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 ;<
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 sheās 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.
Her air dash is going to be like most dive kicks, just for throwing off anti airs. I canāt believe they even tried letting her attack out of that. That is definitely not honest.
Combofiendās 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, thatās interesting. I noticed in the CPT stream that her V skill doesnāt 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 shouldnāt 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.
Combofiend talked about it in the stream that just happened, and it was actually a pretty short stream, so weāll 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.
Nice to see some footage coming around. Iāll have to compile stuff together, but as it stands now, Iām pretty pleased with what Iām 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 Iām not sure itās deliberate or not, but Ibukiās Idol stance now is very active, almost anxious. Which is a nice contrast to her 3S idol stance which is very slow and calm, itās implying sheās 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 itās just a jab into whatever. Safe on block.
That f.HK meter build is really nice, and it still goes over lows.
Iām 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 SFVās 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 Iāll 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 itās uses, even for baiting AAs. Unless it can be canceled earlier otherwise, and it has the only evasive aerial hurtbox in the game, then itāll have questionable use.
5MK isnāt cancelable! Whaaaaaaaaaaat!? Thatās been her go-to for a long time. In the end, I guess it doesnāt matter, itās 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, Iām looking forward to something SFV related. Itās been a long time.
I definitely feel like she lost A LOT, and gained a few. However, I enjoy redesigns. Weāll have to see how it goes, but I think she looks pretty solid.
Problem with that antiair bait is that sheās 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 donāt know if she will have any time to punish it properly.
I donāt think itās comparable to Necalliās or Cammyās divekicks,that alter their trajectory/delay their fall and are actually able to hit you with a full combo.
Karinās vskill doesnāt either,so i was expecting that one.