"Train harder!" - Ibuki Street Fighter V Discussion

Just read this entire thread. Lots of impatient people whining about how bad she is after her release.

Luckily, DevilJin is here to be the voice of optimism :slight_smile:

She seems underrated to me. The complaints about her jump-ins are valid I suppose, but I can’t see how a character can have so many tools and still be considered bad…

3f jab
EX Kunai is +18 on block, and Air EX Kunai not only changes your jump arc but is also + on block
Invincible 4f reversal
Confirmable low
Amazing walkspeed and mobility in general
Great anti-airs
Great crush counter buttons
Variety of ways to deal with projectiles
Decent throw range
Good corner carry
Best mix-ups / resets in the game FREE
Incredible burst damage
Amazing V-Skill

I’m sure she’s got some weaknesses that will be a thorn in my side as I learn her, but that is definitely a toolset that I’m excited to use.

Finallly someone also listing some good sides. Was struggling on with Alex when ibuki came out but I’m finally able to give her a new try. She is such a fun and cool character.

I remember hearing you could command dash in and meaty after V Reversal.

One of the issues with Ibukis V Trigger is that block pressure into VTC isn’t as strong as it is with other characters. You cant always just force someone to block a button and go HAM. Usually if you want guaranteed momentum you have to actually land it on hit. If you don’t get the first bomb to hit, the second bomb becomes really tough to use in neutral. At least for now any ways

As opposed to Ryu, Ken, Chun and Karin who can make you block any button into VTC and there’s a chance they can pressure you into getting hit.

She definitely has a lot of good stuff. Im just trying to learn how she works rather than shoehorn how I wish she worked into her. That usually gets you to learn a character faster. Definitely has a lot of good strengths compared to other characters in the launch or DLC cast. Her ability to always get free meaties and resets after combos is big in this game

One thing that has been bothering me about particularly is the bomb set ups. While they are great for scary potential and combos, I do realize that I have to first land a hit with it, and I’m likely to only use it once per match realistically. Now if it was 2 bar v-trigger that would be a completely different story.

I have been mostly focusing on her neutral game and be really solid with that. Because 80% of the time, you will be trying to get hits, or meter. When you finally get vtrigger ready, you gotta plan: “how am I gonna use it” or “how can I land it”.

But overall she’s still very fun to play with limitless creativity. A character that I always wanted.

I was playing a Bison not too long ago and V-Reversal’ing his Psycho Axe and noticing that MK command dash into s.mp was counterhitting him. Replay said he was hitting jabs, so at the very least you got a 4-frame counterhit option after V-Reversal.

If smp was counter hitting him that means s.lp should work on everyone.

Deviljin is the hero this board deserve.

(also, i really, REALLLLYYYY doubt that ibuki is anything below mid tier- top 12, they said the same about R.Mika and Laura and there they are sitting around top 4-12)

Regarding the meaty after V-Reversal…

You can easily test stuff like that with this web based script: toolassisted.github.io/OKI/#IBK/88/34/29/1,0,0,0,/1,0,0,0,/1,0,0,0,/1,0,0,0,/1,0,0,0,/1,0,0,0,/1,0,0,0,/

I know it looks confusing but it’s actually quite easy to use.

I will give a quick example using the situation that is being discussed on this page.

At the top, there is about 25 different moves with some frame data. These are Ibuki’s knockdowns. Click once on the line that says “VR” (it’s the 12th one from the top).

After you click it, the knockdown frame advantage for her V-Reversal will be inserted into the Oki simulator directly below this area. Her V-Reversal is +29 against quickrise, which is why you’ll see the numbers 1234567890 appearing on the 30th dot. These represent the first 10 frames of the opponent’s wakeup, and all of the empty dots before this will represent your advantage, or the number frames you need to “kill” in order to find a meaty.

Now, we want to test if MK Kasumigake, st.MP, is a meaty against 3f attacks.

Scroll down, and click on MK Kasumigake. This move has 26 total frames, which will be inserted into the simulator. It shows up as ssAAAAAAAAAAAAAAAAAr which represents startup, active, and recovery frames. You can click on any dot on that line to move it to where you want it. (in this case we want it to start on frame 1)

Now, scroll down and click on stand MP. Place it directly after the MK Dash, on frame 27.

You’re done!

Now take a look at result. You can see that st.MP will make contact on frame 2 of your opponent’s wakeup, which beats all 3f attacks. In fact, it leaves you with one frame to spare, meaning that you could actually use cr.MP or cr.MK and it would still beat 3f attacks.

This tool allows you to build setups that cover quickrise, backrise, and norise without all of the guesswork.

Here’s another one I found today:

L Raida, dash, st.MP

if they don’t quickrise, whiff st.LK, Tenrai (charged) will hit super meaty and be +4 on block.

Man thats great information. I used the training mode simulator to realize it was plus on block but science is always welcomed. You should use it to evaluate kunai toss special, thats the thing that needs more research by ibuki players.

Oh wow thats nasty. Im just gonna abandon v-trigger combos all together lol

Tried this out today since everyone loves to V-reversal our activation on block. Neutral jump mk when people v-reversal your kunai vtc.

Here’s a short video
https://www.youtube.com/watch?v=IuTp7fNyKvo&feature=youtu.be

It doesn’t work with sweep vtc. I don’t understand the cancel properties, but it’s slower and you get hit. The bomb hits in the corner, but midscreen it’s a little trickier as it depends on the distance of where you activated the bomb. For example, from midscreen against Ryu, with max range c.mp, you can still hit him with the j.mk and the bomb will catch him. From point blank range the bomb will be too far so just do a regular combo off j.mk.

Works on all(obviously the ones with a strike V-reversal) except the following:
Chun - Hers is too fast and you get hit as shown in the video
Ken - You can jump, but he recovers too fast(can block or DP).
Sim - Same as Ken
Birdie - Same as Ken
Bison - Same as Chun
Gief - Same as Chun
Ibuki - She’s too low for you to hit her
Balrog - He goes under you with his headbutt

On these, they are spacing dependent:
Karin - You have to be point blank range because her V-reversal doesn’t move her forward
Juri - Same as Karin
Laura - Her V-reversal moves her forward a lot so if you are too close, she goes under you, but you get a crossup j.mk into a combo.

I didn’t get too technical on the distances with all the characters, but I assume the V-reversals that don’t move far, you need to be point blank range.

You can just throw their V-reversal, but they can still quickrise and the bomb will not combo.

I’ll have to mess with that. Trying to look at more things to make her VTC stronger on block as well.

Oh and I just found out on accident that if you do parasail after HK command dash you can do it really low to the ground. Like you can pretty much glide across the floor. May be some random use for that.

Yeah, I discovered this as well. Unfortunately, while it will allow you to hover really close to the ground, it does not allow you to then cancel into a Kunai really close to the ground. Due to the extreme delay between glide and kunai cancel frames, this more or less has no use that I can readily see. It’s like Twelve instant air dashing into your face without the ability to cancel into a normal. Noooot really useful.

Figured. Seems you can’t use any of the kunais during it. Just something to troll with.

Oh and just so people know I’ll be updating the first pages of my threads so people can just quick reference the info that’s been posted later on in the threads.

Detailed write-up of Sako’s bomb I’ve worked on (mainly how to control it):

Sako’s VTrigger sequence is a potent midscreen mixup that can lead to a lot of damage and stun.
The timing to do it itself isn’t very strict, but the correct way to do it requires multiple precision.

The sequence goes: normal xx kunai, VTC, st.HP xx DP, LK Dash, delayed EX Kunai(LP+HP), VTC, dash forward, f.HK, MK Dash.

There are 3 key timings that must be mastered to be able to control where the 2nd bomb will land. Practice these in order:

  1. EX Kunai juggle
  2. F.HK
  3. MK Kasumi Gake Dash

EX Kunai (LP+HP): The juggle itself is a bit lenient, but will take some practice! Only LP+HP EX Kunai will work.
Timing indicators:
Too early: only normal kunai will hit, but the explosion won’t juggle.
Too late: kunai whiffs completely.

F.HK: For F.HK, you want to juggle it “high”. Juggling it “low” is a dead giveaway that your 2nd bomb will land in front no matter what!
Timings that can affect the juggle: VTrigger cancel after EX Kunai, dash after 2nd bomb throw, and the button press of f.HK itself.
If you still can’t get the f.HK to juggle “high”, you mistimed (doing it too late) one of the timings mentioned above.
Visual indicators of juggle height:
“High”: F.HK hits legs up to groin (but aim for the legs pls).
“Low”: F.HK hits stomach up to face.

MK Kasumi Gake Dash: This should be the easiest one to learn, but it will be the most important once the previous 2 timings become “automatic”. The “manual” timing of MK Dash will determine which side the bomb will land on.
Early-semi late dash: bomb crosses up.
Late dash: bomb stays in front.

Visual indicators of what side the bomb lands on:
Bomb crossup: character will be facing your back as your MK Dash is still active.
Bomb stays in front: character won’t be facing you as your MK Dash is still active.
The visual indicators are the same when your opponent blocks your mixup.

Confirming the followup will be a lot easier when you know what side the bomb will land on.
Followups include:
Raida
B.mp xx LK Dash, Raida
B.mp xx HK Dash xx HP Kunai, Raida

I want to know if there are setups that are safe against reversals.

Sako’s advanced setup is way better in basically every way, basically do everything as fast as possible and change f.HK with b.MP xx LK command dash, if you walk forward you’ll crossunder and be able to block a DP, if you walk back you won’t crossunder and be able to block a dp, oppponent can’t throw or jab, IIRC gief’s super loses to the bomb, so this is 100% safe against everything

ARe people still considering this chick Low Tier?
Ive been using her with good results. Seems like one V-Trigger usuage can alter the game drastically.

The F.HK one can make reversals whiff if you do it correctly even when you change up the timing of your MK Dash.