After seeing all those video, I wonder if that combo would work (in corner or close to), the beginning of the combo works, the end works too; so I hope this will work together >
HK (cc) , target combo x kunai x V trigger cancel , Hp x Raida [Explosion juggle] dash > Ex Kazekiri , Airborne unleash Kunais (juggle), EX raida
And if this works, I guess we could do that too instaed of the Ex Raida at the end >
[…] Airborn Unleash Kunais, back mp x 2nd Vtrigger Bomb cancel, command dash = RESET
-Maybe her lp, mp, hp, into super?
-The other one deviljin posted which was off of anti-air.
-release all kunai into super? I don’t know if it has enough hit stun to keep them during that.
-Crush counter? (bonsho kick, st.hk, etc)
-V-reversal? (This one is really pushing it lol)
Yeah, I may stream my first 5 hour practice session or so, something of a time capsule of impressions for later. We should also consider having like a mumble/discord or something going for those of us here, sort of talk about discoveries as we go.
My main concern is that I am just not ready to fight endless mirror matches for the next month. She seems really good, and by design she’ll be played a lot. So many mirrors – I hate mirrors!
Her metered combos even without super consistently hit into the 400s, which is exceptionally high. On-top of that, she can convert into those numbers from anywhere on the stage with the proper resources. She seems to have burst output the likes of Ken.
From what we’ve seen Ibuki has the most juggle states of any character in the game so far, by quite a bit. Most of those juggle states also seem to allow for other moves that have juggle states to connect as well. I even recall seeing her j.HP put the opponent into a juggle state due to the target combo she can do, which is just loads more potential for damage conversions and combo extensions. Bomb -> j.HP -> Land into EX Raida as an extra combo extension.
The j.HP juggle however may actually only be possible if she does the move from her command jump, I’m still unclear on that one. It may alter the properties of some moves.
The top most combo is guaranteed to work, as we’ve also seen it done in the recent footage. The second part of your post however may not work. While I am unclear on the exact nature of SFV’s juggle system, I suspect by the time you reach the Kunai Release, the opponent will be in a state where 4MP will no longer be allowed to connect unless it possesses EX level juggle properties. I could be wrong however, as Ibuki (as I said), possesses the most lenient and more Third Strikey juggle states of anyone in the game so far.
I actually meant a regular super cancel during a grounded combo like the lp mp hp, not a juggle. My bad. This hasn’t been shown anywhere yet.
I think I’ve seen all kunai into super working, but kunais are a resource.
While watching the trailer, it seems she has enough time to do a special move after release all kunai. I remember seeing in a wso session of ex raida, and it catches ibuki’s overhead mid-air. If you really want it to connect, use ex kunai… But that’s using too much meter, huh?
I’m really wondering if spending all meter is better then using a super art in the long term matches. Like, lets say I want to be a tanky ibuki player instead of offensive ibuki. You’d spend the meter, and use V-reversal’s instead. (Just a random thought)
Spending all your meter will definitely be better for building stun. At least in the context of burning it at all in a combo over super. Karin players work like that too. Spend the meter on EXes to build up stun for dizzy, or use the super for big burst damage early on in the round (like round 2 or 3). If you really looking to guarantee a chip kill you can save it for that too.
Oh, well… I don’t know all the answers to that then. What I do know, is that she has new target combo’s, but I don’t know if you can follow up with anything else.
Her cr.mp, into f.HK (bonsho kick) or the mp, into f.MK (overhead) her bonsho kick, seems to put people into the air, so maybe it has bomb potential for that specific set-up. Her overhead combo, Idk if you can combo it into lk, or super.
Any normal that is special cancel-able can cancel into a super, which is most normals. S.mk and c.mk are the only ones that can’t afaik. Probably s.hk too.
If i recall, in that first ibuki video on here, a guy did it with v-meter, using the bomb, command dash into light dp and then super or something, but i can’t remember exactly. I just know he used that bomb. to juggle her into the super.
Watching the Gootecks vs Mike D video, they were able to do low short into target combo for a full combo, but it wasn’t reliable vs Ibuki. I wonder if it’s real against bigger characters.
From playing with Chun Li I feel like I’m eating at a 5 Star Anti Projectile restaurant now. I’ll have the slide and bonshon kick today, but I’ll have to come back for the V Skill and command jump.
Seems to work even without connecting in 5 as well, which makes it even more reliable. In 3S it really only worked if you connected with the opponent, because the hitstop would keep you suspended in that airborne frame for longer. Granted, much like 3S, I imagine this will depend upon projectile speed. However, since it seems to be airborne longer as a base, it will likely only be better upon connect. This means you could probably blow up even Laura’s fireballs with this. f.HK is really looking like a direct rip from 3S, and I’ve never been happier.
Yes, I noticed that as well. I’m happy that she can even do low short into jab confirms, since she has never had much low confirm options. The low short, jab into target combo looks like it’s probably only going to work against crouching characters, as that widens their hurtbox.