"Train harder!" - Ibuki Street Fighter V Discussion

She can throw two bombs per view trigger, but only one at a time. Neutral bomb blows up the quickest, forward bomb takes the longest and back bomb is in between the two

I watched some of these replays and don’t really see the marvel in them. Of course sako can whiff punish stuff but it feels very much like he is doing so with a handicap. He is working with poor ranges, poor hitboxes and poor frame data, and it doesn’t look that great.

His Kunai usage sets up his footsie game really well

I havent seen this listed yet while reading the thread, but b.mp air juggles after ex kunai.

So you can do lp, mp, fp target xx ex kunai, lk dash into b+mp xx lk or mk command dash for a midscreen mixup.

If you do close s+fp xx ex kunai then lk dash, you end up closer to the opponent then the other combo. If you hit them with a high b.mp, you can normal forward dash to the other side for a better midscreen mixup.

For max range c+mp xx ex kunai you’ll probably have to do a mk cmd dash, but you might momentarily switch sides and b.mp wont hit. You’ll have to delay the command dash a bit.

Also for some reason j.mp juggles after ex kunai, but i cant follow it up with anything.

yep it’s true. you can see that used here: https://gfycat.com/WastefulOddBass


What are people doing after far range CH s.MP? It happens a fair amount in situations like after boxer hits you with a spaced dash punch – you have to establish your walk forward in that situation by first pressing a good button. as such I get a lot of CH s.MP outside of the range where c.MP will connect. If it stuffs their move a bit meaty, you can get sweep, but good luck confirming that. The most consistent thing I’ve gotten is actually HK DP which links on reaction, and can go into super if you have the meter.

edit: off of HK DP you can get dash s.MP to meaty neutral tech and c.MK or c.MP with a 1ish frame delay can cover the back tech.

HK Kazekiri is probably the best you’re going to get from max range.

Some new notes from my document.

  1. Crush Counter s.HK links into V Skill for extra V Gauge build.

  2. V Skill is negative 5 on block regularly, negative 2 on block when charged.

  3. Ibuki’s normals generally have large hurt boxes attached to them. Meaning she will be counter poking and trying to whiff punish more than actively beating buttons. s.MP, s.MK and s.HK have the best chance vs some characters standing and crouching normals. There are a lot of annoying standing buttons that are tough for her to beat with most normals. That’s where s.HK helps. **s.HK beats a lot of higher hit box standing buttons like Mika/Karin/Ryu s.MK and can very easily land on crush counter. It’s 10 frame start up and only minus 2 on block. **Can be ducked and low profiled, but if you really need to stop abuse of a standing button it’s really good. s.HK will also hit above the hit box of standing heavies like Karin’s s.HK.

  4. If the opponent is sleeping HK command dash to air parasail might not be a bad way to get out of corner situation depending on character you’re fighting.

She feels like she was built with having good whiff punish normals in mind.

I think a lot of people are knocking this character cause she has an anti-flowchart style. She has a ton of tools to freestyle with, just have to get used to when to break them out of the toolbox

j.hk, cr.hpxx ex kunai, VT, Lraida,Mdash,Hraida 377 damage one bar can you do more than that ? not sure whats the best follow up to vtriger?

Damn you people are so negative lmao.
Im looking at Ken, Necalli, R.Mika(characters she seems to outtool lol)[not a word]…Im missing someone but this Honey Q chicken to good to not distract my thinking.
If hes making all those cons work in his favor…THATS A MARVEL sir.
Anyways… Order you some Wingzone and go practice.

I’m having “ken sucks” flashbacks

you can insert another st.hp after vtrigger cancel. bomb will explode right as raida animation finishes leaving opponent close up.
also why ex-kunai, you can just regular kunai cancel into st.hp-vtrigger. ex here seems like a waste of meter

What’s been helping me a lot in getting in c.mp xx ex Kunai into lk dash. You’re actually at plus frames if they block it and if you hit you get lp. Grab. Ex kunai is like plus 18 on block or something insane. Air ex kunai has even better frames.

i laugh everytime i do air ex kunai, drop down, try to throw and they are still in blockstun so i get rekt

thx that was helpfull still need to spend one ex bar to make it work but it reach 402 damage not bad for one ex

Some matches I played online. I’ll most likely record some of Sako’s fights and upload his as well.

**Casual Match vs Ryu
**[details=Spoiler] https://www.youtube.com/watch?v=wS2kd2m_BbE&feature=youtu.be [/details]

J.HK, C.HP, Kunai xx VTC, c.HP xx HK Kazekiri, HK Dash, air Kunai, EX Raida. 399dmg and corner carry from mid map.

.

EX Kunai into LK dash is -5 on block…

EX Kunai into regular dash is +1

If you remove the first kunai you throw you actually do ~20 more damage. The Kunai just adds scaling and wastes a Kunai.

J.HK, C.HP xx VTC, st.HP xx HK Kazekiri, HK Dash, air Kunai, EX Raida [410 dmg /610 stun]

Actually, don’t even bother with using EX, because HP Raida does about the same damage, and exactly the same stun.

J.HK, C.HP xx VTC, st.HP xx HK Kazekiri, HK Dash, air Kunai, HP Raida [401 dmg/610 stun]

[double post]

Whats everyones preferred ex kunai (no vtrigger) follow up right now?
I have just been going for lp raida -> meaty or hk dash target combo lk dash cross under
Im curious what tricky stuff people have found outside v trigger