So, watching that video, one of the pieces of footage actually showed the bomb being hit multiple times before hitting the ground. That’s good, since I wasn’t sure if it had to hit the ground before someone could hit it again. This means you may well be able to do something like 2LK, 2LP or something to hit it further and faster. I also wonder if connecting with this bomb counts as a “hit” in anyway. If so, you could hit it twice and then cancel into her dash/jump for some serious shenanigans. Doubtful that is the case, but it would be neat tech if it were true.
i’d say leave theorycrafting for a while, build we were shown might aswell not be the latest one
It’s never too soon to theorycraft. Long as people don’t make sweeping judgements and all of that shit that leads to long arguments about nothing.
You know, when I saw the video and saw Ibuki kick juggle her bomb around, I knew it reminded me of something I had seen before.
Now I remember.
http://i1132.photobucket.com/albums/m580/Axl_m4ster/jugglebomb_zpshpzxrmxm.gif
Bitches united!
“One of these things is not like the other~ one of these things just doesn’t belong~”
Some Ibuki explanation
>:(
Watching this last video is mad painful
she seems pretty cool.
the little glide to mix up her jump is awesome.
i like the idea of another resource too in kunai.
i think it’s a good sign that she has a separate unique meter.
bodes well for how they might handle Oro and even urien.
it’s definitely an anime-fighter kinda thing but i think it’s a good thing to have on the table for certain characters.
“Somebody is geting fffffuuuuuuuuu~” lmao. There is some story mode footage of her, and she seems pretty quiet. I think she grown up a little bit.
If ibuki her tsumuji served the same purpose as the grounded kunai to end blockstrings and use it to control horizontal space, then why bother even implementing the grounded kunai in the first place.
Instead we now get grounded kunais…only if we manage our meter? At first i thought it was cool but now i think its completely unneeded, it’s giving a character artificial depth.
Ibuki her glide, does it glide through the air a set amount? Because that would be dumb as fuck. You can probably bait dps wit it no problem…i wonder if she’ll be able to punish them on recovery though. If it glides a set amount then people will be able to block in time after whiffing their AA anyway. I also want the ability to do air normals from the glide, why else bother implementing a completely newly animated move if its uses will be very limited. Capcom needs to stop being afraid.
Ibuki will probably be able to combo counterhit st.mp into st.mk>d.hk>hk.
St.mp. st.mp wont combo because otherwise she wont have a usefull ch combo, limit normal links in the first place to force players to use ch combos.
Ive set my expectations literally as low as possible.
I just want to do hit confirm s. mk into c. rh, s, rh xx command dash
People are going to cry.
forget about that.
I was thinking of a better usage for it.
How about this scenario.
hard knockdown, toss out 2 second timer bomb, jump into handglide and time it where you are exactly right above your opponent as they wake up and they have no idea which direction to block because your glided position above them is ambiguous!
it’ll be a 50/50 guess for them which direction to block when the bomb goes off.
it would be a good finisher in a game where chip damage =/= death.
I’m boring neutral man so I wouldn’t care if she had all of this shit if her walk speed was molasses and her buttons were bad. Walk speed is already better than it was in IV and buttons still look pretty good so I’m pretty optimistic. Still have mix ups and gimmicks but can play more solidly to open people up as well now.
Grounded kunais give you more of a ranged threat than tsumuji ever did. I believe it makes sense for them to cost resource because they travel across the screen extremely fast. Faster than most ex fireballs. Ibuki being able to just freely get chip from a range without throwing her body out there is something she couldn’t really do before without blowing meter. Now she can do this naturally with a hittable projectile. The charged multi hit kunais will be great for blowing up armor and controlling space in a pinch as well.
I saw on WSO that grounded kunai can combo into super from a decent range as well. You can just throw it out during footsies and try to hit confirm it into super with the right spacing.
Counter hit s.MP, s.MK sounds possible. Depends on the range s.MK has. If there’s too much pushback after s.MP then it may not work from a great range because s.MK’s range doesn’t look too great. Would be nice if it did work since it would make it a bit less necessary to hit confirm s.MK
I figured the air dash was going to be pretty limited. It’s not like she can do it backwards any way. Still being able to move that far forward in the air that quickly will have its uses.
The air glide from what we’ve seen of it looks like it’s going to have very select uses, and very little beyond that. More uses than Tsujigoe, but the parallels between them are very, very similar…
- Both modify jumps to be angled differently, glide in this case, takes place during the initial jump itself.
- Both can only be canceled into Kunai.
- Both can only cancel said Kunai after reaching a certain point in the animation.
- Both are immensely telling animations that leave you wide open.
It is a very direct replacement, and it may end up suffering from the same flaws as Tsujigoe. Specifically not being able to cancel it until a certain point of the animation. This lends itself really well to predictability, and if you can’t make someone hesitate to anti-air you, they’re just going to anti-air you.
Absolutely possible. MP on it’s own is already +4 on hit, and it’s very rare for any move to be less than +2 on counter hit. Unless they nerfed MK a lot, it’s likely still a 5 frame move, perhaps 6, to match up with Laura’s. She probably can MP, MP on counter as well, but I suspect she’ll have to cancel on that second one or be out of range for her LK.
Tsumuji was never particularly good as a poke, though it would be occasionally useful for that in neutral against certain characters. It also put you at a distance where you could likely continue pressure (in 3S) if you wanted to force your turn again. Considering Ibuki’s faster than average buttons, that forced respect by the opponent.
Tsumiji functioned as a go-to non-confirm option during strings. It’s safe, so people didn’t even have to bother hit-confirming it. You could, and you should, and in SFV, this is going to be more important than ever, because her target combos now use their own data (this was selectively true in 3S), making them unsafe in comparison to the moves they represent. MP for instance is +, but negative when used in a target now. So, you’re kind of forced to burn Kunai to keep pressure and keep yourself safe. Safe specials are rare in SFV, so in order to keep it in-line with that, they made it limited. It’s a nerf within range. Outside of range however, Kunai will be a much more functional harassment tool. It’s damage is low, but it’s quite fast and will deter a lot of people. Add on 8 frames of delay, and people aren’t even going to be knocking those Kunai away with jabs on reaction.
I think the Kunai harassment and the anticipation of both the Kunai and the Kunai reload, are going to coax a lot of people into bad habits and give Ibuki an edge in neutral against less than patient players. Against really patient players however, Ibuki will suffer, but that has always been the case for Ibuki. As fun as it was to pressure people non-stop in 3S, the most debilitating thing, is when you’re doing all of those mix-ups and never landing a clean hit. Nothing hurts more than being completely shut down without even being contested. That’s what made Kuroda’s Q so frightening, and Q is actually easy to defend as because he’s so tall – can’t even cross him up in the corner.
I’m expecting not to be wowed by this Ibuki type, but I am hoping it’s enough to make me give at least a tiny scrap of crap about SFV again. I just want a character dude, it’s never been much to ask for in any other fighting game, but limitation fight V likes to hurt my enjoyment.
So much useful information and interesting images coming in at once…!