"Train harder!" - Ibuki Street Fighter V Discussion

It’s hilarious hearing people say she is low tier.

That accidental ex raida tho

https://m.youtube.com/watch?v=12iKIlD9MJY

Ex raida is really good at catching limbs and a great punish tool. I need to remember I have it lol.

https://www.youtube.com/watch?v=WDxJ3tDKER8

ibuki grab fake into 50/50 no trigger needed.

This is the only hard to block i can find lol

Ibuki is looking like a mid tier imo

At the highest level of play, I see her as number 1 or 2

Did anyone notice that when ibuki hits her super, regardless of where the two character were before the super started, both characters will return to the middle of the stage? At the same distance from each other as when the fight starts? Is this a design choice or a bug? Because if you use a super in the corner and it doesn’t kill well you just lost any pressure.

I think it is too soon to call her top tier… but as a former Vega player i agree that she is very good at everything and at the very least better than vega. Her weak points are kunais charge time, kunais having no durability and low range lights, but she has everything. People will soon realize how great the command dash is both for mixups and neutral game.

That is a design decision. Karin’s CA does the same.

I doubt it, after bomb it takes some juggle potential but i test out later when i have time. But you can reset them with b+mp if you want, or go for a combo example after you explode the bomb with ex kunai H kasumigake, Air kunai, L Raida for 342 damage + oki. Pretty sick for Crush counter sweep that leads to guarantee damage or mixup for 1 bar. Not to mention Sweep xx VT is around +5 on block with the bomb out there as well.

As for how strong ibuki is, with the small time i have with her i could already tell she’s a much better rashid. That alone puts her at least mid tier.

I straight up think she might be number one:

Will take more time to discover the matchups first, but she doesn’t seem as outpoked as in sf4. Her normals have around the same range as they did in sf4, but everyone else’s are shorter.

She lost tsumuji… But gained ground kunai and ground ex kunai…

She lost neckbreaker as KD setplay and anti fireball with the ex version, but gained lp raida as KD setplay and ex raida as anti fireball shit.

And she has things other characters simply don’t have. Solid AA. Good footsies breaker that isn’t duckable and goes into ex dp easily. Good damage bnb via target into raida. Super plus on block ex special for pressure.
St.mp walking for pressure and ch confirms.

St.mk target combo for some of the best KD style pressure in the game (opponent can’t quick roll or backroll out of aerial flip)

Fast walkspeed unlike her sf4 counterpart.

3 frame normal that goes into combo.

Keeps metered reversal

Gains ability to combo off of ex dp

Only character in the game that can combo off of CC sweep… And for really good damage at that.

Gains button hold kunai, has a float for getting out the corner, has increased juggle potential.

Seriously, they took sf4 ibuki and buffed her.

Lovin it.

Ibuki is 3s tier because DP on wakeup takes centuries.

https://www.youtube.com/watch?v=rK3oYhhA7g8

this is some very impressive stuff, although its more setup focused than the previous one.

Could you go into detail on this? I main Vega now and have been thinking about buying Ibuki and trying her out. What does she do better than Vega?

well… i will make a breakdown of both characters, their similarities, differences, etc…

vega has two stances, claw-on and clawless. Ibuki works like a clawless Vega but she has equally good buttons, a command dash and meterless long range options. She actually has answers to fireball guys unlike Vega who has to sit there and fish for a v.skill or a critical art or a jump in, all of which must be extremely precise to be successful. her long range options include air exkunai, grounded kunais and her v.skill negate projectiles so she is imo slightly better than Vega against fireballs. her f.HK and slide go through fireballs. Kunais are actually very good when you are sitting from fullscreen distance. Vega has clawnormals, they are ok but their recovery is very high, making them high risk normals for some matchups. Vega can outplay several characters with just claw normals but on certain matchups they are not enough to win, against Ibuki for example, you can zone Ibuki with claw normals but at some point she will get in and you will have to deal with the mixups.

Ibuki antiairs actually work, she is not completely helpless on defense like Vega, Vega players are always mindfucked by stupid play of Laura/R.Mika because the rushdown is prevalent in this game, and we cannot block forever. Her ex-kazekiri is a good invincible anti-air, and you can even follow up if you have an extra ex bar and kunais for like 300 damage. Her v.reversal is great, very possitive on hit (you can command dash M and stay in their face after it hits), very invincible on whiff, slightly unsafe on block and pokes away. Vega v.reversal SUCKS in the corner, despite being good for punishing certain specials and evading critical art chip damage. Her cr.HP works the same as Vega cr.HP anti-air and it is cancellable into command dash! so it leads to pressure unlike Vega who resets back to neutral. Both have anti-air grab. Ibuki also has a float move but it is not very good.

Ibuki v.trigger is hands down better than Vega imo, Ibuki already has vega v.trigger in her air ex-kunai, and it is comboable from fullscreen distance! (both the air and grounded versions). You get like 300-400 damage from ibuki v.trigger cancel combos; vega and ibuki v.trigger make their sweeps safe BUT Ibuki Vtrigger OTGs a crushcounter sweep, it is RIDICULOUS, you get like 350-400 damage from it if you have 1-2 bars. Imagine Ryu guard break setup BUT BETTER. Vega only needs two bars for his vtrigger but Ibuki gets two bombs so it is a fair trade imo.

Both have great rushdown, Vega has command grab and ex-barcelona attack, Ibuki has ex kunai L for added pressure (it is very possitive on block, even allows you to dash in staying +) and an overhead that links into 200k damage and more pressure after Raida L. Ibuki is like glue though, she sticks in your opponent face and you have to block a couple of strings before her turn is over, Vega pressure goes back to neutral after of a few normals and ex-rolling crystal is -2. Both their corners game are great, imo Vega is more stupid than Ibuki when they get the opponent in the corner but she has stupid options as well. Also, 3 frames normals!

anyway, the score is

defense: ibuki
offense: tie
neutral: ibuki in most matchups, vega in the matchups where claw-on works

Anyone know any good block strings ?

… Well it depends on matchup, but one I saw sako use and abuse well was cr.mk from range, then fhk.

The cr.mk is minus so people want to push buttons after it, which for whatever reason sometimes get CC by the fhk.

The other crush setup I saw him use decent was whatever into ex kunai on block, then fhk as they were recovering… People seem to like to press buttons here cause they panic and then the fhk makes quick work of them since it’s being done from advantage.

Other strings are just like… Walking st.mp pressure, whatever into overhead… The skies the limit really.

Thanks a bunch I really want to get good with the character so any tech or tips i can grab is helpful.

So I haven’t seen anyone mention this and maybe it’s something that Ibuki always had, but her MK target combo into MK command dash into meaty MP is a lot more dirtier than I thought. The MK command dash causes the opponent to side switch left-right-left as you duck under them, eating their reversal inputs which can cause them to throw out a non-reversal move and getting hit by your meaty instead.

The opponent can still reversal but the timing is VERY strict. They need to input reversal in the splitsecond that they stop side switching and land. Unless I trained myself to explicitly time my reversals to beat this mixup I wouldn’t be confidant in throwing out a reversal at all, and just take the block pressure.

Oooooh, I know about the sideswitch. But didn’t take into account mixed inputs :slight_smile:

That means we will only really have to mind our ps and qs versus down up charge reversals :slight_smile: me likey. Good stuff.

Anyone know how to deal with wary players saving and throwing out v-reversal on your v-trigger cancels? Seems like v-reversal negates about 90% of Ibuki bomb setups and the other 10% are negated by light punches.

I agree… after going back and watching 3rd strike ibuki use her normals I soon realise how they intended for players to use her buttons.
And it’s as you all were saying…

C.mk - main poke tool in neutral
St.lk - buffer/poke/-4frame punish tool

Air ex kunao