"Train harder!" - Ibuki Street Fighter V Discussion

Hmm thanks, you got my brain working now. I was trying to get a dash in after a ex dp xx ex air Kunai and nothing was fitting in. Looks like Kunai release variants are the answer.

I very rarely wake up DP, so when I do land one I want the biggest momentum shift possible

@OceanSalt

Itā€™s certainly tough going from Laura to Ibuki. Lauraā€™s ground game is much more advantageous, with a lot of really good buttons, fast burst mobility (worse positional mobility), and some really nice conversions. Every hit leads to more hits, and more often than not, a typical guess: meaty or command grab. Get good enough to just go for regular throws into HP elbow punishes for people who jump away, and you can pretty easily dominate people.

Ibukiā€™s ability to retain pressure is a lot harder, with most of her pressure buttons being mediums/lights. She also gets no where near the reward Laura gets for each CC, and due to her heavies not being the best as a whole in neutral save for f.HK, well, you lose out a lot of potential damage.

No fireball to ease your way in or pressure your opponent, so you have to rely on Ibukiā€™s many, but very positioning dependent moves for dealing with them. In the end though, no matter the option, you will never end up right next to your opponent by doing so. Slide leaves you far if you distance it right, and is unsafe otherwise, a Kunai will be deflected, f.HK isnā€™t really something that can be done on reaction, and while EX raida is very good, it pushes the opponent very far away, putting you back where you were to begin with. Jump-ins, and more specifically jump Kunais seems like the easiest way to close the distance with Ibuki. With time I have slowly been increasing my accuracy on hitting my opponentā€™s toes, to gain advantage when done.

Ibuki is a lot more tricky. You really have to mix-up her options, you canā€™t just rinse repeat combo enders and expect to have the same threat that Laura does when she knocks you down or hits you up-close. So while it sounds unnecessary, I think learning as many mix-ups on your combo enders is probably the most important thing to playing Ibuki. Never let your opponent get comfortable with what is going on. However, itā€™s also important to practice each one yourself. This game does not really let you go by ā€œfeelsā€ when it comes to timings, so if youā€™re off on a reset option, well, youā€™re going to get jabbed, and jabbed again.

I also think itā€™s really important to be as annoying as possible. Poking people who keep walking back and forth a lot with Kunais, even testing them with Kunai reloads from a distance ā€“ Ibukiā€™s playstyle really seems to focus on screwing with a playerā€™s composure before her stuff can work. Then thereā€™s also her V-trigger stuff, but you canā€™t depend on that, strong as it is. People play a lot different when she has V-trigger, and that generally means a lot more defensive.

ā€“

Ibuki is a difficult character, to be sure. The payoff is remaining to be seen, but weā€™ll see. Personally, I am seeing growth with my Ibuki play, and thatā€™s what matters most. Still no where near my Laura though as far as winrate, but itā€™s improving each time I play. I plan to take the rocky trip back to ranked pretty soon.

I remember a time when Ken players were moaning about how negative he was on block and a time when Laura players were complaining that she had no 2 hit medium confirm and sketch AA. The characters are designed to approach hit confirming and neutral a bit differently from one another, so the work has to start to figure that out with Ibuki.

I feel ultimately she is designed to work around building her V Trigger like Necalli. She gets good walk speed to force the issue of landing buttons and building meter/v gauge, but her buttons themselves are lowered in priority to force an emphasis on building towards the bombs and giving you that combo/offense game that will really make people scared. Thatā€™s also why I feel eventually her V Skill will be used with a similar level of regularity as Necalliā€™s. It beats most buttons once active and when players learn how to space it and when to use it, theyā€™ll get to the bombs faster.

Sheā€™s tough. Her pokes are nowhere near as good as in sf4 I feel. Iā€™ve had much more success with kunais. Air and ground,mit seems that sako is taking that path as well. In game her v skill seems to lack range or whateverā€¦but itā€™s easy to wiff and get punishedā€¦ Having said that, itā€™s the same for necallisā€¦ I still regularly get v trigger at half health, but a lot of times canā€™t take advantage of thatā€¦ But the character is still young, there is much to be learned.

Iā€™m definitely struggling within the first week of playing her, but I feel that Iā€™m just not playing her to her fullest potential. I look at it that way, because not everyone plays ibuki the same. Sako being the almighty player that he is, makes it seem so easy is because it naturally clicked. But this goes to every other top player that picks ibuki and puts in work.

With new information coming in everyday and seeing people working together, only bringā€™s a little step further to understanding her. You guys are doing a great job. Not enough people give ibuki player props, seriously.

I donā€™t have much to report from my findingā€™s for ibuki for now. Thereā€™s some footage I have to go through and see what I got.

really guys? i have been cleaning the floor with online platinums/super platinum just using basic fundamentals, my week one Ibuki training and raida L into more pressure, into more pressure, etc etc. They should be the ones losing this week, they dont know our tricks yet. Also, absolutely everyone is eating the Sako bomb reset setup. It is ridiculous how no one in the online population can block in this game properly.

So far the characters i have found tough to deal with Ibuki are Alex, Chun, Fang and Rashid, everything else seems ok for her. Cammy seems like a super favourable matchup for Ibuki in my experience. And Rashid might be hard for me just because this character is a different beast online. Same for Alex! people are so random with those two specially on lag. Im happy that i found my anti-Laura character at the very least lol. I believe Ibuki beats Laura.

Thanks to everyone. I instinctively made use of kunais a lot, they are simply one of the best pokes in the game and thank God Capcom thought of not giving her an unlimited amount because otherwise some MUs wouldā€™ve been simply disgusting (Iā€™m talking about Gief of course). I feel Ibuki needs to play ranged until youā€™re able to set up something and then go in like mad. Luckily she probably has the best set of escape options in the entire game, so if you find yourself in a nasty situation you can always use slide, glide or DP to reset everything.
In the end I think itā€™s just the usual crisis when I switch to a new character. I had the same issues when I started playing Vega and didnā€™t have a clue about his gameplan and now I can handle him good enough to beat mainers of other characters. I hope Iā€™ll eventually figure it out because I feel she has a lot of potential.

I think thatā€™s one of my main issues with her. Iā€™m so not used to rely on the V-meter with Laura that I even forgot to use the VT when I have it availableā€¦

I think the Laura vs Ibuki MU is pretty even. In spite of their different buttons they are characters similarly built around mixups and tricks; Ibuki can deal (literally) explosive damage on VT while Laura has for her more health and much safer pressure. And of course, Ibukiā€™s EX DP gives her a powerful tool to interrupt all of Lauraā€™s strings. It all boils down to who makes the first mistake at the end.

Ibuki pressure is safer than laura but imo she beats laura not because of their buttons but because ibuki tools change the momentum pace 180 degrees from a vreversal, dp or anything really. Laura is a strong character when she gets momentum and ibuki basically doesnt care about it given that she get the resources to counter laura. Ibuki defense is much better than laura despite low health so one knockdown and she is not hopeless unlike laura for this matchup.

Other advantages include ex raida going through thunder special, kunais for superior range game and vtrigger bomb setups being better than all of laura setups. It might be too soon to judge matchups but a little analyze doesnt hurt. At the very least it is MUCH better looking than laura vs vega for me lol

Whatā€™s your cfn? You might be into a strategy that Iā€™m not. Admittedly I havenā€™t had much time to play and basically still have a day 2 ibuki (work sucks)

I personally think the issue is letting players respect you. Iā€™ve been trying to find plays for that. And for now Iā€™m seeing her TC as a way.

D.mp-f.hk they usually respect that entirely and block.

The real issue isnā€™t her stubby normals but when we get in how do we make them respect us.

My s.HK AA keeps getting stuffed (especially by Ryuā€™s it seems), should I be using b.MP or DP?

Most likely just spacing it wrong. From far range it beats Ryu j.LK clean. If you do it too close heā€™ll j.LK on top of the area where thereā€™s no hit box and stuff it. Itā€™s a heavy button which means it will also beat any medium or light jump in on a trade (priority system).

If he jumps in from closer range Iā€™ve been successful with c.HP since as long as you see it quickly enough the hit box usually goes past his hit box to AA. b+MP can work too cuz its fastet, but the hit box seems more picky on b+MP. EX DP can work too, but not sure about regular DP. Might cause trade sometimes.

Try c.hp, I always get a free mixup by canceling it into lk command dash and staggering my movement so it looks really ambiguous.

@Dime_x my id is serpentaurus. Add me on cfn i will be playing later today.

Thanks guys, Iā€™m having a lot of trouble dealing with cross-ups and stuff because I always want to AA them but fail. I feel like I should start just dashing out of them

I wonā€™t be home for a few days so i wonā€™t be online or have access to a computer for a bit.

The correct way to anti air a close jump forward that will crossup you is not cr.HP, it is jump upback grab or jump upback j.LP. or you just walk forward and get out of range. well timed standing normals are also capable of beating crossups, i would think ibuki s.lp and s.MP are good for that. Also, we have autocorrect kazekiri. Ibuki HAS defense. Not many characters have as many defense options as her.

Ok let me know when you are up to play.

You should also work on trying to stand in positions where they canā€™t cross you up so you will have to anti air less in that position to begin with. Like Serp said, youā€™re going to have to jump or move once theyā€™re in cross up range. If theyā€™re doing something that will obviously cross up (and you donā€™t have time to AA or move out) then just block and/or tech.

Yeah, her anti airs are God like. Just have to get used to the spacing, timings, and proper move selection based on the situation.

If people stick with this character they will be terrifying with enough practice

Of course if you played Vega I understand why Ibuki looks much stronger against Laura lol
While I agree about Ibukiā€™s better defense, you still have to consider that Ibukiā€™s ressources are limited - you need EX meter to use an invincible reversal, your kunais need to be refilled and using VRev may mean giving up on using the VT bombs. Itā€™s not like a Cammy, Ryu or Necalli that can DP, jab or poke at any moment to kill the momentum. So in the end she have more or less the same tools as Laura. Lauraā€™s pressure and oki on the other hand are much scarier and less gimmicky than Ibukiā€™s.
I still think that this MU will end up being a 5-5 at worst. Time will tell moreā€¦