"Train harder!" - Ibuki Street Fighter V Discussion

is there a black color?

Nah man she’s asian

Color 13 is close to black in some lighting; it’s a real dark olive drab.

So no real black and red school outfit? What were they thinking?

Are the colors datamined yet ? Any pictures of Hard mode ones ?

https://www.youtube.com/watch?v=TKWQ718B3xM&feature=youtu.be

Just came across this on reddit

I don’t seem to be able to recreate anything of what you said.

I think he meant the cr.mp f.hk TC.

Btw, can anyone check how good the meaty crmp in this setup is?
After any kazekiri (minus ex) , dash forward dash crmp. On counterhit (beats 3f jabs) go for stmp, stlk xx kazekiri and repeat. On block…who knows, can you tell me?

Just got done streaming my 5 hour first impressions. I didn’t take too many physical notes, most I just sort of have in my head, but what I did write down I’ll put below.

In regards to how I’m viewing her so far, well, I think she’s pretty good, but certainly a bit more clunky than she used to be. The Kunai management is actually pretty hard, and reloading is a lot slower than it looked on Stream. You’re going to have to really choose to completely stop pressure to regain even 1 kunai.

She’s got some pretty wacky combos, though SFV’s juggle system leaves a lot to be desired, and makes it rather difficult to really understand why some things work and others don’t. As some of my notes below will indicate, Ibuki has some really bizarre juggle properties that vary literally depending on what you did before. Still, she’s got some cool stuff, and I certainly went to town a little bit, but overall I didn’t tinker too much with combos/setups just yet.

Her damage potential while capable of burst, is actually pretty darn low on average. This is more in-line with Ibuki’s usual style, but I would say she’s even weaker than she used to be in regards to just regular damage output. Even MK - Raida in 3S does more damage than most of her regular – even metered confirms. I also found it kind of hard to get bomb stuff going because you’re such low health by the time you get to it. Perhaps implementing her V-skill into her game is required.

While right now I am certainly seeing a lot of the flaws with her, I think she has the potential to be really good, and stylish as well. More importantly, she seems to have the potential to be played different ways by different people. I think right now she suffers most from what I knew would be gone: the illusion of safety. She is very unsafe in every crazy and wacky thing she tries to do. This lends itself really well to just being jabbed about, especially given her bad health – whelp, she can waste away super quick.

Certainly going to keep at it for awhile. The potential is there.


Note # 1: I’m friggen tired!

Note #2: I have to work tonight, the fuck am I doing?

Command dash HK, causes both first hits of target combos in air to put opponent into a juggle state (8LP, 8HP)

Air glide height is near max height

Ibuki’s english voice is awful

Air Kunai hitstun is very short, but can land in time to target if well spaced

Height res. on Kunai isn’t too bad.

Command dash HK.v can be canceled into normals pretty quickly. EX Kunai especially allows you to quickly just dive in.

Her cross-up hitboxes are pretty bad.

She is victim to the terrible aerial hurtbox design

MK is neutral on block and on hit(?)

f.hK is + on hit, -3 on block, hits lows, pretty active

All command dash cancels are negative, LK version or otherwise

Yo the above is super not real. -6 or so, just like 3S, only there’s this thing called input leniency – goodbye illusion of safety.

MK dash can avoid throws if done really early – 3S-like

Kunai can throw punish but you are negative on landing. EX only hits once. Throwing all the Kunai can do it, and net a combo

4MP juggle state seems to be specials only. Second hit seems to have special juggle properties (can reset people after EX Kunai)
6HK has special level juggle property(?)

Kazekiri has 3 different versions that all do the same dmg/stun, that may be 3/4/5 start-up respectively.

Hitting bombs counts as hitting, so you can special cancel.

HK Kazekiri can be comboed after it hit at max height

MP is +2 on block

Can 2MK after a 5MK CH

Following the above, you can do : 5MP, 5MP (CH), 2MK (confirm), Bomb, 2MP into whatever

Charged Kunai can be done during a back jump. (We’re the one and only!)

Only LK dash after a 2HP on hit is safe. -2

5HK is -2 on block, +1 on hit

Only HK Kazekiri can be super canceled

V-skill combo in corner: V-skill, combo, 4MP(1hit), HK dash -> LP Kunai, back dash super ::: Alternative ::: EX Kunai, dash in, EX Raida.

4MP is -2 on block, +4 on hit (Can link into 5LK)

Slide has about 3-4 frames of start-up before it goes sub-crouching frames. (add in 8 delay and this makes it bad for getting under fireballs on reaction)

Command dash HK.v ::: 8LP and 8HP have stronger juggle properties in regards to the juggle states they are allowed to continue in.

color 1-14

Spoiler

1-2
http://images.akamai.steamusercontent.com/ugc/259337077222981155/78AA1AC78A37163663DFB320E0A18A4E97D8FE5B/
3-4
http://images.akamai.steamusercontent.com/ugc/259337077222982636/4B7F7394A05B1900707F4BC81B7CE7A53DC72190/
5-6
http://images.akamai.steamusercontent.com/ugc/259337077222983586/9A625F9754EB9ED31C274511BCABDDE5D9B9E75F/
7-8
http://images.akamai.steamusercontent.com/ugc/259337077222984310/239199A4B58B8C63C0615D87E09B6539D61915B6/
9-10
http://images.akamai.steamusercontent.com/ugc/259337077222985140/7933A57A64A963EE73790CCC9F40AB3452E38B06/
11-12
http://images.akamai.steamusercontent.com/ugc/259337077222775027/C49DAD07AAF19034CB45D1B0D02C079BFD8101F1/
13-14
http://images.akamai.steamusercontent.com/ugc/259337077222773803/2A06838E9A6ED55FBDAE816E4F6AB12AF62DE8FA/

I can’t believe not a single color changes her white shirt

Ok thanks… I would prefer to have some form of approach that is not a gimmick. Like sf4… at lease something to go with, for the match ups we will have problems with. Like jin01 said f.hk…

She has an extremely small kara throw with St.MK. probably useless but thought I’d share.

Her colors are HORRIBLE. I’m sorry guys. I know ya’ll most be disappointed?

Hopefully the story mode and premium ones are better.

Anyone wants to train his/her Ibuki against my Laura?

Nice. I like what he did with the second bomb, and a good idea to restock during stun.

What I feel like ibuki needs some heavy research on, is her safe stuff. I know the combo’s she has no doubt have excellent potential; but earlier I was concerned about what if she had none of these tools, and try to tighten up her defense. I can be a bit of a defensive player most of the time (why am I using ibuki anyway? Well, I like being both offense and defensive). I’m going to explore and see if she has more tools to tighten up her stuff.

Just realiced that you can’t cancel the last hit of her lp mp hp target combo on block into specials,only v trigger :frowning:

https://pbs.twimg.com/media/CmSsn7XXgAEZdvu.jpg

I got a question about the air target combos. I can’t connect with the second hit from a raw jump in. It only connects when I use a bomb and HK command dash.

With the raw jump in, I see the second move of the air target combo come out, but it won’t connect. is this a bug?

Also, how do you do the “Nobusuma” air target combo? I tried many times, but it doesn’t come out.