Glide can prob be used to get out of corner like Ryu’s air tatsu.
his her f. hk still as amazing and functional as it was in 3s, though? in footsie game, that shit was godlike.
Her f+HK looks a lot better than it did in IV and more like her 3S counter part. Hits lower to the ground and starts up faster. Crush counters too so like Ken and Karin you can expect a lot of fishing with that if its only minus 4 to 6 on block. Hopefully minus 4 to make it just as safe on block as theirs.
The main thing I like about parasail air dash over tsuiji goe is that it just moves her straight horizontally forward and it’s not a forced cross up move. Tsuiji Goe is like Fang’s j.HK where it’s forced to only be useful for cross up or body hopping situations. She always turns her body around no matter which version you use. Air dash instead just gets to the point and lets you commit to jumping forward first before using and gives you the option from attacking with kunai from the front or back depending on how far you moved forward. It’s not amazing, but already set to have more practicality than tsuiji goe ever did.
Kazegiri + CA into chip, not bad. But holy hell kazegiri into CA does a ton. Then again this is an ibuki mirror match, sigh.
That’s another thing I’ll like with Ibuki over Chun. Having a super that can reliably chip kill.
With Chun Li she just has this 18 hit super that does 1 pixel of chip per hit. Meaning you basically have to kill off the opponents true and white health off in order to super kill. If they’re sitting on 7 to 10 percent white health you still can’t super them.
All about that burst chip.
I got curious and looked up Vega’s St.HK to see the block advantage and it’s only -1
While that is safe, the fact it whiffs on crouchers and has 11 frames of start up makes it not easy to fish with.
I really, really hope she’s at least good. In SF4, she was like, C tier, but that was because no one really invested how much scarier she was later on. (See my next post for that.) She later became top 10 because of one mechanic that worked in her favor (plus the fact she can also do unblockables- like, literately a ton.) The only thing I’m thinking she’s at her most scariest is when the opponent is in hard knockdown. She can throw bombs, and potentially set-up a vortex that will go into anything she wants. The problem is- you need v-triggers or that. That’s why I’m trying to find optimal combo’s for her on block-string’s and non-meter set-ups to determine, how good she really is without it. Then again it’s up to the player to really manage her resources carefully, and safely.
The best way I can describe her, is that people pretend to think she doesn’t exist. But lets look at this realistically: on paper, she has a fanbase, and the last poll I’ve seen her was placed 13th on a capcom popularity list. The number grows even smaller to those who actually play her. The number grows even smaller, who play her competitively, or even at high level’s. She’s a hard character to use because you have to think so much (growing grey hairs at that point, lol), but it’s helluva much more fun and rewarding. Also, if you mean by terrible, I hope you understand that not every single ibuki player plays at optimal level. I remember it. Heck, I even remember in my own scene, I was the ONLY Ibuki player who everyone asks me for the MU. If they wanted to go against a top player ibuki, I would be the offline training partner.
Give it some time, not everyone goes to SRK forums to discuss all the thing’s in high level. Remember, the less that people use ibuki, the better it is for her to go undetected in a tournament. Hell, I’m willing to bet that they will throw her under the bus during a tier listing, just because not enough people explored her options enough. But, lets hope for the best.
^ I know it’s an older post, but just my thoughts anyway.
Double post, hope you guys don’t mind.
https://www.youtube.com/watch?v=iI69_odimgI#t=336
Combofiend using ibuki, It makes her look really solid so far.
Notes so far:
-St.mp, kunai, st.mp kunai. Wow, that MP goes really far.
-Bomb thrown in the corner, just sits in the corner instead of bouncing around, which is good.
I hope she remains as the never-played character (cause mirror matches are lame), but I also think the barriers to playing her aren’t going to be present in the SFV version, so she’ll likely be a much more hot pick. Specifically with new players, because hot school girl ninja. Execution barriers stopped her from being a common pick in SFIV, and severe dedication was required to learn match-ups for her in 3S. I think in SFV she looks much more well rounded and infinitely easier to pick up. She doesn’t seem like she’ll have any particular match-up which will massively disfavor her.
Every time I see her in a video by combofiend, who at least slightly knows how to play her, I have a hard time thinking she’s going to be anything but good enough to be at least contending with Vega’s tier spot. I know there’s probably a lot of “not real” stuff going on in these videos, but just how much is hard to tell by eye. Regardless, she gets very consistent damage no matter the confirm, has good pokes and harassment tools. The only reason I would be shocked to not see her in tournaments is again, because no one who wins these tournaments is an Ibuki player, and I wonder if they’d consider becoming one.
I really kind of wonder how negative her command dash is going to be on most of her key normals. Most dash cancels in this game are pretty negative, with Laura I think being the only one that can be completely safe on block when doing one (2MP cancel). It seems pretty quick, so it’s hard to gauge how negative it is.
I got 9th place at Evo with Ibuki mostly on unfamiliarity with the character. Amir even said he would be more afraid of mid tiers than a top tier he fights constantly. Granted the game was already out for 3 years so people couldn’t pull the “too early for tournaments dlc” card.
I don’t expect anyone to blindside an entire roster of top level players and get top 8 with Ibuki. Especially since her play style seems to be the most involved of the entire cast
Ima have to watch. I figured the bomb would stay in place.
I agree that she’s going to have lower barriers, but that does not make her any easier to play as. The only kind of character that will stop her, are characters who can put ibuki in situations where she can’t spam kunai’s anymore, or can dish high amounts of damage to her. And characters who have higher health then her is also going to be a problem if the player can’t zone them out.
I’m sure Sakonoko in SF4 days have won a few tournaments with ibuki. I believe her ability to hit confirm into so many things is pretty crazy. You know, I was using nash before ibuki, so I consider that if you want to place top with her, you’re gonna need a sub that will help you through that. In SSF4, I was a purist ibuki player with no subs. Unfortunately, I couldn’t find other characters that match my playstyle. I’ll still main ibuki when she’s released; but I have to realize that in reality; I can’t always rely on her to win everything.
If you guys played KI youd be surprised at what people found “difficult” to play. Any character with resource management or a non linear special move list was officially hard to play.
The mk>d.hk>hk xx medium command dash ALWAYS stays in front it seems midscreen, i’ve never not seen it stay in front. So, where is the left right mixup? Maybe there is more to it though.
She atleast seems to have good pressure after it and it gives nice corner carry. I think i shouldn’t fccus on the left right mixup but her pressure ability from it i suppose.
I don’t think I would use MK command dash after that any way. HK command dash seems better.
Edited my initial post, i’m thinking i’m expecting the wrong things from it. HK command dass is the command jump, does it hit in a way it cannot be anti aired, or hard to anti air, can you throw a kunai or even glide from it? That would be kinda cool tbh.
She’ll likely continue to have troubles with shotos, as was her weakness in 3S (Among others). Considering both shotos also have high damage outputs in SFV, this will only be exacerbated more. Here’s hoping that all of her bad matchups don’t end up being all of the high tier characters again, heh heh. I think even after a week, it’ll be pretty easy to tell what sort of flaws in her gameplan will be exploitable by certain characters.
Yeah, Sako is the most likely one to shift over.
SF games as a whole have never been the most rewarding games when it comes to being a character specialist. The less systems in play and the less options you have as a whole, generally just means that the inherent flaws of a matchup become more and more solidified, and no amount of tinkering by you is going to change it. Sad reality to SF and is especially true in V, I would say. Granted, there is no huge balance shifting in this game either.
I’m a character specialist at heart though, so I will likely main Ibuki and only dabble in others for fun.
Heh. Kids today. Seriously, it makes me feel old.
From what we’ve seen so far, Ibuki seems like she gets to continue her turn pretty convincingly with a lot of her enders. Kazekiri seems like it keeps them close enough to follow-up after, LP raida we are TOLD allows for a proper meaty afterwards, grounded Kunai leaves her + on hit, and that target combo leads into an assured meaty. Can’t say for sure how advantageous the HK dash is when used though. If it doesn’t put you at a safe jump timing, then it could very easily be AA’d on reaction by those with invincible AAs. Will likely be useful for those who don’t have that though.
So we see her HK being canceled into her dash, but does that mean it is special cancelable as a whole, or is it truly limited to this singular special?
**
Edit:**
Also, the fact that you can link after her slide on hit when hitting on the last(?) frame is pretty impressive from a frame advantage perspective. We can’t say how much that translates to block advantage, but I’m hoping that means a well spaced slide could be +0. Good news, because that provides a bit of frame leniency on it being punishable every single time. Variable advantage is a really powerful tool in a game which is otherwise very systematic about something being punishable or not. Anything to induce hesitation in an opponent is a huge plus for me. It’s so hard to do with the 3 frame buffer.
Edit #2:
I would like to apologize to everyone who cares about Ibuki, because this statement by me is horribly wrong…
Thinking on it, I forgot that any character I am interested in will inevitably end up being mid tier at highest and low tier most often. I never look at tier lists beforehand, but it always turns out that way. So, apologies to everyone for cursing Ibuki. If she ends up sucking, I will welcome the hate, as I continue to main her regardless.
I think the highest tier character I’ve ever used was actually in SFIV, where I used Makoto, who I considered to be pretty damn good. However I also didn’t care a damn about SFIV. Save for that, I’ve… almost never been above mid. Not with any game I actually played enough to have a “main.”
Nah you won’t curse her. She pretty much has what she needs to compete in this game. She’s like a complete package of the a lot of the issues people complain about with other characters.
Ken, Nash, Guile mains = WAAAHH no 3 frame normals (but Ibuki got dat)
Karin, Vega, Gief, Bison mains = WAAAH mah AA game is sketchier than a 45 year old buying drinks for the youngest girls at a club (but Ibuki has a seemingly real AA game with damage)
Nash, Gief, Bison players = My walk speed is like someone on crutches (ninja got dat strong walk speed, definitely top 5)
Cammy, Bison players = Fuuuu I can’t open anyone up without a frame trap basically (Ibuki has about the most mix up options in the game which is strange for Honest Fighter V).
If we’ve learned anything from the beta, it’s that walkspeed is the number 1 variable they like to monkey around with between builds. Zangief walked about twice as fast in beta 4 as does in the launch build. Necalli and Ryu had different walkspeed in every iteration of the build for example, even one build where ryu walked backwards at close to half the speed of his fwd walk. In the video someone linked a few posts up Ibukis walkback speed is already way slower than her fwd walk speed. I dont remember if that was the case in the WSO build, but backwalk speed is much more important in footsies and shimmies than fwd walk.
Ibuki certainly not up there with vega and cammy yet, we’ll have to wait and see what we end up with.
The walk speed I’m not as concerned about anymore. She still looks like she’s gonna come out with overall faster speed than IV and she already has the other 3 tools that I think are key to not have people complain too much about the character. Other characters that are really strong in the meta have ok or shit walk speed (but just really good buttons or some ways to close the gap pretty quick), so that works well for her being above average in those 4 areas (anti air, walk speed, fastest frame normal, mix up).
Characters that are seen winning or doing well in tournaments regularly only have like 2 or 3 of those things at best. Chun Li has great walk speed and 3 frame normal, but not really the best mix up and her anti air while decent hit box wise, is pretty light damage wise. Her meterless bnb confirm range is pretty shit. You have to burn hella meter to get a bnb that doesn’t require you to be right on their ass without V Trigger (or use some really esoteric execution techniques for still not great damage). Nash has solid anti air and mix up, but no 3 frame, no reversal and no walk speed (but makes up with one of the best dashes and one of the best horizontal control games).
Then imagine playing a character that’s weak at or doesn’t have those things period. Early prediction of course, but especially considering her damage is also above average, I just see some scrubs complaining that her health is low and that we find out pretty quickly that she’s up there with Karin, Chun, Nash and Ken.
There aren’t many characters in the game that have all 4 of those tools that I mentioned and there’s a lot of ones that don’t. Gives Ibuki a lot of hope. Walk speed not even being a pre requesite for a great character so far means it’ll be just a nice icing on the cake for her (and make her fit my play style better).