"Train harder!" - Ibuki Street Fighter V Discussion

Great_Dark_HeroGreat_Dark_Hero Yup. Holiday functions got fucked tooJoined: Posts: 3,327
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 Yup. Holiday functions got fucked too Joined: Posts: 3,327
    Reserved...
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  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 57,967 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: 2,664
    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.
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  • Shinkuu TatsumakiShinkuu Tatsumaki Joined: Posts: 6,978
    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
    Take the Raw Vegan challenge! Lol nah fam, I don't even do this shit anymore.

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  • ES_CurseES_Curse Get ready for emanci-PAIN SON Joined: Posts: 8,367
    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.
    formerly just5moreminutes. I guess the clock ran out.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 57,967 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?

    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


  • PVL_93_RUPVL_93_RU When's Dragon Ball? Joined: Posts: 11,028
    Another 7 years of Vortex /kappa
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  • Great_Dark_HeroGreat_Dark_Hero Yup. Holiday functions got fucked too Joined: Posts: 3,327
    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: 57,967 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: 37,134 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.
  • GenUser!GenUser! Joined: Posts: 2,963
    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: 37,134 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.
  • HawkingbirdHawkingbird I am thou...thou art I Joined: Posts: 26,851
    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.
  • ES_CurseES_Curse Get ready for emanci-PAIN SON Joined: Posts: 8,367
    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.
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  • RayartzRayartz Hosenka Reversal Yo! Joined: Posts: 1,795
    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: 1,582
    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 Mediocre Clarinet Player Joined: Posts: 2,358
    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: 11,028
    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: 1,293
    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?
  • ES_CurseES_Curse Get ready for emanci-PAIN SON Joined: Posts: 8,367
    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.
    formerly just5moreminutes. I guess the clock ran out.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 57,967 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: 6,978
    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 Mediocre Clarinet Player Joined: Posts: 2,358
    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
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