"Train harder!" - Ibuki Street Fighter V Discussion

She has Necalli style jab VTC combos. St.LP VTC, St.LK xx raida, HK dash xx HP kunai, EX raida does a respectable 264/431 for only 1 kunai/EX bar and lets you keep a bomb while doing nasty corner carry.

St.HP xx MP 6 Kunai release VTC allows you to get a good mixup off of HK Dash. Depending on timing, their recovery option, and whether you walked forward or not, it allows you to setup a crossup or not scenario while also giving you the extra damage and safety of the bomb being out there.

Both of these were using neutral bomb in case you were wondering.

she is hella fun in SFV :slight_smile:

Iā€™ll have to practice a while before i feel comfortable playing her, definately not a pick up and play character.

And we need that. Its great that we have all this offense capability, but whats the point if we canā€™t protect are self or end our pressure safely.

St.LP xx St.MP xx St.HP VTC (b+HP), St.mk xx cr.HK xx St.HK xx HK Dash (can mixup timing to make harder to block) j.mk, St.MP xx Raida (start holding HP) bomb hits HP Kunai release, St.lp (for timing) HK Dash j.mk, St.MP, St.LK (might stun here, if not ->) Raida (stun) j.hp, St.HP xx HK upkicks xx CA is a double reset that incorporates crossup and fake crossup mixups, and also either kills or leaves opponent with almost no health. Only problem is it requires you to be about round start distance from the corner, as well as full Kunai and VT (you build a lot of meter during the sequence so you donā€™t need to start with much). You can also opt to do EX Raida or EX Upkicks after the HP Kunai release for more guaranteed damage, or do other dashes or whatever else if you want a different mixup.

After a forward throw quickrise, Ibuki is in a perfect spacing and timing to use meaty c.mp into buffered ex raida/kunai. If the opponent wakes up with a button (even 3f jab), he gets hit, if he does nothing c.mp whiffs and youā€™re not wasting a meter. Of course this setup is susceptible to whiff punishes, but Ibukiā€™s midscreen post throw game is so weak that thatā€™s better than nothing.
In the corner you can use immediate s.mp as a meaty, on CH it combos into c.mp xx special. Sadly, in this specific setup s.lk whiffs because of the pushback on hit (wow capcom).

After a lk Raida quickrise you can walk forward a couple of frames (around 2,3 I guess?) and do a meaty f.HK to CC the opponentā€™s wakeup button. On block f.HK is spaced in a way thatā€™s very unlikely to be punished (Ryuā€™s l.dp whiffs).
Or you can walk a little longer and use cr.mp to meaty.
In the corner, you can walk up around 1-2 frames and use s.mp as a meaty - in this situation you can easily hitconfirm into full LP x MP x HP target combo.

After a kazekiri quickrise, the opponent is knocked down in a way for a perfect crossup j.mk. You can mix it up with kunai for non-crossup. This setup is vulnerable for invincible reversals, but should stuff non-inv dps etc.
For non-quickrise setup, whiff c.mp, c.mp and jump forward for a safejump (appears to be at lest 5f safejump).

Of course in the corner after any non-quickrise knockdown you can manually position and time your hk.dash to make really ambiguous, Chun-li style, crossup/fakecrossup etc.

Any of you guys might have an idea of whats causing this?

https://youtu.be/OHkfTw0c5QQ

I canā€™t really see whatā€™s going on due to explosion effects and the vid being fast, but I would assume itā€™s because you are hitting on the same frame as the bomb, and the game chose to play the hit animation of a normal instead of a float knockdown.

If you slow the vid down frame by frame you could probably figure it out.

Ken players had similar issues with safety during the beta, then eventually people figured what the safer confirms and pressure were. I imagine the same will happen for Ibuki. Ken also has his gimmicks and fake pressure that people still get hit by.

Some new info in my document on things ive found.

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

  1. EX QCF+LP+MP kunai is SICK. Like Necalliā€™s stomps it can create TRUE block strings. No reversals can get through. This may be like plus 6 on block when the bomb goes off after the kunai or more. An example is s.MP, EX QCF+LP+MP, f+HK. This is ALL true string and they canā€™t mash anywhere even though youā€™re using a slower start up heavy. This can be v reversaled, but you can probably mix things up to throw off their timing. If they burned their V Trigger or the round has just started you can go HAM.

  2. Regular motion kunais (QCF+LP/MP/HP) can also create true block strings, but donā€™t leave you plus on block. Youā€™re a bit negative, but can block and the pushback usually pushes you far enough away from most buttons. Making you free to move around and rack up free chip. For example max range s.MP into LP or MP kunai is pretty much a true block string with free chip. Then walk around and fish again or set up another poke.

  3. Ibukis V Skill is REALLYYY good. I think only Necalli and maybe one other character has a better V Skill. Its a projectile with solid range and decent attacking speed. Since its a projectile itll pretty much beat any poke when spaced right. The regular version is minus 5 on block so as long as you space it far enough away, its only punishable on block by like Chun ex legs and certain long range supers. Max range its still safe against ex legs.

The charged version has a bigger hit box and is only minus 3 on block. This will be a great tool overall to build V guage since being a projectile inherently makes it high priority and making people block it still builds you meter. Very few v skills let you reliably make the opponent block them so that alone makes it one of the best. USE IT and get those bombs and v reversals faster.

Not at all. And it feels like a lot of people expected her to be a pick and play character.
Thats where the real disappointment seems to be coming from.

Im honestly fine with her as she is to be honest. I actually came to the forums to see if anyone was just as happy as I wasā€¦
:confused:

Yeah Iā€™ve been using the fuck out of VS (I need my bombs ASAP), itā€™s really good and can be used safely after a few normals to beat out counterattacks and gives you V gauge at the same time. Oddly enough, none of the ibukiā€™s Iā€™ve fought (even the high ranked ones, even though that doesnā€™t mean much) used it much even after seeing the mileage I was getting out of it. Probably her most underrated day 1 tool.

Yeah, its underused because most V Skills have low priority or extremely situational use. She has one of the only V Skills thats a legit neutral tool that can still build bar even if the opponent is passive. Once people find that out youā€™ll see all the regular Ibukis abusing it.

That is awesome.
I tinkered with your EX block string and combined it with your 3rd point.
While I didnt test it completely thoroughly with all characters, it seems like after the f.HK is blocked you can:
Hit them with your V-Skill or, if they try to jump, hit them with s.HK.
Just something i wanted to throw out there whether it works or not.
Could be used to bait if they catch on to it.

My godlike setup

https://www.youtube.com/watch?v=kor34kV9P08

Really stupid corner true blockstring with EX kunais:
Neutral bomb, dash, st.hp xx kunai, st.hp xx ex kunai xx 2nd bomb, st.mp xx ex kunai st.hp xx ex kunai, st.hp xx hk kazegiri
does a lot of chip, not that it matters because you canā€™t kill with it, but still pretty cool, you can change the kazegiri with a kunai to be safe or do a st.mp f.mk to try to land a overhead

Also, just discovered that her target combo overhead is +5 instead of +3 on hit (can link st.lk,st.mp and st.mk on both standing and crouching opponents)

Had to leave for the movies. But, I did get some time to mess around with our favorite shinobi. Here are some of my thoughts (as irrelevant as they may turn out to some). A lot of the information I am about to share is either common knowledge or ridiculously obvious. Nevertheless, I will try to
It is just as I suspected. Ibukiā€™s damage output in ground (and juggle) combos increases by a lot when she has V-Trigger available. Using so much as one bomb within a combo will tear the opponents life bar to pieces.

LP Raida apparently causes the opponent to reel back the shortest distance which may help in some V-Trigger combos when utilizing the bombs. HP Raida causes the opponent reel back the furthest. In the long run, Raida in general is a great way to finish a lot of combos especially if youā€™re trying to advert some of the damage scaling. The player should be able to emphasize on block punishment as well. I donā€™t know the exact frames for our girl Ibuki, but I do suspect that st.LP consists of 3 frame start up at the very least. For tight punishes, Ibuki can probably get away with LP~MP~HP into a special move in order to discourage the use of unsafe block strings or moves that are -3 on block after they are used against her.
I trust that both of her standing medium normals are good for counter poking and for confirming into combos.

cr.MP works as it does within the previous games. Ibuki leans forward a little to perform a punch motion to the opponents midsection. It can be useful when playing at the neutral. Then you have f+HK which is clearly a great normal to take advantage of. It also has CC properties to keep opponents from trying get too cute. f+MK is also really useful, especially if you want to end a round against opponents who try to crouch block a lot. In fact, she also has a target combo that goes into the move, which should used cautiously. Ibukiā€™s st.LK also looks like a pretty good tool but I need to test it out a little bit more. Her cr.MK is also relatively useful.

I need to talk about her V-Skill but I need to get back in the lab with Ibuki a little more so that I can collect information on itā€¦ (Unfortunately, I only watched a handful of Ibuki videos, despite how prominent hey were in this thread discussion. The main reason behind this is because I wanted to be ā€œsurprisedā€ and because I wanted to see what Ibuki was like for myself rather than watch too many videos).

Pros:

  • Helpful walk speed and can play the ground game to a large extent
  • Generous anti-airs (b+MP and cr.HP for example)
  • Block punishment can be rather lethal, especially against opponent getting a little ā€œtooā€ reckless.
  • Decent V-Trigger that which can be applied in multiple situations, such as set-ups, okizeme, long-range zoning, and simply increasing the damage output in combos.
  • Has several good evasive moves (df+MK for to discourage badly timed projectiles at the mid-range, f+HK for CC attempt and for killing the opponents use of lows, f+MK for an jumping overhead kick which can also avoid low hit-detection moves, qcf+K series which are both somewhat situational, changing the trajectory of her jumps with the use of her Kunai and such, and more).
  • Has a lot of target combos to elevate her offense and even her ground game. This is to be expected, considering where Ibuki originates from.

Cons:

  • Suffers from the Capcom Female Character Health Balancing Syndrome (in simple terms, her health is a tad lower than average).
  • Play needs to be careful about their jumping arcs so that they are not vulnerable to anti-airs
  • Does not appear to get a invincibility reversal until after generating at least one bar of meter (EX Kazekiri)
  • Cannot afford to get stuck in the corner for long periods of time.
  • Kunai do not work as traditional ā€œprojectiles.ā€ While you can still manipulate the opponents movement or keep them at bay, you still have to recharge which is preferably done after getting some sort of advantage or a knockdown onto the opponent.

However, these elements are going to be subject to change as this character just became availableā€¦ uuuuuuuuuuuuuuuuuuuuuhā€¦ hoursā€¦ ago.
It is generally a horrible idea to draw too many conclusions in this situations. The only things that we can take into consideration so far is the fact that we are currently testing the waters as we speak (and seemingly getting good results). There were also game play footage from earlier times, demonstrating what Ibuki can and cannot do. These are the only ā€œevidenceā€ and factors that we have so far.

[quote=ā€œsmashingme, post:1134, topic:177220ā€]

My godlike setup

[/quote]

^^ That instant overhead. Why you steal my tech. (kidding)

Gimme that frame data silly Ninja mainers. I know you keep it secret to try to win EVO with your shenanigans.

Been experimenting with safe jumps after her MK > cr.HK > HK target combo. It links after a counter hit s.MP.


MK > cr.HK > HK xx QCF+HK ... j.MK
Ryu
	LP/MP/HP DP
		Safe
	EX DP
		Safe in corner
	Super
		Safe
Ken
	LP/MP/HP/EX DP
		Safe
	VT LP/MP/HP/EX DP
		Safe
	Super
		Safe
Cammy
	MK/HK DP
		Safe
	LK/EX DP
		Safe in corner
	VT LK DP
		Never safe
	VT MK DP
		Safe in corner
	VT HK DP
		Safe
	Super
		Never safe, unless not using MK and timed wrong
Necalli
	LP DP
		Never safe
	MP/HP/EX DP
		Safe in corner
	VT LP DP
		Never safe
	VT MP/HP DP
		Safe
	VT EX DP
		Safe in corner
Guile
	LK FK
		Safe in corner
	MK/HK/EX FK
		Safe
Karin
	EX DP
		Safe
Chun-Li
	EX SBK
		Never safe
Rashid
	EX DP
		Safe
	Super
		Never safe
		
		
	
	

I still canā€™t find a way to get onto people with any of Ibukiā€™s tools. Jumps donā€™t work, slide doesnā€™t give frames to keep on, f+hk doesnā€™t either, cr.mk is not cancelable, st.mp has really really low range and st.hp is slow and you can just throw Kunai afterwards. Is Ibukiā€™s gameplay to do cr.mp buffer ex raida the whole game? Couse itā€™s the only reliable way to get a knock down Ƨ

Any ideas guys?