Her regular dash looks pretty cool. Still has the after image like 3 and IV. Bit shorter than in 3 or IV but moves her forward pretty quick.
Command dashes also look pretty quick and having a ground to air one should really add to her mix up game as it can most likely set up cross ups and high/lows.
Dash mix ups should be easier to execute now also since more of her normals are just made to be special cancelable to make up for no more jump cancels.
Dont bring up the victory pose is ugly AF. in game she looksā¦ ok not that anyone in this game looks that good since the designers did a horrible rushed jobā¦
Past that, Capcom didnāt really say much other than to say that they didnāt have time and now plan to release her with the story mode in June. There was no mention for it or apologies during Capcom Pro Talk. Which means u can assume its just a backend issue that theyāre pushing under the rug and kinda hoping people just sit and wait for the end of June.
The main theory behind it is that people are figuring Capcom plans to release the Zenny store in June also (and didnāt have time to finish it in May). This way they donāt have to worry about giving another character away for free. Theyāre going to lose out on a lot of potential money releasing yet another character with no monetary store.
Capcom also said that they have a lot of other things in store for June and the near future that we will hear about soon.
Just throwing this in also. A breakdown from the WSO online session.
**Normal Attacks **
St. jab is 3F and chains into itself.
St. MP is special cancellable.
All st. punches are special cancellable.
St. LK is also special cancellable.
St. MK looks like its Ultra Street Fighter 4 counterpart, but is no longer special cancellable. Does have significant pushback and can be cancelled into V-Trigger.
St.HK is a crush counter. This attack whiffs on crouching opponents, and is used most for DP punish. Can hit HP after crush counter for extended combo.
Cr. LP is 4F.
Cr. MP is much faster than it used to be, but much less active.
Ibuki no longer has Neck Breaker or spin kicks.
Cr. HP is faster and is now special cancellable without the use of super jump cancel like in Ultra Street Fighter 4.
B+MP hits twice, is good as an anti-air, and can be special canceled on first hit. Ibuki can LK command dash to extend combo, like in Ultra Street Fighter 4.
F+MK is the same overhead from USF4. Itās +3 on hit and safe on block (-2). Can only link st. LP after it.
F+HK is another command normal. This attack also crush counters and is punishable on block, but the push back is significant.
DF+MK is her slide once again. Normally punishable, but can be spaced meaty to make safe and even combo in the corner.
Target Combos
LP-MP: This target combo is punishable on block and canāt special cancel after MP. It can be continued into st. LK, though, and is a true block string, plus safe on block. This target combo can also be ended with st. HP and is special cancellable only on hit.
St. MK - cr. HK - st. HK: The last hit whiffs on crouching opponents.
Cr. MP-F+HK: This is a new target combo. Ibuki canāt link anything after and it canāt be V-Trigger cancelled because she is airborne during.
St. MP-F+MK: Isnāt a true combo, but goes into overhead for fast mix up.
Special Moves
All normal DP have the same range and donāt have any invincibility. EX is invincible and can cancel into normal Kunai or EX Kunai only on hit. EX Kunai will lead to a juggle.
Ibuki now has a ground Kunai now. The EX version explodes and sends the opponent into the air. Any special cancellable standing normals can be made safe with Kunai.
Her glide is performed by hitting two kick buttons in the air. It can only be used during forward jump, and she can throw a Kunai on the way down. Kunai is her only option, though. She cannot hit a normal on the way down.
Air Kunai is back. Works the same as it used to. Ibuki can still initiate the 50/50 Air Kunai, but only after a crush counter sweep. Though it still looks scary, scoring a crush counter sweep consistently will be very difficult to do.
Ibuki also has a Kunai release. Holding a punch button for a short amount of time, then releasing it will throw all remaining Kunai. She has a maximum of 6 Kunai. QCB+K reloads one Kunai, and the longer you hold down the kick, the more Kunai you will reload.
Air Kunai release can be used by charging a kick button. Holding each strength changes the pattern of the Kunai throw.
Still has her Raida command throw. After LP Raida, she can dash up jab for meaty set up. MP and HP Raida send the opponent flying across screen much further than LP.
Beside myself on the fact that cresent kicks arenāt āinā anymore, nor is her hop kick.
Those were staple things that made ibuki, ibuki. The flip was a given to be taken out, but it had itās moments. Iām gonna enjoy learning her again regardless, but I do wanna take time learning how the bomb works and if itās really worth it. It seems like I wouldāve rathered the ādon chanā idea now instead of some of the antics going on and some of her shit not being cancelable like it used to, but DAT RAIDA PAWNCH DOE.
Long story short, Iāll live, but the āat the end of juneā shit is still shit.
I didnāt care for some of her moves being removed. I cared more about making her more like a ninja and they seem to hit the mark. But yeah, I was hoping theyād incorporate Don-chan in somehow.
Her V-trigger didnāt excite me as much as I was hoping for something more badass, and less comical(must be Ono again)ā¦ but it is what it is and she should be a lot of fun to play.
Unless you mean the kite flying antics, the bomb and log/poof deal, thatās the only extra ninja shit youāll get.
She was never not a ninja and half the shit she did in past games were always āninja-likeā. Her fightingstyle is fluid for a ninja, she always used shurikens and her moves were always ninja-like. (Especially the air flip.)
If anything, sheās more Naruto Ninja-like now and thats that shit I donāt like.
Her walk speed alone makes her more like her 3S counterpart than in IV despite all her changes. I can force that ground game again and go in and out of s.mk and throw range nicely again. F+hk looks great too.
Ill live without tsumuji as long as I can one hit confirm s.mk and do cool block strings with kunais. Lp mp lk target string being a true string sounds good for pressure too. Not too many true strings in the game to begin with
I never played Ibuki in 4. Those of you who are more familiar with her, and think you have a good grasp of her in SFV, what types of things could I practice in 4 to get me more familiar with the character?
The things that will carry over to SFV?
She looks interesting in this game, especially the walk speed and command dash. Her lw. fwd and slide appear to be good footsie tools.
I played Ibuki once upon a time for the very few months I played SSFIVAE.
I already know that I am going to enjoy playing Ibuki here than I did with that game.
The f.mk is +3 so you only get a st.lp. However you might be able to get more on counterhit.
Question, Ibuki her raida used to be a āhitgrabā right? I wonder if it will still have certain grab properties then, for example being able to grab moves that are strike invincinble, but not throw invincible. And if thatās the case it also giving a a knockdown which only allows normal and no recovery like Laura.
Have to look at the videos to see if anyone is backrising after a raida.
*you can backrise it, well it was expected though
So far s.mk only leads to v-trigger or the sweep TC and those rarely are confirmable on the first hit. I think our new footsies tool might be the crmp -> fhk TC since it probably isnāt punishable from full range and we have no decent/safe special cancels.