"Train harder!" - Ibuki Street Fighter V Discussion

The more I read about Ibuki the more I like.

The fact that the F+HK split kick is godlike again warms my soul.

https://www.youtube.com/watch?v=sCSzgGstIho

1:25-1:33
After CC F.HK previously, weā€™ve only really seen raida after.

Here you see, you can either do CC F.HK into b.mp (cancel on first hit), l.dash, then EX Kazegiri or raida.

5:05-5:13
She has the same kind of corner mixups after F.HK CC as Karinā€™s jab reset where if you F.HK CC to cr.mp xx m.dash, if you cancel the dash quickly, itā€™s a fake cross under, if you do it late, it crosses under. It looks like Ibuki definitely has advantage after the fake cross under, not sure about the actual cross under. She can probably do the same with the st.mk, cr.hk, st.hk combo if timed correctly.

Ibuki vs. Guile
https://www.youtube.com/watch?v=nvwN81WPJOk

Ibuki vs Karin
https://www.youtube.com/watch?v=IKD9WTU65Xc
4:59 Karinā€™s got some juggling skills.

Ibuki vs. Bison
https://www.youtube.com/watch?v=958p_LGYSeY

Ibuki vs. Rashid
https://www.youtube.com/watch?v=4KmcJqFdHow

Spoiler

https://youtu.be/1DtQQnz7GsY?t=2m32s

If you check at 2:32, your ending combo actually works. Congrats!

Thanks RedCaliburn ! But I already knew my ending combo works, I just wonder if this can still work after the V-trigger explosion juggle. I assumed that V-trigger creates full juggle properties (everything can hit after that), but is that mean the juggle properties of moves coming after are ā€œresetā€ too ?

https://youtu.be/IKD9WTU65Xc?t=4m56s

At the 4:56 mark.
So Karin kicks the bomb accidentally and somehow it gets juggled and entangled into Karinā€™s super and then blows her up.

it isnt the act of stopping super that amazed me but that the opponent can kick the bomb away from them.

Interesting. So when I have a life lead and opponent is about to die, I will throw my bomb and taunt them and let them get free comboā€¦ then KABOOM!!!

Iā€™m so part of the ā€œnot commenting on anything fun until release b o y zā€ right now

I love your new profil picture Shinkuu ! Funny pose you found there ! =p

Wow, this is quite the e3 footage weā€™re getting.

Sideu noteu: Ibukiā€™s idle animation recovers 1 kunai each, not all of them at once.

Combo-stoppin-buki.

So close to her release and yet still so farā€¦ T_T

You as well rack patience

Luckily ill be on vacation the week shes coming so I can lab it up and get sets in with the fellow kunoichi clan. Better not be no damn 30th release either. Not trying to wait till the last 2 days of my vacation to play

Same as you, DevilJin ! I choosed my vacation to start the 25th June, I didnā€™t expect to play PS4 during them but Ibuki released have been delayed to end of june so I guess iā€™ll take my PS4 with me to train with my second ninja character !
Canā€™t wait both of my vacations and Ibuki !

When Ibuki comes, I wonā€™t be playing as Vega for a while. I just love technical characters you really have to spend time with. Iā€™m trying to get to gold before Ibuki comes out. God Iā€™m so excited.

For this setup, I bet you could easily tag a vtrig and st.hp on before the ex Kazegiri for a bomb juggle after charged kunai and follow up with either hp raida or j.hp to hk if you donā€™t want to use 2 meters.

Ninja girl is stylinā€™ on 'em! These setups are going to be so fun.

I think standing HP xx V-Trigger, HP doesnā€™t truly combo tho iā€™m not sure.

Well, whatever will then. I just watched a video where it was a reset so youā€™re right.

Maybe st.hp, h.kunai, vtrig, st.mp ex kazegiri? (then does a 5 charged kunai still have the same knockdown as a 6 charged kunai?) Iā€™ve seen it work, but only with a counter hit. I havenā€™t seen enough to know for sure.

Edit: In the GIF it was done with 4 charged Kunai.

https://docs.google.com/document/d/1ATYZPnVT3cT08VM2apM456h0P_DKLutPHFnTkiuVOdY/edit?usp=sharing

Google doc I made for Ibuki. Will basically be my public notepad for info and tools or tricks I find for her. Started out with her normals.

Normals:

Spoiler

NOTE: There are no longer close/proximity normals in SFV so her normals have been streamlined to fit that. Which means she lost a few close ranged normals in the process and some were fit into or replaced what she already had.

c.LK: Similar to what itā€™s always been. Ok range. Supposedly can combo into s.LP on crouching opponents. Will play with this to see what kinda low confirms can come with it.

c.MK: Typical c.MK from the older games. Looks to have decent range, but not cancelable and probably doesnā€™t link into anything other than on counter hit.

c.HK: Her old sweep. Seems to have good range and will cause CC. If her meaty kunai 50/50 into combo is still viable should get at least one free mix up the CC.

s.MK: Similar visually, but is no longer special cancelable. Range seems pretty short. It technically is the start of a target combo so you can cancel it into sweep to s.HK for a 3 hit target. Will practice one hit confirming this off s.MK to see if itā€™s viable based on the amount and placement of the cancel frames for the target. Target combo into HK command dash could set up some ambiguous cross up overhead pressure especially vs those that donā€™t have a dp.

s.HK: Similar to before, but now causes crush counter. Whiffs on crouching opponents so mainly will be used to punish DPs or stuff certain standing buttons.

s.LP: Her only 3 frame normal. Not sure if standing 3 frame buttons can be mashed on wake up the same as crouching ones. I would imagine so. This is important because it allows Ibuki to counter/break up plus 1 or less block strings from characters who only have 4 frame or slower normals (Nash, Fang, Ken, Bison etc.) without having to DP or V Reversal. Should also beat certain meaties that arenā€™t tight vs 3 frame jabs.

Also pretty important as it will probably be used in some of her bnbs and can reliably combo off her f+MK overhead.

s.LK: Her f+LK command normal from 3S/SFIV turned into a standard normal. Is 4 frame start up. Can be special cancelled. It supposedly can also link off f+MK overhead, but canā€™t confirm as of yet. May only be counter hit since s.LP is the only thing Iā€™ve seen work without counter hit.

s.MP: Typical party starter button. Can link into itself and is cancelable. Most likely will have some s.MPx2 or s.MP, s.LP combos to come with this. Believe you can also link after s.MP into grounded kunai as well (not sure of which links yet). Will probably be using this most often as you get closer to the opponent and imagine will be plus on hit and block.

s.HP. The second hit of her s.HP, HP target chain from the older games. Not sure about this one yet but may have some uses since its a cancelable heavy normal.

c.MP. Visually similar to c.MP from 3S/SFIV. Main difference is in this game it seems to start up quicker, but loses active frames to make up for quicker speed. This is your longest ranged cancelable normal so may be useful for cancels into kunai. Will need to check the one hit confirm viability of this as well.

c.LP: Another chainable 4 frame button. Rapid fires.

c.HP. No longer jump cancelable, but I believe can be special canceled. Have to check to make sure.

b+MP: Her typical cancelable 2 hit AA from the old games. Can be special cancel the first hit into command dash then do Raida for solid damage. Will most likely be her go to button for grounded AA. Will test to see the ways this can combo into super. Should make her one of the few characters that can reliably grounded AA into super for big damage.

f+MK: Overhead normal. Still safe on block but no longer plus on block. Itā€™s minus 2 which still makes it the only overhead in the game other than Chun Liā€™s that is completely safe on block. Worst that happens is you lose your turn (donā€™t press buttons unless youā€™re going to EX DP). Combos for sure into s.LP on hit. This makes her the only character in the game that can always bnb off a landed overhead while also being safe on block.

Probably start up too slow/goes into airborne frames to slow to be a reliable throw beater, but still good for checking people defaulting to low block.

f+HK: The famous bonshon kick. This seems to start up faster and hit lower to the ground more like its 3S counterpart. Was one of her main anti low poke buttons in that game and seems to also be the case in this game. Now causes crush counter and puts the opponent airborne for juggle during CC. This supposedly also gives one full bar of V Gauge on CC like Necalliā€™s overhead, but will have to confirm.

It can also hop over horizontal fireballs and if youā€™re close enough can also kick them in the face. If you did it early enough cause CC as well.

df+MK: Her well known slide attack. Supposedly is safe on block if done at absolute max range. Think it can combo into s.LP from near max range also. Can also slide under horizontal projectiles.

I got gold. Once Ibuki comes out thatā€™s bae.

Sorry, Vega.

How was Ibuki not done for May 31 but playable demo ready less than a week after that?