"Train harder!" - Ibuki Street Fighter V Discussion

Great_Dark_HeroGreat_Dark_Hero "Just making functions give in to unwanted pleasure..."Joined: Posts: 2,937
edited May 2016 in Ibuki
Greetings all SRK members and guests,

Capcom confirms that our sexy ninja babe Ibuki will be playable at a much later date for their most recent fighting game title, better known as Street Fighter V. The purpose of the thread is to discuss general game play, information, theories, and cosmetics in relation to Ibuki in Street Fighter V. Ibuki herself is a kunoichi who made her debut in the Street Fighter III series. She was also present in the wake of Super Street Fighter IV, while also making a handful of other appearances. As of now, Ibuki will be coming back once more in Street Fighter V to showcase her awesome kunoichi techniques.

Welcome to the Ibuki discussion...

EDIT:

As of May 29, 2016 Post SFV Combo Breaker tournament, Ibuki has been revealed.


Trailer Summary
By @Skiegh
-LP,MP,HP target combo is confirmed, but the HP is now a different animation, something to reflect her normal heavy punch button. As I suspected in my long review, it's a faster button similar to Laura's HP.

-MP is linkable to LK, and LK is cancelable as suspected.

-Neckbreaker has been reduced to her backthrow animation, which seems perfectly fitting.

-6HK is her crush counter, though I wasn't expecting it to launch, I'll be honest.

-We do not see her launcher ONCE, which makes me concerned it is gone. Though we also do not see her back MP, both of which are her anti-air options, so I'm just assuming they were not included in the trailer.

-V-trigger seems to be the bomb. Pretty nice set-up and combo extension tool, which seems to even connect OTG. I suspect it is also a mode, that allows maybe one or two uses, as we see instances of her kunai having explosive effects, which may be a result of a hidden bar we're not seeing.

-Kunai seems to be the V-skill, I assume this based on the fact we see her showcasing her Kunai at one point, which implies she maybe has to reload or something. The fact she is also throwing so many also implies she has a limited supply of them and needs to refill.

-Phasing/Ghosting is on her command dash.

-Her command dash now seems to have an EX version which goes very quickly or is normal or special cancelable.

-The move at :27 I suspect might be a different version of raida related to one of the buttons.

-Tsumuji is completely absent, perhaps removed entirely from her character to differentiate from characters with similar moves (nash).

-V-reversal is a substitution jutsu of sorts. Pretty standard affair looks like.

-Super jump is in, but it looks like it may be the result of a special move. At :51, after the bomb, you can see the Ibuki move forward before doing the Super jump, this tells me it is her command jump replacement, and it is a shoryuken motion.

-Most of her target combos seem to be returning.

By @just5moreminutes
Watched the vid in slo-mo

-V Skill gives her enhanced Kunai ala Mika/Alex/Guile's V Skills
-Neck breaker has been made into her back throw
-Keeps Radia, has some kind of anime palm attack
-f.HK is a CC
-Bombs are a V-Trigger; they are a delayed explosion that OTGs and extends combos
-Super is a low? Uses a slide animation

By myself
Very quick summary of what we've saw based on the trailer.
(Leave this up to @DevilJin 01 , @Skiegh and other knowledable Ibuki players to arrange for a much better dissection).

- Appears to have the majority of her target combos.
- Retains her command dashes.
- Jumping MK is a cross-up
- Has a new technique (involving a small parachute) that will cause her to change the trajectory of her jump.
- Kunai seem to have multiple uses: She can throw many of them at once and she even has a ground variation.
- Has a variation of her Kunai that will set the opponent on fire.
- Another Kunai variation where she tosses a volley of them at once. More than likely cause quite a bit of chip damage.
- Retains air throw.
- Suspecting that her EX Kazekiri (EX DP+K) is a reversal with invincibility properties.
- f+HK is her CC
- Has a new move that involves her reeling herself backwards and then releasing a blue-colored energy strike from her palm (could be related to Raida (hcb+P).
- V-Reversal makes her create a puff of smoke while drawing forth a log to hurt the nearby opponent. A ninja technique.
- V-Trigger has Ibuki utilizing bombs. Ibuki's bombs appear to be utilized as combo extensions and for setting elaborate traps. Potentially useful on okizeme.
_ Critical Art appears to start off with a seemingly quick low hitting slide attack. Appears to be a variation of Yoroi Doushi (SAII from 3S) but with a far more elaborate animation and different start up.

Nothing follows for now.


More information on the way!
Post edited by Great_Dark_Hero on
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Comments

  • Great_Dark_HeroGreat_Dark_Hero "Just making functions give in to unwanted pleasure..." Joined: Posts: 2,937
    Reserved...
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  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 55,291 mod
    My old favorite from 3S. Didn't like how she played much in IV. Walk speed was slowed down too much and focused more on setups than pokes. Her EX kunai was no longer an offensive air tool and her teleport dash got regulated to her command dash.

    I imagine in SFIV they'll probably make her more footsie oriented again which is good. Hopefully give her some good walk speed again on the level of Cammy, Chun, Karin. If not then just make sure the buttons are as good as possible. We'll see what her mix up game centers around in this game. I imagine they won't make her as left/right cross up centric as she was in 3 or IV. Just make EX kunai something other than a weak air zoning tool with some good buttons and I'll live. Probably still main Chun unless she's absolutely amazing, but yeah.

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  • LockMLockM Joined: Posts: 2,444
    Of all the DLC characters, Ibuki is the one i'm looking forward to playing the most. It has to be said, her vortex will be non existent, which is fine. What i'm hoping to find when she releases is a flashy character with a lot of mobility that can rushdown, who is capable of performing some tricky stuff, be it in the form of combos, mixups or just plain block pressure and a bit challenging in execution. Above all i hope she has good walkspeed, a good reliable anti air and good buttons. I need a character where i have some freedom.
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  • TINYANGRYCRABTINYANGRYCRAB Joined: Posts: 410
    I wonder if they'll buff Ibuki the way they buffed Chun

    ( ͡° ͜ʖ ͡°)
  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    I remember reading somewhere that Ono wants to try a Narkuru like set up for Ibuki in a future game.

    For those who haven't played Samurai Shodown (Play 2, 5 and 6, they're all good games!) Nakuru was this environmentalist chick who had a bird that would fight with her in combat, sort of like Eddie and Zato from GG but not as dangerous. She would use it to do mix ups and ups and other fun stuff. She's a fan favorite despite generally not being that strong of a character.

    I would love to see Capcom try and tackle the "puppet" archetype in a character, GG and SNK have been doing it for a while.
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
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  • Shinkuu TatsumakiShinkuu Tatsumaki Joined: Posts: 6,719
    edited December 2015
    Maybe her V-trigger is she calls in Don-chan and he fights with her for a bit? Could be like Felicia's thing in mvc3.
  • AlexisdabombAlexisdabomb Joined: Posts: 2,528
    I remember reading somewhere that Ono wants to try a Narkuru like set up for Ibuki in a future game.

    For those who haven't played Samurai Shodown (Play 2, 5 and 6, they're all good games!) Nakuru was this environmentalist chick who had a bird that would fight with her in combat, sort of like Eddie and Zato from GG but not as dangerous. She would use it to do mix ups and ups and other fun stuff. She's a fan favorite despite generally not being that strong of a character.

    I would love to see Capcom try and tackle the "puppet" archetype in a character, GG and SNK have been doing it for a while.

    That sounds fuckin' horrible.
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  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    edited December 2015
    I remember reading somewhere that Ono wants to try a Narkuru like set up for Ibuki in a future game.

    For those who haven't played Samurai Shodown (Play 2, 5 and 6, they're all good games!) Nakuru was this environmentalist chick who had a bird that would fight with her in combat, sort of like Eddie and Zato from GG but not as dangerous. She would use it to do mix ups and ups and other fun stuff. She's a fan favorite despite generally not being that strong of a character.

    I would love to see Capcom try and tackle the "puppet" archetype in a character, GG and SNK have been doing it for a while.

    That sounds fuckin' horrible.

    Why? Having Don-Chan on screen would be cool. He's in 3S, SF4, SFVTK and he does a lot in the Ibuki comic book by UDON I have lying around somewhere.
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
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  • just5moreminutesjust5moreminutes Remember me now, Yipes? Joined: Posts: 7,471
    I think they will use her Omega mode super for a CA. To clarify, she can do it in air or grounded like Bison, and she takes a small jump before throwing the kunai when done on the ground.

    I am very interested in seeing where they go with her V-System.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 55,291 mod
    BTW does anyone have a general breakdown of her gameplay from SFxT? Was it more neutral based? Were her kunais any different? Would it be something good to incorporate into SFV or should she be different from that as well?

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  • PVL_93_RUPVL_93_RU When's Dragon Ball? Joined: Posts: 9,972
    Another 7 years of Vortex /kappa
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  • Great_Dark_HeroGreat_Dark_Hero "Just making functions give in to unwanted pleasure..." Joined: Posts: 2,937
    edited December 2015
    BTW does anyone have a general breakdown of her gameplay from SFxT? Was it more neutral based? Were her kunais any different? Would it be something good to incorporate into SFV or should she be different from that as well?

    I only went as far as to dabble in SFxT. Ibuki had a few differences between her SFxT incarnation and her presentation on SSFIV. Unfortunately, I can only speak for Vanilla SFxT (*shudders*). Her Kunai actually knocks the opponent down when they hit. It was a tad harder to attempt a vortex based game play, mainly due to the wake-up roll mechanic (which sort of neutralized some of the common issues that was associated with SFIV). SFxT in general "became" a bit more aligned with the neutral game by the time 2013... but KOFXIII consumed me. I also hear that Ibuki was not that strong in SFxT (viable but there were some noteworthy problems with the character in that game from what I've heard).
    I think someone more familiarized with her in SFxT should speak a little more on this subject, though. This is all I really know.

    EDIT:
    In fact, it seems like Ibuki was low tier as of SFxT2013. A lot of the her game play elements from IV were also available here... which was the problem. She did not work all that well with the system and her mix-up game was nerfed.
    I would elaborate further but my knowledge of IV or SFxT is limited, due to the fact that I've only played them a for a few months.
    Post edited by Great_Dark_Hero on
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  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    BTW does anyone have a general breakdown of her gameplay from SFxT? Was it more neutral based? Were her kunais any different? Would it be something good to incorporate into SFV or should she be different from that as well?

    I used her for a second, she was really bad. She didn't fit the game well at all since her target combos crossed over her tag buttons and it was just awkward to use.


    BTW does anyone have a general breakdown of her gameplay from SFxT? Was it more neutral based? Were her kunais any different? Would it be something good to incorporate into SFV or should she be different from that as well?

    I only went as far as to dabble in SFxT. Ibuki had a few differences between her SFxT incarnation and her presentation on SSFIV. Unfortunately, I can only speak for Vanilla SFxT (*shudders*). Her Kunai actually knocks the opponent down when they hit. It was a tad harder to attempt a vortex based game play, mainly due to the wake-up roll mechanic (which sort of neutralized some of the common issues that was associated with SFIV). SFxT in general "became" a bit more aligned with the neutral game by the time 2013... but KOFXIII consumed me. I also hear that Ibuki was not that strong in SFxT (viable but there were some noteworthy problems with the character in that game from what I've heard).
    I think someone more familiarized with her in SFxT should speak a little more on this subject, though. This is all I really know.

    EDIT:
    In fact, it seems like Ibuki was low tier as of SFxT2013. A lot of the her game play elements from IV were also available here... which was the problem. She did not work all that well with the system and her mix-up game was nerfed.
    I would elaborate further but my knowledge of IV or SFxT is limited, due to the fact that I've only played them a for a few months.

    She was a clusterfuck.
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
    Take the Raw Vegan challenge! Lol nah fam, I don't even do this shit anymore.

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  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 55,291 mod
    That's what i figured. Kunais causing a knockdown is pretty strange too. They're probably just gonna start from scratch or hopefully borrow more of her SF3 workings.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,050 mod
    edited December 2015
    I remember reading somewhere that Ono wants to try a Narkuru like set up for Ibuki in a future game.

    For those who haven't played Samurai Shodown (Play 2, 5 and 6, they're all good games!) Nakuru was this environmentalist chick who had a bird that would fight with her in combat, sort of like Eddie and Zato from GG but not as dangerous. She would use it to do mix ups and ups and other fun stuff. She's a fan favorite despite generally not being that strong of a character.

    I would love to see Capcom try and tackle the "puppet" archetype in a character, GG and SNK have been doing it for a while.

    Just give us CvS1 Nakoruru and dat almost as broken as ST Akuma hotness.
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  • GenUser!GenUser! Joined: Posts: 2,952
    Make her less vortex dependant....the end
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  • VolcanickVolcanick Rookie Magic Joined: Posts: 325
    I really hope they do Ibuki justice. She was so awesome in 3S and conversely so terrible in IV. I would like there to be a greater emphasis on her ability in the air.
  • Soul7Soul7 Joined: Posts: 485
    I want them to experiment more with Ibuki. latest?cb=20120711045320

    I'm excited to see how she'll turn out to be.
    Hoping for something new.
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  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,050 mod
    mykka wrote: »
    She may play very differently in both games (3 and 4), but to say she wasnt strong in 4 is ridiculous. She's one of the strongest characters of Ultra.

    It's not about how strong she was (if it was, than 2I Ibuki would take the cake). Rather it's more about what people prefer and, with alot of 3S veterans here, you're gonna get alot who prefer her to be like that version.
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
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  • HawkingbirdHawkingbird I am thou...thou art I Joined: Posts: 25,629
    I would like to see Don-chan be her V-trigger. I think he would compliment her mix-up heavy style well.
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  • VolcanickVolcanick Rookie Magic Joined: Posts: 325
    mykka wrote: »
    She may play very differently in both games (3 and 4), but to say she wasnt strong in 4 is ridiculous. She's one of the strongest characters of Ultra.

    Oh yeah, if this was about my post, I meant terrible in design, not viability.
  • SlizzardSlizzard Joined: Posts: 1,402
    d3v wrote: »
    mykka wrote: »
    She may play very differently in both games (3 and 4), but to say she wasnt strong in 4 is ridiculous. She's one of the strongest characters of Ultra.

    It's not about how strong she was (if it was, than 2I Ibuki would take the cake). Rather it's more about what people prefer and, with alot of 3S veterans here, you're gonna get alot who prefer her to be like that version.

    Yeah how strong she was in any particular game is pretty irrelevant. Capcom can port a character over, fiddle with a little frame data and damage and suddenly a character becomes a monster, which doesn't even account for any new moves.
  • just5moreminutesjust5moreminutes Remember me now, Yipes? Joined: Posts: 7,471
    They're probably going to give her a mix of her SF4 and 3S qualities. The fact is that we don't really have a vortex character, and none of the other DLC characters stick out with vortex potential. She will probably have stronger normals than SF4 (Look at Chun, Cammy, and Karin; Ibuki will join them in the "buttonsy waifu" category), but she might not get 3S tier normals. The toning down of knockdowns means she will be hard pressed to play like her SF4 self.
  • RayartzRayartz Hosenka Reversal Yo! Joined: Posts: 1,791
    I found Omega Ibuki pretty fun.
    I wouldn't be surprised if elements of that version creep in.
    Not sure what the differences were between SFxTK Ibuki vs 4 Ibuki
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  • Super SonicSuper Sonic Joined: Posts: 1,338
    She's the only 2016 DLC character that doesn't make me all excited... There are so many other better SF3 characters that they could have chosen over her like Oro and Q. Sigh...
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  • KefKef Joined: Posts: 3,170
    Wishes for her:
    - More footsie+pressure oriented rather than knockdown/vortex.
    - Interesting, usable V-Skill and V-Trigger.
    - V-Reversal has her posing and the raccoon biting you away.
    - SJC still in.
    - If there are plans for a visual redesign, please no schoolgirl uniform. Either keep her traditional ninja costume with the mask or give us a more badass one.

    sfv-dlc-2016-reveal-750.png?zoom=1.5&resize=640%2C300

    Have we even talked about how she looks in her silhouette? She seems to have sleeves now, and different pants/skirt.
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  • EasilynEasilyn Inactive. Joined: Posts: 1,405
    They did a good balance of new/old shit with the first 8 returners so I expect a gief situation. Look exactly the same till in use.
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  • YouYou Great gowns, beautiful gowns. Joined: Posts: 1,740
    edited December 2015
    I want Ibuki to have a wall jump, and to be able to, like Rashid with his V-skill, be able to do her command jump off the wall.
    EDIT: Has anyone in SF ever had a wallcling? I can't think of how it could be useful, but it'd be cool for her to have.
    Post edited by You on
    Can my anti air please not trade
  • PVL_93_RUPVL_93_RU When's Dragon Ball? Joined: Posts: 9,972
    So how do you guys think they're gonna change her up visually?

    From the "6 DLC Characters" silhouette picture, it seems like she has some sort of Kunai on her suit, like on a belt or something, but the outfit seems...similar?

    Hope they can spice her up somehow and not just have her rock that boring ninja Gi she wore for...what... almost 9 years now?
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  • javertjavert 'sup Joined: Posts: 1,169
    As someone who has never played Ibuki seriously, I have some questions to ask to you guys:
    • Which of her special moves do you consider essential? Which ones are expendable if she happens to see a bigger redesign?
    • Similarly, which normals are flagship? Are hammer kick and bonsho kick among those moves?
    • Since her 3S version was kinda underpowered, which aspect of her would you buff if she were going to be based on that version?
  • just5moreminutesjust5moreminutes Remember me now, Yipes? Joined: Posts: 7,471
    Kunai is probably her signature special, with her qcb kick special and neck breaker as close seconds. If I had to get rid of specials, I'd remove her command jump (unless we get normal-cancelable one from Omega) and/or her AA special (provided b.MP and cr.HP are good anti-airs). As for normals, Ibuki is odd in that her best normals changed so much from SF3 to SF4. From a basic design perspective, her 5 most critical normals are her overhead, stand jab/short (whichever is a more efficient poke/pressure tool), back strong, close roundhouse launcher, and crouch short/roundhouse for a go-to low. Since fierce and roundhouse normals are a bigger deal in SFV, her crush counters should be f.HK (goes over lows, solid range) and cr.HP (super jump cancel to get a combo). Either one could be replaced with a far HP that leads into a combo.

    3S Ibuki wasn't underpowered, she was just a average character in a game with dominant top tiers.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 55,291 mod
    3rd Strike Ibuki would be broken in SFIV or V so it wasn't really a matter of her being underpowered. 3rd Strike Ibuki purely as a poking and mix up character is actually a better character than 2I Ibuki, it's just 2I Ibuki has way more access to damage and links. Only thing really holding her back in 3S was really low health and no low confirm that could safely go into significant damage. Which basically made her a weaker version of Yang outside of maybe the matchup vs Ken that I think she did slightly better in.

    SFIV Ibuki's normal, special move and movement game doesn't compare to 3S Ibuki's at all, but she revolves around other strong stuff like like vortex in a game that tried to nerf it and heavy emphasis on links to make up for it. Her EX kunai, kasumi suzaku super and regular/command dashes are definitely better in 3S. Neckbreaker is better in IV, but only because it causes HKD. Otherwise it's still not really neutrally much better than it was in 3S. Her Tsumuji kicks don't cause true block strings in IV so it's easier to mash out of. In 3S you had to red parry and red parrying EX tsumuji on reaction was pretty tough.




    In 3S her best poking normals are s.MK, c.MK, s.MP and f+HK. f+MK was good for hopping over lows and generally better than it was in SFIV, but was big parry bait if you abused it. s.LP was good for pressure as it was 2 frame start up and some characters couldn't crouch under it. f+HK's hit box in 3S would be way too good in SFIV/V so I imagine it will be more modest like in those games, but cause crush counter to make it interesting. s.MP had good range and allowed you to one hit confirm into her 3rd super (Yami Shigure), but in SFV we'll see if that's an option or if it's more like SFIV where it will set up links into other normals.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • Shinkuu TatsumakiShinkuu Tatsumaki Joined: Posts: 6,719
    edited December 2015
    Not even gonna speculate how she will be in SF5. Look at what happened to all the returning characters lol.

    Just hope she has that yami shigure as her CA or something. Or she kicks you against the wall, throws kunais to hold you in place, command dashes up and does a yoroitoshi..... all within 5 seconds or whatever of course.
    Rayartz wrote: »
    This is concept art from SFxTk, but Ibuki would look sick in this:
    http://37.media.tumblr.com/tumblr_m2dppweyjR1qkz8azo1_1280.jpg

    Never seen that before, that's sick.
  • YouYou Great gowns, beautiful gowns. Joined: Posts: 1,740
    Just some random thoughts:

    Remove her command jump. It's useless, and even if you buff it, she already has the vastly superior super jump, which she needs to keep, by the way.

    Does Raida need to be here?

    I thought of a way to incorporate a wall jump and cling into Ibuki. She should be able to wall jump (preferably with the animation of her old command jump). It should be fast but not travel very far at all. This is where her wall cling would come in. She should be able to stick to walls, and the longer she sticks to the wall, the farther she'll jump off of it, potentially to the point of a better wall jump than Seth's. While she should be able to wall jump/cling off a super jump, doing so shouldn't boost her wall jump. Chun had this mechanic in 3rd Strike, but it would feel so out of place and too powerful here.

    As there are no close vs far normals, HK should definitely be her "launcher" (close HK). Should be jump and super jump cancelable, unlike in 3S. After this move, she should take a page from Decapre and be able to combo into her air throw. Ibuki is supposed to be air dominant, isn't she?

    Sweep should keep its ability to target combo into HK so she regains that launch option from 3S, but on hit/block from afar, the second hit can now whiff completely, since there is no far HK, adding to the risk/reward system that Capcom wants for SFV.

    I've always wanted j.hp to keep opponents juggled so she could chain it into her jf.mk even on airborne opponents, ideally after her launcher. This gives her move options than just j.hk and air throw as meterless follow-ups to her launcher. I always preferred this air target combo, as I never saw the point in having 3 of them.

    Hien is a decent fireball counter, and a great way to confirm into super kunai, so it should remain as it is in USF4, with the additional option of holding forward or back to manipulate the recoil, so she could potentially wall cling after this move hits or is blocked.




    V-Skill: @Skiegh 's idea is pure perfection, so that.
    V-Trigger: Dunno, something with Don Chan?

    Can my anti air please not trade
  • HawkingbirdHawkingbird I am thou...thou art I Joined: Posts: 25,629
    Never seen that before, that's sick.

    It's Asuka's street fighter swap alt costume.
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  • SkieghSkiegh I am Ryudo Unit 2R Joined: Posts: 426
    javert wrote: »
    As someone who has never played Ibuki seriously, I have some questions to ask to you guys:
    • Which of her special moves do you consider essential? Which ones are expendable if she happens to see a bigger redesign?
    • Similarly, which normals are flagship? Are hammer kick and bonsho kick among those moves?
    • Since her 3S version was kinda underpowered, which aspect of her would you buff if she were going to be based on that version?

    - The specials of hers that have added the least value to her gameplan are neckbreaker (which won't be hard knockdown in SFV, pretty damn sure), and her command jump, which has never once been useful. Raida outside of 3rd strike has questionable purpose, and needs a redesign, in my honest opinion. Though I said the same of Tsumuji's variations as well.

    - Normals of hers that need to remain are: Far LP, MK, f+MK, f+HK, cl.HK (launcher), and then specifically, all of her target combos are what made her who she is. I think her normals will remain pretty similar in nature, it's just a bit confusing on which ones will actually be useful or not in SFV.

    - 3S Ibuki was far from underpowered, she is known very well as the queen of the mid-tiers. She has low damage, low health, but has all of the tools she needs to deal with most situations. It just so happens that Ibuki is at disadvantage against every top tier character. All for various reasons, but mostly due to Ibuki's options being limited due to some sort of reason, be it how far they get pushed back during their pressure (yang), how their hurtbox shifts when crouching (Chun-Li / Oro), the amount of good buttons, damage and anti-air presence (Ken), or just absurd damage output against a character with too little health to deal with it (Yun). Many other reasons for each one, but that's the gist.

    3S Ibuki is designed very well, she just happens to be poorly matched against the top tiers, but she can wholly hold her own. She has all of the tools she needs. Something else too, a Third Strike exclusive thing that hinders Ibuki more than other characters, and another reason she falls off at higher levels - red parries. She is very easy to red parry. Regular parries aren't even much of an issue for her, it's reds that get her. I would say MOST 3S players outside of Japan haven't experienced how brutal it can be working around a player who can consistently red parry you, but let me tell you, it is very hard. Again, she has the tools to deal with it, but it's like walking a tight-rope, where the reward for successfully thwarting the red-parry and the reward for them getting it correctly -- well, they are massively disproportionate.
    no low confirm that could safely go into significant damage

    While true, even within the context of what she had in SF3, she would need an entirely new special move to be able to low-confirm from a distance. Using system direction, it's easy to see how poor her options are for confirming from any range outside of her st.MK. I'd also argue the lack of a low threat that was massively damaging is somewhat of a blessing in disguise. Personally, I find it leads to players not watching out for my own cr.MK, which gives frame advantage, something far more important to an Ibuki than mid-screen damage. It also lends to players throwing out their own lows more often, which is easily punished for significant damage and stun with f.HK. Not saying I don't agree, but I think the design of her low options are pretty stellar. She gets advantage and a poking tool (doubles as solid meaty too). Obviously, if she had her SAIII from impact and a cancelable low she'd be OP, but again, not the best bit of fun for the character design, I'd say.
    f+MK was good for hopping over lows and generally better than it was in SFIV, but was big parry bait if you abused it.

    It was an easy thing to parry, but it's actually one of the safest normals in the game on parry, only being able to be punished by 3-frame start-up moves or less. Even if you delayed a throw punish by even 1 frame, Ibuki could tech directly after (which is how most parries against this move go). Her far jab too, is also moderately safe on parry, being punished by 6-frame start-up moves only. Sounds like a lot, but if you keep in mind parry confirming time, people will often delay their punish. Her jab from the right distance is a relatively safe tool.

    I don't know why I'm saying all of that, I'm just pointing it out. In-case it wasn't already known here. Even if it has... near no relevance. *Shrugs* Ibuki Factoids!


    So, something else came to my mind when contemplating the concept of a more 3S-inspired Ibuki in SFV, and that's that I am not sure how she would work in the footsie game with the idea of no proximity normals. For one, it makes her target combos inherently better, but perhaps potentially, less reliable, if they end up whiffing from far distances. The most stressing thing however, is I wonder how her footsie game is going to work (from a 3S perspective). For a 3S Ibuki, while all of her buttons have their uses, there is one button that requires the most dedication for you to master, and that's her MK button. Master that button and you finally become a top tier Ibuki player, more or less what I've told anyone I've ever encountered who is thinking of learning Ibuki. I know I personally have limited myself to that one button on more than one occasion to practice.

    Anyway, I say all that because Ibuki's footsie game in 3S kind of revolved around one simple concept: gain advantage, move in. She is all about getting right to her distance, which ideally is about two steps beyond the proximity range of their opponent against most characters. The reason for that is simple, Ibuki possesses a proximity type normal that can be used outside of proximity; her standing Medium Kick. It has a powerful hitbox, and starts up at least 1 frame faster than any other normal from your ideal range. This means that if you get into that range, and that Ken really wants to do low forward, you win -- all buttons pressed at the same time, you win. You're also close enough to walk-in and throw, back-up and whiff punish and so on.

    However, now that proximity is a distant concept, Ibuki's gameplan (I suppose... MY Ibuki gameplan, stolen directly from who I consider to the best (though dated) Ibuki player: Aruka) just won't work the same way. Buff her st.MK to contend with those other proximity normals and suddenly it is easily linked into her far jab if you give it the advantage I want it to have. Problematic. Most certainly problematic...

    I have to say, even if I am not a character loyalist, I am a 3S Ibuki main with far too much passion for that character in THAT game. So, I am interested to see how they fit that character into V. Of course... I was excited for Ibuki in SFIV at one point too, a game I hated. Then she came out like THAT. *Shivers* Much like my philosophy for SFV as a whole, it holds true here as well... "Well, it can't be worse than SFIV for me personally."



  • boy_wundaboy_wunda Joined: Posts: 87
    This is a character that needs a redesign. For too long Capcom has made all their female characters cute/voluptuous/sensual/etc. It is time that real women are represented and Ibuki is the character to start with. I am thinking they do sort of a "Rosie O'Donnell" style design with her. PS, I hate Ibuki ;)
    Hit me up if you'd like to play some Guilty Gear or Street Fighter ;)
  • Great_Dark_HeroGreat_Dark_Hero "Just making functions give in to unwanted pleasure..." Joined: Posts: 2,937
    edited December 2015
    boy_wunda wrote: »
    This is a character that needs a redesign. For too long Capcom has made all their female characters cute/voluptuous/sensual/etc.
    That is... not necessarily a bad thing. And, the majority of fighting games take this approach. Not just Capcom's fighting game series.
    boy_wunda wrote: »
    It is time that real women are represented and Ibuki is the character to start with. I am thinking they do sort of a "Rosie O'Donnell" style design with her.
    ... Whoa.
    Thank goodness you're not a character designer.
    boy_wunda wrote: »
    PS, I hate Ibuki ;)
    *Goes to a thread discussion about a character he hates and starts talking about horrible redesigns for the said character*

    This guy is serious.

    EDIT:
    I am beginning to think that the WTF Button should come back...
    Steam ID: http://steamcommunity.com/id/GDHTP | Twitch Channel: great_dark_hero
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    KOFXIV: Kyo / Geese / Mai [Luong, MuiMui, Geese, Leona, Shun, Beni, King, Terry]
    DOA5LR: Mai [Nyotengu, Kasumi]
    Tekken 7: Heihachi [Xiaoyu, M. Raven, Eliza, Jin, Lars]
    BBCF: Hakumen[Azaerl, Nine, Izayoi]
    SFV : ??????????????????
    Come to dreamcancel.com for KOFXIV FAQS, wiki-updates, and mini-guides!

  • boy_wundaboy_wunda Joined: Posts: 87
    I guess I underestimated my trolling abilities, that was obviously (or so I thought) a joke. However, the fact that you responded seriously has made my work day a bit easier, thank you.
    Hit me up if you'd like to play some Guilty Gear or Street Fighter ;)
  • Great_Dark_HeroGreat_Dark_Hero "Just making functions give in to unwanted pleasure..." Joined: Posts: 2,937
    boy_wunda wrote: »
    I guess I underestimated my trolling abilities, that was obviously (or so I thought) a joke. However, the fact that you responded seriously has made my work day a bit easier, thank you.
    Yes, because you contribute so much with your "trolling abilities." :rolleyes: In that case, thank goodness you're not a comedian. Because, none of your "jokes" are funny and you really need to on work them. Train harder.

    Now, let us hope that others will continue to contribute something of value to the Ibuki discussion. Back on topic.
    Steam ID: http://steamcommunity.com/id/GDHTP | Twitch Channel: great_dark_hero
    PSN: Dark_Ice_Saiko
    KOFXIV: Kyo / Geese / Mai [Luong, MuiMui, Geese, Leona, Shun, Beni, King, Terry]
    DOA5LR: Mai [Nyotengu, Kasumi]
    Tekken 7: Heihachi [Xiaoyu, M. Raven, Eliza, Jin, Lars]
    BBCF: Hakumen[Azaerl, Nine, Izayoi]
    SFV : ??????????????????
    Come to dreamcancel.com for KOFXIV FAQS, wiki-updates, and mini-guides!

  • boy_wundaboy_wunda Joined: Posts: 87
    boy_wunda wrote: »
    I guess I underestimated my trolling abilities, that was obviously (or so I thought) a joke. However, the fact that you responded seriously has made my work day a bit easier, thank you.
    Yes, because you contribute so much with your "trolling abilities." :rolleyes: In that case, thank goodness you're not a comedian. Because, none of your "jokes" are funny and you really need to on work them. Train harder.

    Now, let us hope that others will continue to contribute something of value to the Ibuki discussion. Back on topic.

    Don't be mad you fell for the old "make ibuki look like Rosie gag". As far as contributing, what are we meant to do in threads about a character that doesn't even exist yet? Endlessly speculate on what she will look like/what abilities she will have? Pray that her Kawaii factor will be off the charts this time around?
    Hit me up if you'd like to play some Guilty Gear or Street Fighter ;)
  • mykkamykka Joined: Posts: 1,806
    Speculate, give ideas, wishes, talk about her moves, her look, etc. Same with all the other DLC character threads.
    SF5: R Mika, Urien, Kolin(?), Xiayu
  • boy_wundaboy_wunda Joined: Posts: 87
    mykka wrote: »
    Speculate, give ideas, wishes, talk about her moves, her look, etc. Same with all the other DLC character threads.
    That's fine, but we can't do half of those things as the character isn't even out yet. Obviously my opinion holds no weight around here, but I think it's kinda silly we are flooded with all these threads about characters that may not even be out until this time next year.
    Hit me up if you'd like to play some Guilty Gear or Street Fighter ;)
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