It’s also going to be super-easy to combo from f.MK now, with f.MK to s.LK going from being a 1-frame link to a 3-frame link.
He might also be able to link from moves like cl.MP, c.MP and c.HP now.
With EX RFA he’ll also be able to go into Ultra, RCF or another heavy combo from lights now (c.LK, c.MK xx lv.1 QB xx EX RFA).
Ibuki’s unblockables are really easy to block with the QCF method. They aren’t the problem. Most unblockables are easy to block. The problem with unblockables in this game is that if the opponent messes up the setup then the way to block them causes you to get hit.
Yes but the ability so cancel his sLK was removed. I think it was mistranslated because it only says he can’t super cancel it on the eventhubs list but I don’t recall any move that was special cancel only that wasn’t an air attack. Plus in every previous build he had both special and super cancel removed.
I think some of the combos you mentioned will be difficult to link to a cancelable normal with depending on pushback he’ll still have to 1F link to crMK if it’s even possible.
Still it does dramatically open up his combo opportunities and frame traps. No surprise there given he is the main of Dawgtanian and almost all of these changes have shown a lot of bias towards characters mained by people with any sort of control over the suggestions given to the development team.
sLK - crMK isn’t too bad I was more referring to the crMP / crHP - far LK - crMK being difficult due to spacing and such. I think overhead - sLK - crMK - Qbomb will be very easy and useful in USF4. I still think they should have lowered the charge time on the QBombs a bit. 300F for level 3 is a BIT much. I think that it should have been lowered to 120/180/240 for level 1/2/3 and 120 for EX instead of 210 since you give up 2 buttons. Granted, giving up kicks isn’t QUITE as big of a deal for Fuerte as giving up punches is for Cody or kicks is for Juri it’s (Since most of Elf’s specials are punches AND most of his cancelable normals are punches) not having access to focus or throw for 210F is a really big defense handicap.
Now I see what you were going for. I was stuck thinking “Why does s.LK cancelability matter after the overhead?”.
As for charge time, I’d like lv.1 to be 60F, that way you might not have to pre-emptively start charging it when you think you’re gonna land a hit. So:
60F: Lv.1
120F: EX
180F: Lv.2
240F: Lv.3
Then maybe throw in a lv.2 EX that always causes wallbounce at like 480F or something.