"Train harder!" - Ibuki Street Fighter V Discussion

thx that combo is sexy, but you can get 402 by doing ex raida after the hk kazekiri it save you one kunai and give litel bit more damage

This is a basic-ass question, but can someone explain to me the juggle properties on b.mp? It just resets them whenever I go for it.

^ it just means you arent connecting it deep enough. if you connect it right, it would be a double hit that you can cancel on the first hit.

made this lil video showing a reset. And marvelo made this, same reset but with a grab instead! Ibuki looking menacing after she gets a hitā€¦

https://www.youtube.com/watch?v=vdG2BpAp3l8

So I guess lp->mp->hp is supposed to be replaced by lp->mp->lk if they block but reacting to that is hard! I also find it difficult reacting from using mk in footsies. Is there any way to practice this? set block to random in training mode maybe is a good place to start?

Man I love these bombs.

Iā€™ve heard people say they can confirm LP MP target into LK or HP but it seems really difficult ATM. Like harder than just raw confirming s.MK into sweep target.

Yeah for s.MK just set the CPU to random block. Youā€™ll be landing that move on counter hit sometimes as well so itā€™s easier to look for the counter hit message and then sweep target off the counter hit message. If you walk in close enough you can fish for s.MP counter hit (which is more plus on block) and then get free link into s.MK and start the sweep chain.

I usually use frame traps to fish for mk. The range is just to short to press the button otherwise.

According to my research, you dont have to use the target combo at all. s.LP links with s.MP when it is a counter hit, and s.LP > s.MP is a safe frame trap. Also, you can confirm quite easily from a s.MP hit to a s.LK > command grab special (i know it is not a grab but forgot its name!).

The whole ibuki frametrap game works around raw s.MP so thats what you should use in your strings instead of the unsafe s.LP>s.MP target combo which is not cancellable on block and is punishable. Hope that helps.

I am in the lab right now trying to get trial 4 into my muscle memory.

Itā€™s really weird, I have ryu recording set to his standard cross up combo and my b.mp is giving different recovery properties. Half the time itā€™ll cause a hard knockdown (like in the trials) and the raida will whiff. And the other half he will recover with a back flip and land on his feet; the raida will hit but not combo.

How are you guys max punishing jump ins starting with b.mp? Iā€™m spending a ton of lab time on this character starting from the ground up.

edit

C.HP VTC C.HP whiffs, but you can just end with s.HP xx HK Kazekiri, LK Dash, EX Raida and get 409.

Made a video of EX Kunai application. I think jump in EX Kunai will be a big part of her neutral. What do you guys think?

https://www.youtube.com/watch?v=INP7NKgGVWM

Ok so some notes:

Hitconfirms:

St.mp,st.lk xx whatever (her most spammable confirm)

St.hp xx kunai (confirm into v trigger)

Air ex kunai

Ground game:

Vskill
H kunai (primary attack)
Fhk to hit people that are trying to hit kunai?

[quote=ā€œM00nTiger, post:1293, topic:177220ā€]

Made a video of EX Kunai application. I think jump in EX Kunai will be a big part of her neutral. What do you guys think?

[/quote]

Yaaaasss, this is vaguely like SF4 style pressure, except we just need meter.

Can someone tell me the use of df mk?. I canā€™t find a good use for it. Itā€™s like chunliā€™s crmp except you canā€™t vtrigger cancel it. Itā€™s -6 on hit even.

It has a ton of active frames so just needs to be used from far away. Depending on spacing you can even combo s. lp/s. lk from it, esp on ch/meaty.

Can ibuki reload kunai mid combo?

So I just noticed now far st.MK hit box could hit you from
Pretty the spacing of two landed st.MPs.
Didnt know it hit like that.
Not anything relevant, just kinda caught me off guard.

How are you guys simply keeping the opponent blocking? Block strings, pressure, etc.

St.mp startup and block advantage are really good but thereā€™s basically no other button youā€™ll want to throw out to open up your opponent. All other buttons are negative on block except st.lp but the followup is super range dependent.

What Iā€™ve been doing is just sucking it up and expending the meter on ex kunai and dashing in. Iā€™ve also been successful trying to cheese overheads or mk dash but I feel this is a matter of time before people catch up where with Cammy Iā€™d just wear them down by making them block too much.

Edit: Just figured I could use slide to go back in, derp. Anyone tried spacing it properly with blocked normals yet?

I havenā€™t done any testing but why are we doing st.mp, st.lk instead of st.mp, st.lp on block? Is it for range reasons? St.lp comes out 1f faster and itā€™s plus on blockā€¦