"Train harder!" - Ibuki Street Fighter V Discussion

https://www.youtube.com/watch?v=ayT1YTWFdes

I use cr.lp as part of my wake up buttons.

https://www.youtube.com/watch?v=_IN3Xfa8Kx0

One of the setups i like

Is this a thing? Ibuki can EX DP Cammy’s V Reversal attempt from her Cr.Mp (non meaty or meaty). I’m in the lab trying to prevent V Reversal escapes right now.

You can just block it and punish it with a s.MK since it’s minus 8 on block also. Just gotta remember to switch your block since she gets behind you.

https://youtu.be/pBDH_1tVmiI
I have a couple matches in this (the first two) and after a bit Urien starts to overwhelm me. I really just wanna know what the frame data is for his air knee drop move and I guess his charged st.hp.

http://pastebin.com/d200zTrp

Got it from the Urien forum…

Basically as long as his LK knee drop or his MK/LK tackle don’t hit on their last active frames you should be able to jab back without much an issue. LK knee you have to be careful with as he ends up being plus on block if it lands on the latest active frame.

EX knee he’s either going to be plus or really plus so don’t bother poking at that.

https://www.youtube.com/watch?v=dmdclI1liLA

sup boys. I was bored and did this Ibuki vid with 2 tricks that i see no one using in real fights. Why is the board so quiet btw

Do you still get a good setup if they don’t get crush countered by the sweep?

Oh and Urien came out and he’s better than all the other DLC characters Kappa

Apparently Sonicfox said he’s dropping Ibuki as a side character for Urien and Xian also said his short time with Ibuki is supposedly done now also. Now we just got the hardened Ibuki mains from Japan to do work.

Urien is good but i believe he loses to cammy, laura, mika and ibuki does great there. Ibuki will remain relevant if this is the case. Xian will soon realize that ibuki is a much better fang secondary to deal with cammy than urien.

I like urien in the nash matchup though, that is the fight that looks promising for urien. He has tools to deal with everything nash has and nash is *** cheap.

My editting is hot garbagio because I’m pretty poverty, but here’s some tech stuff. Meaty cr.hp is bae.

https://www.youtube.com/watch?v=HrxrCn3wOQg

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

That space trap seems interesting in the second video, but I’m curious as to what all it loses to.

The spacing trap thing from the second video will lose to ex reversal outright, cause they’ll catch the cr.hp, and it’s hard to react to sweep in that situation, though definitely possible if you’re reactions are on point. It really depends on what character you’re against though, as there are just some normals you won’t be able to walk out of, I’m pretty sure. I’ll do some more testing on it and see.

Well apparently Xian is still using Ibuki online so I guess he’s not done with her.

I’ve heard other Uriens say they struggle vs Nash so that’ll be interesting to see play out.

Short tech video. Not as strong as it appears, but solid if you’ve conditioned block nonetheless. Explanation in vid description.

https://www.youtube.com/watch?v=gyiN2LqvRTs&edit=vd

Do you guys think the new reduction on the input lag is affecting your gameplay? With the 6.5 lag input, I think a lot more people can react to Ibuki’s overhead and her command dash. I used to be able to hit the overhead like 50% of the time, but after the update, people are blocking it like 95% of the time.

Are people getting used to Ibuki’s overhead and command dash or is this due to the reduction of the input lag?

I think its a bit of both but moreso people finally getting used to blocking it or the easier thing is just to hit a button as she’s always negative.

The overhead is the slowest overhead in the game and among the slowest ever in SF games ( a whopping 28 frame start) so that was going to get blocked and jabbed eventually. If they block the overhead I usually just play a game of whether or not im going to dp after which throws them off and can sometimes let you pressure them.

The mk command dash almost always crosses up after buttons so its hard to make it ambiguous after buttons. Which means youll occasionally want to mix it up with lk command dash or just mk command dash in neutral in a good spot where you can make it ambiguous.

st.mp, st.mp still works.
as for st.mp-f.mk target combo, i see a lot of people standing during st.mp and continue to block standing expecting overhead (especially if you condition them to). free low opener with cr.lk which is +3 or sweep.

Does anyone know why when sometimes when you land counter hit st.mp into another st.mp, the st.lk will sometimes not link and they’ll be able to block. From what I’ve seen on counter hit it seems random(?) but when you land meaty st.mp off of her st.mk target combo the st.lk will never link, at least it didn’t for me in training.

the st.LK is too far and hits on it’s 3nd active frame, thus it fails.
I’ve noticed that after a raida, if the opponent doesn’t get up quickly and you do a perfect meaty cr.MP and the opponent is crouching, you can combo cr.MP,st.MP,st.LK xx Raida, but doesn’t work on all characters

Also, anyone can come up with a good followup combo after this setup?

wethever xx kunai xx back V trigger,st.HP xx LP Raida, dash, back throw

In the corner I can get some stuff going, but midscreen the best I have is mk command dash ex raida

There’s a whole issue with meaty counter hits causing strange pushback changes. I know someone on SRK made a video about it a while back. It’s a fundamental issue with the game.

That’s why I usually just go right into s.MK target or EX raida after a counter hit combo. Just easier to not risk something whiffing.