We still need that release date. Knowing Capcom they’ll probably announce the release date during CEO Grand Finals.
Updated the document with Specials, Supers, V Trigger stuff and started some combos.
Spoiler
Specials/Supers/V Moves
Kunai Throw (QCF+P): Ibuki has a new kunai throw where she throws a kunai towards the floor at different ranges. Uses up one of her kunai stocks. Hits low profile enough to shoot under some horizontal projectiles at certain ranges. Creates a lot of pushback and pretty safe on block. The EX kunai does 2 hits and will explode on contact. Depending on which 2 buttons you press determines the distance it moves forward. The explosion causes a juggle state and making the opponent block the explosion yields strong frame advantage
Doing the air version of this works similarly where each one goes a different angle and the EX one explodes. Not sure if the ex version goes different ranges or just one range. .This has a height restriction so you can’t tiger knee it and you can only throw the kunai during a forward jump. Should still be able to set up meaty kunai mix ups into combos off crush counter sweep HKD.
Kunai Reload (QCB+K). Her Tsumuji has now been replaced with a move that reloads her kunais. She can carry up to 6 and just doing the command one time without holding it will give her one back. You can also hold the kick button reload more kunais, but this also has heavy recovery so it’s something you want to make sure you have space to do. Ideally you’ll most likely just be using the 1 or 2 kunai reload so that you can always have one to throw without putting yourself at heavy risk. Recharging most or all of the kunais only really seems viable after CC sweep, but then you’re losing momentum/mix up to reload kunais.
Charged Kunai Release (Hold Punch then release on ground or hold Kick then release in air): This is Ibuki’s other new kunai throw. This allows her to just expend her entire kunai stock at once and throw a barrage of kunais at the opponent. LP charge throws all the kunais forward in 2 straight lines parallel to each other. Just concentrates them all towards the chest area of the opponent. MP one throws them all forward in a wall like formation with one above the next kinda like in an old action or shmup game. HP one throws them in a wall but an upward angle to cover anti air/jumping in.
The Kick version has similar formations except pointed downwards towards the ground. Supposedly there is no height restriction on the air kick charge kunais so there may be some pressure or combos that can be created from instant kick kunais. These charged kunais all cause a juggle state on hit.
Kazegiri (DP motion + K): Back from the old games. Regular kazegiris have no invincibility. Just hit box. EX ones have invincibility and you can cancel into EX kunai (ONLY on hit) at the peak of the height. Juggling with EX kunai still allows for another follow up juggled of the charged punch kunais or dash up into raida or other move. EX Kaze will most likely be a go to anti air as well.
Parasail (Press any 2 kicks during neutral or forward jump): This is her new aerial movement special. Similar to Twelve’s air dash from 3S except you can only do this moving forward and can’t use air normals during it. Can only use kunais. Main use is to close the gap against fireball/zoning games and to throw off people trying to anti air you. Has some aerial recovery if you don’t kunai before landing.
Another cool thing to add about this move is that you can use it during her HK command dash. When she goes airborne during the command dash just input 2 kicks to start sailing. Should be a nice way to close the gap without having to commit to her floaty/high regular jump.
Raida (QCB+P): Her attack grab from 3S/SFIV. Used to be a half circle motion, but now only need quarter circle. Seems like the hit box can still suck in normals and other attacks. Will have to test to see if this can beat armor moves/parries like it could in 3S or IV. LP version gives the most frame advantage on knockdown and allows you to dash up and meaty with s.LP.
The EX version now works more like a dash punch where she moves forward first. Probably unsafe on block, but may not be terribly unsafe by looking at the animation on video.
Kasumi Gake Command Dash (QCF+K): Her command dash from the old games, but now is changed up a slight bit for the heavy version. The LK and MK versions do what they use to in IV. LK version stays in front and goes short distance, but the MK version moves forward further and can cross up. The heavy kick version now goes from the ground to the air which can allow her to sail overy projectiles and move in. This also gives it a nice angle to set up jump in/overhead cross ups. These command dashes should prove to be pretty useful with her V Trigger for setting up cross ups by making people block the wrong way as the bomb goes off.
Super: This is the Naruto Rasengan move everyone gets hype about. She does her df+MK slide animation towards the opponent and if it hits she pops the opponent in the air and blows their head off all anime style. Supposedly in the blog it was said that this move hits low, but during gameplay it doesn’t seem to hit low. Not sure if this will stay as a mid hit or if it will be fixed to hit low. For now though we will consider this low blockable.
Can be juggled into pretty easily. Can hit confirm into it from a max range kunai. It also does one hit of burst chip which means it will be another good super for chip killing people. This is great because it means you can chip kill people even if they have V Reversals stocked if you hit them with it raw.
V Skill: Ibuki lunges forward with a stationary projectile that can absorb other one hit projectiles. Builds about a ⅓ of V Gauge on hit. Just like Karin it can be charged for a heavier version that does more damage, most likely builds more V Gauge and has more range. The non charged version looks like it starts up really quick. Even quicker than Karin’s. Most likely unsafe on block though. I’m assuming the charged version if safer on block.
V Reversal: She has an interesting V Reversal. It’s essentially a knockdown reversal with a forward teleport mixed in. After she explodes a log comes out which flies at the opponent then she reappears where the log is in front of the opponent. This most likely makes it more of an offensive V Reversal as she moves in towards the opponent after doing it rather than staying in place and pushing the opponent away. This fits Ibuki’s aggressive play style.
V Trigger: The ninja bombs. These require 3 bars to fill to activate. First one activates the VTC which makes it easy to combo into. Then afterwards a very slow V Gauge timer appears giving you time to use the second one whenever you choose. Pressing HP+HK together deactivates the bomb in the shortest time. Then forward or back+HP+HK detonates it at longer times. Both you and the opponent can use attack the bombs to make them move forward across the screen. Luckily, if the bomb explodes only the opponent can be hurt by the bombs. You just have to worry about getting the explosion close enough to them so it hits them.
The bombs can also be detonated by throwing an EX kunai at them. The bombs also cause an OTG state which means if they blow up early enough after you throw someone or knock them on the ground they can OTG and hit them while laying on the floor. This will most likely give further opportunity for juggle.
Combos
Target Combos:
s.LP, s.MP, s.LK. True block string, can’t be cancelled into specials, but safe on block.
s.LP, s.MP, s.HP. Probably will be most useful as it is special cancelable.
s.MK, c.HK, s.HK. Her new chain off s.MK now that you can’t special cancel s.MK. If this is one hit confirmable it should make it much easier to use in neutral considering that s.MK is still a decent poke/counter poke like in 3S/IV.
c.MP, f+HK
s.MP, f+MK. Chain into overhead kick. Don’t think this has the same frame advantage on hit as the regular f+MK. Most likely only for mix up purposes and no link is possible.
In corner: j.HP/HK, s.HP, EX Kazegiri, EX kunai, EX Raida
f+MK, s.LP, LK Kazegiri
s.MP, s.LK (link), command dash
s.LP, s.MP, s.HP, LP kunai, V Trigger activate, s.MP, c.HK, s.HK, HK command dash (sets up cross up and kicks the bomb near the opponent after target combo juggle)
Crush Counter s.HK, s.HP, EX Kazegiri, EX kunai, MP/HP Charged Kunai Release
Crush Counter f+HK, b+MP (one hit), LK command dash, Raida
HK (cc) , target combo x kunai x V trigger cancel , Hp x Raida [Explosion juggle] dash > Ex Kazekiri , Airborne unleash Kunais (juggle), EX raida