What do y’all think of her summer costume?
I dig it
Well…
Spoiler
http://orig11.deviantart.net/9e00/f/2013/247/0/d/20130904_01_by_ai_eye-d6kzh8h.jpg
She stole the idea, and put on her own swimsuit on top of it. Kappa
Spoiler
No exceptions
I think its awesome! Strider ninja best ninja (outside of Chipp ofc).
I will buy it because ibuki looks like vincent valentine in the red color palette and i love vncent valentine.
They had so many cool costume designs in the sketches from awhile back, why can’t we get some of those? I don’t want to fight in a swim suit. We’re starting to get reeeeal DoA here guys, just saying. When are we going to start getting cross-over costumes? 30 female outfits per 1 male outfit…
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Also, can I just say again how BAD Ibuki’s cross-ups are? They are, I think, the worst in the game. I’d consider Boxer’s non-cross-up a better cross-up than Ibuki’s. Formerly one of the most aerial dominant characters – oh how the mighty have fallen. Her air normals across the board are really bad. Her j.LP doesn’t even hit people standing unless you do it really late. Which sucks since it hilariously has the best hitbox for jumping in.
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Oh yeah, and since I don’t like to post without some form on information, uh… let’s pull something random out of my hat of knowledge.
Uh… did you know:
If you’re ever facing a Chun-Li who likes to brainlessly go for c.LP, st.MP, c.MK, that after the st.MP you (as Ibuki) can immediately input f.HK or V-skill (non-charged) to avoid and counter-poke the c.MK?
The moooore you knoooow~
Okay bye.
(If you want to hear me rant about this Ibuki’s stupid crap, you can look in the input delay section of the forum.)
What? Ibuki j.mk is your regular crossup jump normal, j.lk another crossup normal, she has advanced instant kunai crossup setups, bomb crossup setups, dirty fake crossups in the corner, even the basic s.mp > command dash m is hard to react to as unsafe as it is.
Tf are you talking about.
Listen to yourself, you would lose to chunli even if your character was Ivan Ooze.
You’re welcome to have a differing opinion, but denying just facts isn’t really a good way to begin forming your own opinion. Ibuki’s cross-ups (j.LK, and j.MK) both have big issues in being reliable cross-ups. Both possess the same issues with different degrees: the hitboxs themselves for each cross-up while quite large in appearance, isn’t hitting as low as other character’s cross-ups, making it much easier to walk under. More over, and this is the bigger issue, the box which dictates when an opposing character has to start blocking if they are holding back is very high on her j.LK to a near hilarious degree, and still moderately high on her j.MK. More importantly though, this block box is not receding into Ibuki’s body at all, meaning on cross-up attempts, there is nothing stopping their movement. Her j.MK, also possesses a humongous hurtbox which becomes active before the actual hitbox becomes active, meaning you can jab her out of this move with nearly any character no matter the jump arc.
Kunai cross-ups, on top of being not that hard to block (even less tricky than 3S ones), require a hard knockdown to even begin to function. Her non-cross-up in the corner, while tricky, requires a lot of setup and positioning to even begin to operate, and moreover, you can just jab her out of it with most characters. This is the kind of match-up inexperience stuff that won’t last for a long time. Now in SFV, with it’s delay it might always be somewhat viable, but it’s not something you’re going to be able to rely upon.
MK command dash I’ve already ranted about in another post on this forum. It’s not real, and I hope people stop getting hit by it. It only works because the input delay. Frame-wise, her command dashes function just like in 3S, only this game has longer hit/block pauses, an input buffer, absolute guard, and Ibuki’s pressure options aren’t as threatening, so yeah, they are very much not real. Should the input delay be fixed at some point, you won’t be able to rely on that at all, which is what I would prefer. I’ve seen so many Ibuki’s try and pull this shit, and the sad truth is, with the fact your fastest normal in this game is 11 frames with the delay, it’s kind of hard to react to at times. I mean, it’s easy for my eyes to react to, but not my character.
Bombs are strong. We all more or less know that. You won’t see me denying that at all.
You’re a feisty one, huh?
coming from Karin, j.mk is pretty dog shit in comparison
I’ve been recently watching some third strike ibuki. For fun, I played on an arcade cabinet version of third strike. I feel that perhaps they may have toned down her normals quite a bit. I’m constantly finding myself losing a lot of pressure because she has almost no safe strings to end with. Idk, maybe I’m just salty as hard as it is to say myself. Or I just suck at counter poking at medium close ranges. I have trouble fishing people to press buttons too, especially if they are patient and defensive.
I’m still trying to play a v-triggerless ibuki, but its not going so well. I will keep going at it, to see if I can find any nutty set ups without v-trigger. Reason is, in round one, she has no vtrigger nor meter. But she has kunai’s.
I also feel that we may need more set ups regarding in phases. Like for example, round one, round two, final round. Similarly to early set up plan vs late game plan. Because her tier seems to change spontaneously, when she has her resources or not.
3s ibuki is without a doubt better lol
Well the reality of the situation with her jump ins is even before you account for her air normal hit boxes, her jump in general is just not conducive for crossing up in the neutral. Even if the hit boxes were great, her jump is still really floaty and she’s never been a character that was amazing at jump crossing up in the neutral. She has that typical floaty ninja character jump that’s just not good for it. Ibuki has always been designed to be better at crossing up while standing than while in the air. Although she may be worse at it now than she was in IV or 3S, she was never really great at it to begin with.
Most of everyone in the older SF games is better than everyone in SFV (or IV for that matter) but that’s just due to more oppressive hit boxes, frame data and glitches in the core game.
I guess the easy road out is to watch more Sako and EX Pugera and XCOPY them. Granted Sako said in his interview with Bornfree that he feels Ibuki is lower tier ATM, but also admits he needs a lot more time with her.
I do have some other things that I’m putting together with Ibuki’s neutral that I’ll post in my notes pretty soon.
It’s not too different from other jumps. I mean, her command jump is floaty as hell, but her regular jump is okay. Do we know the jump time on her jump? I assume it’s the standard 45.
That depends on who you’re comparing it to. I mean in 3S, compared to Ken’s godlike j.MK, yeah, hers wasn’t the best. However, it was still a functional cross-up. Moreover, her EX Kunai was a guaranteed cross-up coupled with a delay for parry baiting.
What bothers me most is that I can put someone into a situation where I knocked them down and I’m going to cross them up while they wake-up. Now it’s not a safe jump, but I know the opponent has no way of AAing me. However, from the few frames they do have, they can just walk right under me. Now, I’ve only dabbled in so many of the cast members (cause I can’t play charge characters for shit), but I think the “walk under” thing in SFV, which is a game with VERY definitive cross-ups, is almost exclusive to Ibuki. Every player is walking under just because they know it’ll cross-up, but they end walking out of range just because the game lets them.
I think of walk unders as more of a tool to deal with close neutral jumps, something I did a lot in 3S for people who jumped for pressure reasons. (Though f’in Makoto and Chun with their cross-up neutrals, and now everyone in SFV has one of these! Sucks!) Dash unders is what I think of for the kind of real reaction to someone’s jump to get under them, something you saw A LOT in 3S as the primary way to turn someone’s jump against them. No one has ever dashed under me in this game, and with the delay I can’t blame them.
I dunno, I just think it’s weird. Ibuki very clearly needs the ability to mix people up in various ways, and she also loses pressure very quickly in this game. I feel like it’s one of those things that will get tweaked if we Ibuki players don’t find some way to compensate.
If you find anything lemme know. I personally have moderate success with neutral with Ibuki, it’s the fact any hit I get converts into next to nothing that irks me. I mean, as an Ibuki player I am used to doing low damage, but I’m not used to my pressure just evaporating. I mean, if I ever hit someone with Raida, it’s like, what can I do? Only so many things, all of which end my pressure. I think this is why a lot of Ibuki players start using the MK dash despite how dumb of an option it is. They’re thinking “Crap, I’m going to lose all pressure after this hit – I can’t – I won’t – I must-- Command dashes, proceeds to not get blown up for it because #delay fighter V, proceeds to think it’s a good idea”
Another issue is that after 1 MP, Ibuki’s damage conversion/ender potential becomes that of “LK -> Raida, or LK -> Kazekiri” both of which put her into very similar situations where her pressure is very limited. She can force this with EX Kunai, but again, meter hog. The fact her one light normal that can be comboed into Kunai (c.LP), also doesn’t work on a max range hit, means that she essentially can’t even hit-confirm into bomb combos or Ex Kunai enders. Kind of unfortunate, really.
I am banking a lot of hopes on 4MP, which, much like 3S, I plan to make my own, and use it more than anyone else. I will find the key to this normal, and with it bring great success. I hope…
ibuki vs zangief in sfv is brutal. You gotta be playing out of your mind to win
I believe she’s designed where you’re meant to land counter hits to open up your options on hit. Like s.MP only leads to so much on regular hit, but if you land it on counter hit at close enough range you can combo into s.MK, sweep target combo which sets up about the most free meaty/shimmy situation in the game with no meter. Plus solid corner carry.
Same thing with c.MP. Also combos into s.MK on counter hit. You wanna use your fast walk speed to get into range where s.MP or c.MP will counter hit and s.MK will link afterwards. That way you can go into target string and start going in.
Whiff punishing heavies at closer range with s.MK into target is also pretty viable. If you got the raw read a raw s.MK confirm (or looking for counter hit sign to help confirm) can work too.
People complained about similar things with Laura and Ken lacking medium to medium links to start combos, but when you learn that more of their options open on counter hit or one hit confirm, things open up.
Now Laura is definitely designed around Counter-hits and Meaties, she gains access to LOADS more damage and confirm options, and most of her resets are built in such a way where she guaranteed a very deep meaty. Ibuki’s meaties are sadly not slow enough to where you can whiff a move to time for the meaty, and aren’t fast enough to where you can just immediately press a button for the meaty. Her active frames by SFV standards are okay, but still a bit tricky. The sad thing though, is that the situations where you could do meaties, both require starters into either her MK target combo, or from an EX Kunai reset.
You and I concluded like an hour after her launch that her 5MK target combo was going to be important to her gameplan, but the fact that it’s the CORE of her gameplan is a bit of an issue. I’m just kind of sad they can’t gain access to it in more situations, like doing a 2HK into a 5HK, or having 4MP go into the target as well. The latter would actually be hit confirmable, and on a non-confirm, you would be left +0. That would certainly be nice.
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I find most of my success with Ibuki comes from annoying people in neutral with Kunais. If people ever get hit (not blocked) by Kunai a few times, they tend to get aggravated really quickly. On top of that, I’ve been trying to work on feeling comfortable without any Kunai, since I am using them more in neutral. In-fact, I’ve come to start holding down LK and LP in far ranged neutral and just chucking it all when I see an opportunity. On hit, you can reequip most of the Kunai against most characters, and it really annoys your opponent.
Kunai-less Ibuki is something I think we’re all going to have to get good at. The fact is, we lost A LOT of moves for Ibuki, and two that replaced them are just releasing our Kunai. I think we need to be more willing to burn them in more creative ways. I’ve been using them to bait throws, usually ending any combo I get with them into HP raida so I can get a few kunais back.
It’s like staying super saiyan, you just gotta stay that way until it becomes natural.
I’m pretty comfortable with no kunai Ibuki. She’s not as good as Ibuki loaded with kunais, but even if I’m stocked with kunais, sometimes I won’t even use one other than an air EX kunai to jump in or just wait for V Trigger VTC. It’s either lots of walking in with s.LP, s.MP, c.MP or s.MK fishing for counters and one hit confirms to sweep target or I’m using V Skill and f+HK from a range to fish for counter hits and build V Gauge.
I approach most characters the same way. I play very boring. I don’t like to use special moves much and just like my buttons. That made me learn SFV Chun a lot easier too since a lot of Chuns are used to stringing into fireballs and lightning legs in other games. SFV Chun you pretty much only ever string into HP or MP fireball on occasion or EX fireball if you really want to spend the meter. Otherwise you just throw buttons a lot and then shimmy into throw or instant air legs. 3S Chun pretty much only hit buttons into…more buttons.
I probably use Ibuki’s V skill more than any of her meterless specials. In strings I usually do medium medium into v skill and mix it up with shimmy throw.
I’ve been so focused on “getting in” while learning her, it made me forget how good her poke game is. I labbed CC bonsho kick confirms last night for about an hour in between matches and already feel a big difference in my game.
CC bonsho confirm gets a lot easier when you buffer DP motion while the move is active. I wish I see more Ibukis confirm into HK DP. It’s the most damaging followup that works at every range while also being the easiest to do.