"Train harder!" - Ibuki Street Fighter V Discussion

I’m starting to think that my f.HK is always too late. When I see Sako do it, his f.HK hits higher than mine. Need to work on the timing.

I think it depends on how high you hit the f HK. If you hit it high and dash it will cross up, hit it slightly lower and you won’t cross up.

Was having a hard time getting in, watched some of PAN’s videos and helped a bunch (Not sure if previously posted so https://www.youtube.com/watch?v=TO1O-a84G3U) very resource heavy. If only she retained her triple kick or even her normal dash from sF3.

The one sako does i just saw i cant do it it all. Maybe im throwing the wrong bomb but i cant get the juggle. Spending one more kunai if u have it is worth it imo just for the ease.

You Have to hit fhk early to get it to cross up.

That feeling when you do the sako setup for the first time in a real match lol

https://m.youtube.com/watch?v=H4aCtQ_LTrw

Watching that periscope recording of Sako, he does a new variation where he hits them with b.mp instead of f+hk. From the looks of it, you recover fast enough from cmd dash where if the opponent is doing a reversal, you can block it.

But I’ll have to test it. Not sure how he’s getting so close to b.mp though. I think it’s cuz he starts the combo with s.mp and is closer.

Is he canceling the b.mp into dash or letting it hit and then dashing?

I went to training mode earlier with the setup and from what i can tell:
b.mp cancel into dash crosses up. if you dash after the b.mp it stays same side.
Also you have to do the EX kunai VTC dash a bit quicker than we can usually get away for the f.hk. setup
I noticed watching sako do his reset that his f.hk hit faster and higher than mine would normally and while we can get away with being a bit loose on timing on that combo, Sako’s is the correct timing and the one you need to make the b.mp setup work. just have to practice it a bit

I’m getting a bit better with the crossup bomb.

^^ Just like you said, you need precise timing on the EX kunai juggle to get the f.HK to hit higher. The timing of your MK dash after f.HK matters as well since I was noticing that I was hitting my f.HK higher, but still wouldn’t cross up because I did my MK Dash too late.

I’m sure there will be easier methods for cross up bombs set ups… that’s the least of our problems. Neutral game is where it’s at.

We can’t depend on the vskill. The started up is just too much.

Counter poking is hard as well with the start up and range of her buttons.

I would admit when she gets in st.mp st.mp or st.mp lk-dash really have players pushing buttons to counter.

i dno about that actually the v skill seems really fast still cant believe its 15 frames. as long as you’re not stupidly obvious with it its ridiculous. end most of your blockstrings with a quick one and combo into it from ex kunai juggle and you’re laughing. i feel like im really missing something in neutral i agree with that. i feel like b.mp and c.hp are screaming out to be used more though

I get jumped once for doing it bad even once and the damage isn’t worth it. I still use it alot often but the damage and knockdown isn’t worth it to make it a major part of my game.

Hk-air dash ex kunai is working out well mixed dashing in with cr.lp st.lp st.mp st.lk…

Haven’t found any use for those buttons other than AA

IMO the correct way to use her VSkill is to bait max range pokes to whiff and punish them. This is thanks to the fact that her hurtbox shrinks when she’s charging. For example, you can stand on the space where Karin’s max range sweep would hit you, but you preemptively charge her Vskill before the sweep comes out and punish her (Karin’s sweep will whiff). The VSkill knockdown also allow for a safe kunai reload for many matchups. It’s most effective when you know your opponent’s tendencies and it’s not something you can just throw out like Chun’s st.HP.

The main use of the V Skill is just to tack on some damage while building your V Gauge. As people get better with her bomb setups, people are going to be really afraid of allowing you to get your V Gauge any faster than you already are. 15 frame start up is fine for a move that out prioritizes all buttons once active. There’s no needing to space it as long as you know it won’t whiff. Once its active the button they hit will lose if they hit one and is pretty safe on block at max range even when not charged.

It forces footsie characters to move closer to you where your regular normals are better.

Ugh, nonstop practice, execution getting better, losses keep rolling in. Bad approaches, the kunai limitation is insane, did Capcom sit around and think of making the trolliest character ever? She’s fun to use, but I CAN’T get results with this kit! (Yes I realize it’s my fault, I’m venting).

Accidental kunai recharges; out of range target combo’s, POINTLESS TARGET COMBO (mk>c.fk>s.fk should NOT be a target combo, you should be able to wing out cr.fk>s.fk by itself, then atleast she’d have range and a damn setup)

The reliance on v-trigger/EX moves seems to be higher than any other character D:

Gonna go insane.

Heavies can actually trade with her VSkill when they’re both active at the same time. In what situation would you use uncharged Vskill over a charged one (25f)? I don’t know about using the uncharged one. With the charged one, her hurtbox shrinks for a little longer, builds more V gauge, safe kunai reload opportunity when it hits, more damage/stun.

From a range you shouldn’t have any trades. It’s a projectile and projectiles don’t work with the priority system. There’s a hurt box over her head where certain standing normals like Claw’s clawless s.HP can hit her, but that’s only if you don’t space it far enough away. Max range buttons can’t mess with her V Skill.

I think the issue you may be running into is that her hurt box stays extended for a few frames if she whiffs it. Just have to be careful not to whiff it too often. Use it when you know the opponent is abusing a normal in the mid range.

They both have points to use them. Uncharged is good in block strings since it moves her hurt box far back enough to counter hit a lot of button presses after LP or MP block strings. It’s pretty good vs any general poke you feel will come in the mid range.

Charged is better for mid to far range slower buttons like Zangief’s s.HP. You can’t be an a complete dummy and just fire them off anytime, but both have good situations to use them.

Is there a compiled list of setups yet or do I need to just start searching through the pages?

Here’s the translated Ibuki notes from Acqua, posted by DaFeetLee. Has setups and general tips
https://docs.google.com/document/d/1trvjFzczuixK-VZUuQY0SATPM0tU0WS-u5dTBeeqUB8/edit