characters like Chun or Nash where she is going to be extremely capable even before the V Trigger.

Screw V Trigger Iā€™m turning into a log 5x a round. Also messaging people with the Ren and Stimpy Log Song after every game.

this is quite a strange build, i cant tell if shes super weak or strong. no specials with limited kunais is definitely going to be a problem.

What? Can you please source?

*Edit, Iā€™m actually really confused. Are you talking about the one shown in the trailer, or before the trailer released?

Combofiend talked about it in the stream that just happened, and it was actually a pretty short stream, so weā€™ll just have to wait for it to be posted to see it again.

Combofiend was just saying that in her early alpha/beta form (maybe a month before she was revealed) she could attack with normals out of her air dash. They thought it was too cheap so they removed it. Now she can only kunai out of air dash.

Capcom pro talk

The glide air move, which is activated by pressing all 3 punch buttons. You can only do a kunai from it. Seems fairly useless imho.

Nice to see some footage coming around. Iā€™ll have to compile stuff together, but as it stands now, Iā€™m pretty pleased with what Iā€™m seeing, irked about some others, but overall, pretty solid. I definitely think I can make a main out of her, which will certainly bring me back.

A small snippet of a design that I like, and Iā€™m not sure itā€™s deliberate or not, but Ibukiā€™s Idol stance now is very active, almost anxious. Which is a nice contrast to her 3S idol stance which is very slow and calm, itā€™s implying sheā€™s still kind of nervous when fighting at this time. The goofier manner to her attacks also suggests this as well. School girl who hots after boys always, but she always took her matches very seriously, so I kind of like this contrasting imagery, intentional or no.

Things I like:

  • Overhead can combo, even if itā€™s just a jab into whatever. Safe on block.
  • That f.HK meter build is really nice, and it still goes over lows.
  • Iā€™m sooooo happy to see 4MP hits twice on people in the air and the first hit puts them in a juggle state. I was praying they would do that.
  • Ex Kunai, while a bit clunky it seems to hit with fully at certain angles, is back to being a pretty nice blockstun monster.
  • Combo potential is actually pretty nice looking. She seems like she might actually have some interesting stuff, despite SFVā€™s very obnoxious juggle design.
  • Seems to have a really nice ability to maintain pressure, which is good because I like forcing my turns.
  • New target combos in the form of MK,2HK,5HK / 5MP,6MK / 2MP,6HK ::: A bit situational to be sure, but Iā€™ll find some uses. Canceling into an overhead is always nice.
  • I like resource management, hurray for ammo!
  • Her base damage output is low, as it should be.
  • Kunai miiiight allow for combos after it on meaty?

Things that make me sad:

  • Launcher is gone(?)
  • Kunai has a height restriction and can only be done on a forward jump. (How silly, why only Chun!?)
  • As I suspected, you can only do Kunai after her air glide, which drastically limits itā€™s uses, even for baiting AAs. Unless it can be canceled earlier otherwise, and it has the only evasive aerial hurtbox in the game, then itā€™ll have questionable use.
  • 5MK isnā€™t cancelable! Whaaaaaaaaaaat!? Thatā€™s been her go-to for a long time. In the end, I guess it doesnā€™t matter, itā€™s use no longer makes as much sense in a game where all normals are non-proximity. Sniff Goodbye my love, member of the holy triad of normals.

Crap, Iā€™m looking forward to something SFV related. Itā€™s been a long time.

I definitely feel like she lost A LOT, and gained a few. However, I enjoy redesigns. Weā€™ll have to see how it goes, but I think she looks pretty solid.

Which is really stupid because if they balanced her around that airdash with the 900 HP then make the airdash useless, thatā€™s a problem.

Im not hyped on her lack of specials, thatā€™s one of the things I really loved about the character.

Problem with that antiair bait is that sheā€™s too high.I doubt that the kunai at this height will be advantageous.It will probably be disadvantageous and punishable if they block.Even if she baits a dp,i donā€™t know if she will have any time to punish it properly.
I donā€™t think itā€™s comparable to Necalliā€™s or Cammyā€™s divekicks,that alter their trajectory/delay their fall and are actually able to hit you with a full combo.

Karinā€™s vskill doesnā€™t either,so i was expecting that one.

you dont cancel glide into kunai, you input kunai on the way down at any time. so it can be timed.