"Train harder!" - Ibuki Street Fighter V Discussion

does this work? -

https://twitter.com/wikumusik/status/749180310558912512

or does it have to be done the way it is 10 seconds into this video? -

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

alotta talk about set ups and her TCā€™s, which are all cool and iā€™ll undoubtedly incorporate them into my game play once iā€™m more used to ibuki. but for those of you out there who like me want something more simple and reliable to use:

combos:
st.mp > st.lk xx ender
st.mp > st.lp xx ender
lk reaches farther, but is slightly harder to perform. damage is the same.

frame traps:
st.lp or st.mp > st.mp
beats 3f moves, combo into st.lk xx ender

basically st.mp seems like ibukiā€™s go to button.
cr.mp is nice to fish with in neutral if you buffer ex kunai with it.

her st.lp > st.mp > st.lk TC (can we agree on a name to abbreviate the two TCā€™s? i say lk TC and hp TC) is safe, but minus.
her other TC is pretty minus.

not sure about optimal CC punishes yet, gotta lab that out tomorrow. fishing for CCā€™s with f+hk is fun though.

You finally saw my problem to get in haha. It looks like ex kunai is +2 on block, a good way to mix people up will be to throw something like st.hp (awsome range) int o ex kunai and then go for a mixup like a tick throw, command dash to the other side etc. I think it may work. The problem is the fact that you use a meter and a Kunai, i think it is way too expensive to keep the pressure up and get in but well, thatā€™s what Capcom wants us to do

People can get in with Necalli and R.Mikaā€¦
But not Ibuki :expressionless:

Yes, you can cr.mk into stomps with Necalli, you can st.hk also, you have a fireball that is ā€œdecentā€, you have a good regular dash and you can jump. Mika has her st.hk, her jump in, her slide and the fact that she can walk you to the corner and demolish you with her bullshit vortex without the use of V-trigger.

Itā€™s not that Ibuki canā€™t walk you down, but the fact that you canā€™t jump is a pain int he ass, i donā€™t know why she has 0 proximity block on her jumps, everyone just walks under you and avoid the jump in completly. Her cr.mk isnā€™t cancelable too, it would be so cool to be able to cancel it into cammand dash

the thing i miss the most after playing karin for 4 months is strong-strong sequence that is easy to hitconfirm.
just played against cammy who did strong-strong entire game and i was like ā€œwish i had thatā€

Why would you want to jump? The best Mika player in the world barely jumps anymore. Itā€™s nice to have a good jump, but since Ibuki has better AA options than most of the other cast and has a HK command dash which is essentially a KOF hop that you can cancel into kunai really early, she has options for aerial pressure too.

I think learning how she plays is more important than trying to shoehorn the way you want to play her into your game. Thatā€™s always the tough part people have about playing characters like Ibuki. They already have it expected in their head how she plays, when they know better about characters like her. Theyā€™re always designed differently from how you expect them to be played and itā€™s about figuring out how they were intended to work.

She works like Mika where you can go around fishing for buttons that start a party. Mika is looking for a s.MP or f+MP to land, Ibuki ideally wants to land a s.MK.

s.MK is really important since it goes into sweep target chain and sets up MK/HK command dash which pretty much gets you in for free and sets up mix up. MK command dash sets up the safer meaty mix up with walk in throw or shimmy out and counter hit them with meaty or punish throw whiff. Whenever I hit s.LP I always buffer in s.MK because if I land the s.LP on counter hit you automatically will get the link into s.MK and then you can just mash sweep chain and go HAM.

s.MK has more range than her s.MP or s.LP also so I usually walk in and fish for counter hit s.MKā€™s or if Iā€™m feeling good raw confirm s.MKā€™s and do the same thing. Just have to be careful with raw confirm because if you donā€™t catch it itā€™s your ass. s.MK counter hit should be easy through and s.LP. s.MK counter hit buffer is dumb easy.

HK command dash seems safer if you know youā€™ll have the opponent near the corner after the target chain. Especially if they donā€™t have a DP.

Im not sure how anyone else is playing, but I like to stay mobile. Did we forget we can also annoy your opponent and force him to do something stupid? If hes just sitting back chilling then reload your Kunais. Theres something positive in every situation. Depends on what you make out of it.
And cancel that st.HK on R.Mika. Looks good on paper until someone thats even half decent sees you attempt that wretched charge up and then 50% of your life is gone.
That negative ass slide too lol.
Pick your angles to jump at. I find trolling with her fun. I just kite over people that doesnt have a long reaching move.
Pretty funny lol.
Someone also put out some solid blockstrings.
It standing MP is nice. She has a lot of tools. I like the grounded Kunai a bit better than the neckbreaker. Its safer imo

st.MP st.MP seems to beat out 3f Jabs. At least Chuns.
I usually follow it up with her st.MP target combo which doesnt get beat out by mashing jab.
However theres a gap. They could surely DP out of it, but then theres always the ex Kunai option. or Kunai.

Is it by design that LP scores a knockdown when used after H command dash? No other button does that except her HP > HK target combo. Even the LP > MK target combo doesnā€™t do that.
Also whatā€™s exactly the purpose of air LP > MK combo?

Some hopeā€¦
Her slide is somewhat like Rose, punishable but somewhat safe at a later frames. As you all know on counter hit you get St.lp.

St.lk xx mk-dash is actually really good

St.lp St.mp counter hit confirm into st.mk is so beautifulā€¦ I feel like Iā€™m poking like Vega againā€¦ finish with the target comboā€¦

Btw her bnb is also really good as well. Cr.lk St.lp dp

it is hard to get in on people because of her short range but I just use kunai on block to do that so she loses at neutral, running her a tournament today, dont care about losing I need the exp

https://www.youtube.com/watch?v=FLgQ2TEo54Y

some okizeme ideas for normal recovery

Anyone else notice that thereā€™s a glitch where the opponent displays the block effect when hit immediately after V trigger? Itā€™s making training mode irritating.

So I got a hand on the frame data of her normalsā€¦ only four normals are plus on block and they are either +1 or +2. Better use dem kunais lol

You gonna post a link or saving it for nationals?

Framedata from Toolassisted: https://pbs.twimg.com/media/CmUN5mGWYAAoaqn.jpg

Been messing with what you can do after CC f+HK, this is the foundation of what Iā€™m experimenting with. The slide kicks the bomb so it travels to cover your approach on their wakeup.This might not be worth the meter or even viable but seems to cover both recoveries and you can get a mixup on block and combo from the bomb if it hits. You are also plus on block on quick and back rise and can CH with st mp.

https://www.youtube.com/watch?v=k7VZETVQN8U

If im reading that right it says her s.MP is plus 4 on block lawl

How the fuck do you punish balrog? Heā€™s -4 on most rush moves which means you have to use a light, except her lights have poor range and his punches have stupid pushback.