"Train harder!" - Ibuki Street Fighter V Discussion

post here ibuki changes for s2 if you find any please

https://twitter.com/kakkoiboi/status/805162839660892160

WOW!! if all that is officially confirm, Ibuki is going to be top tier!

General damage buff is good. Her set play before V Trigger is solid, but not very damaging so you have to make a lot more reads than the opponent in her current state then hope V Trigger can finish the job if you got beat back up.

c.MP being plus 1 means she’ll be more dangerous with EX meter as she can use c.MP to fish for pressure and force better counter hits with things like her 5 frame s.MK from a better range than s.MP. Makes her slightly more like SFIV Ibuki in that sense. Not sure what other normals they’re making more plus. Like a plus 3 s.MP or something would be pretty OD. I can’t imagine they’ll make s.MK plus on block.

2 bar V Trigger sounds hella strong if the Trigger and her V Skill works exactly the same. Long as they don’t do anything stupid like make the trigger only release one bomb then we’re good. I’m pretty confident something will get nerfed to make it a 2 bar trigger because she basically has the second best V Skill in the game IMO, but we’ll see.

That’s some crazy good stuff if true. Any mention of EX Kunai (and I’m more focused on aerial) launching on unblocked contact regardless of how it strikes?

I’m also really excited about some of the general changes they’ve supposedly made.

Nah, I’m pretty sure EX kunai will stay the same. We’ll see though.

Biggest general change is no more meterless dps. So Ibuki having an EX reversal is an even better thing.

now we can bully necalli and cammy for free after raida.
all of bomb setups cant be mashed out too

Oh ok apparently @ā€œShinkuu Tatsumakiā€ just confirmed that the V Trigger is still 3 bars. Other stuff like buffs to her buttons and damage are probably still true though.

so jealous that Akuma can jump back/ jump neutral fireball and Ibuki can’t do that. Capcom then rubs it in and gave Ibuki’s kick launcher to Akuma @_@;;

He can neutral fireball normally I think. He can’t jump back fireball unless he’s in V Trigger.

So I wasn’t the only one who was thinking this.

He’s got a cancelable MK knee, a launcher, a psuedo parry, trajectory altering air moves, seemingly okay air normals a combo-state inducing Anti-air, an overhead that’s safe/goes over lows/converts/goes farther – I think Ibuki’s tools just got nixed by Gouki guys. Does he have Tsumuji and Hein too?

I don’t THINK he can, everyone has said it has to be a forward jump. If he can, then I am calling supreme bullshit.

Yeah its probably forward jump. Neutral jump would be dishonest

Dishonesty? in SFV? Never. Kappa

For some time now after exploring ibuki for a bit, I can properly give a small feedback about how I feel about ibuki right now.

She’s hard. I mean, to take the skill to use her with tech found atm, I find this version of ibuki probably the most difficult I have faced. I feel that I can be creative, but only around bomb set ups. Everything else feels like she has limited potential. Like tying my hands together and asking me to make it work, that’s how I really feel with her. It’s still a challenge yes, but I think that she still needs either re-working the design of thebcharacter, or we haven’t found somehing that will make her really strong.

I’m tying my own hands, sure. But what exactly am I being rewarded for doing so?

Can’t imagine she’s anymore tied behind the back than characters like Bison, Juri, Fang or Gief ATM. She’s not top tier, but I find her pressure more interesting than some of the other characters who just kinda walk at you with buttons and not much else.

I think at this point we just need more high level players using her and she’s now in a game that’s better for her. White chip recovering slower and no meterless DPs plays to making her strengths stronger and she already has faster walk speed than a lot of the mid range and zoner characters any way. For me she’s definitely a sleeper character that more people will pick up going into season 2. Once the custom arcade version of the game launches that offers more opportunity for the Japanese players to expose her and get her out there in the public eye.

I see this as a good time for Ibuki if she’s mostly getting buffs. People who were scared to play her before because she didn’t fit the meta of Season 1 as much will definitely give her a shot in Season 2.

She requires you to be really honed in on your opponents tendencies more so than any other character.

I really enjoy playing her, I have a ton of options to jump all over my opponents habits with. The things she makes you pay attention to really make you better player.

Yea. Thats the only thing I like about this character, is that it forces you to be much more sensitive to specific information about your opponent. I do agree that this type of skill to develop is important for the long run. It’s just that its not newbie friendly as it was from the other games that you could abuse certain moves. You have to play almost perfect though, and that’s the only downside.

Akuma players are going to have to play even more perfect with only 875 health and 900 stun. The health you’ll probably only notice in pixel situations, but people will see it. Only Cammy and now Akuma have that tight 900 stun. Cammy’s 900 stun will play more of a factor now that her V Reversal doesn’t knock down and she no longer can meterless reversal.

I’m glad they made Akuma 875 and not no 850 or 800 where he would be forced into being a complete cheap ass to be viable. It shows they still want him to be higher risk, but still fit within the tighter health values in V. No more huge meat machines that have terrible matchups but you have to hit forever to win. No more characters that you can breathe on and kill, but good luck doing it.

Ibuki’s kit isn’t too bad. I’ve already touched on her Kunai reload issue in the other thread, but that’s hardly an issue that limits the character in any immense way. Other things about her kit that I would like to see altered, and I’ve touched on this before…

  • Glide needs a use, right now it has slim to none. Supposedly it’s going to be normal cancelable, but even if it is… that’s still not great if you can’t end it earlier via some manner, because the preset distance of Glide is very… poor. You’re often left in a bad position, and since her aerial buttons are so bad, being able to do her air normals isn’t exactly much of an edge. I hope there’s more to it than just a direct translation with buttons allowed alongside Kunai.

  • Speaking of her air normals, a slight buff to her jump-in ones would be fine with me. I’m… kind of okay with her shitty cross-ups, I would actually prefer if more people had cross-ups as easy to avoid as hers. 8LP for instance actually being able to hit people who aren’t Zangief at a height that isn’t next to the floor would be nice. Hitbox wise it is her best jump-in, but you have to hit so late with it that that is moot. Also, allowing at least her 5LP-5MK target to actually hit people who are standing would be nice. I also wish they comboed outside of command jump as well in the air, but I can see that not changing.

  • Her overhead isn’t really anywhere near as graceful in it’s design as it used to be, and is somehow even slower. Something plausible they could do is just make it +4 on hit, which would allow her to have more consistent 5LK follow-ups which net the same combo rewards, and would allow her to use her overhead from a further distance, since using such a slow move right in your opponent’s face was never what this move was intended for initially. Here it’s best use is to bait throws. The only thing holding back this change is this would mean at close range Ibuki could do 2LP into Kunai, which could result in better damage via bombs or better mix-ups via EX. Considering how slow it is, and that those follow-ups require resources, I don’t think that’s too huge a change. It’s what, 28 frames now? That’s in uh… pathetic if you didn’t react to it territory. Could also just speed it up. A lot of things they could do to make it better, to be honest.

  • 2MK isn’t very good. It used to at least provide advantage on hit, but now it’s 0 or negative. It’s range also isn’t the best. Small tweaks could make a world of difference for Ibuki’s low poke game. Hell, I would trade away her ability to V-trigger cancel it into 2MP for a buff to the raw move. Cause frankly, I think that V-trigger cancel option is a bit silly.

  • Slide… do I want this buffed? I’ve actually gotten better at spacing it, but it’s still pretty garbage. Some sort of advantage buff, even by a factor of 1 would be big for her.

  • Make command dashes counter hit until frame 14, cause even in 3S (a game without counterhits) it had increased damage taken (150-175% I believe? Enough to allow Alex to kill you in one combo video combo). Clearly the move is meant to be destroyed when done in neutral.

For those that want to watch Ibuki die a quick but terrible death:

[details=Spoiler]https://youtu.be/Row91_3v3DE
2:35[/details]

  • Small tweaks to her cancelable frames would be nice for certain moves like her 4MP. As much as I would like a 4MP target combo back, I doubt it’ll happen. But if that move had more than a few, it would be a much better normal for one button confirming into Kunai as opposed to the 5LK follow-up which limits you to enders only.

  • I still want to see attacks connected on bombs to count as hits, so you can cancel into specials off of them. It would potentially open up some cool bomb mix-up options, while also making the neutral bomb playground more hilarious for the opposition. I feel like they wanted neutral bombs to be a thing, but no one really uses them.

  • Any improvements to 5MK are improvements to my livelihood as an Ibuki player. Only 3S Ibuki players would understand just how important that button is, and the MK button as a whole. Most of them got injured in this transition, any strength to them strengthens my many years of practice with that one button.

And so on…


Really though, she’s not bad of a character. Still weak, but not much weaker than the rest of the cast. I’d prefer if the whole game was strengthened but it’s clear SFV isn’t going to do that. So at the least, I’d like the lesser parts of her kit to be improved in some manner. The best I can say about Ibuki is that I rarely feel like I’m losing matches because of my character choice.

50 hp too good LMAO
https://www.youtube.com/watch?v=ebXLSEIC2RI