AE Ibuki Patch Changes/V Trigger 2 (Notes are available in Japanese)



Yeah you are right,with a low threat +3 you can frame trap immediately or walk some throw or again same easy CH comfirm because of long recovery into dp+Hk and CA from range close lk comfirm and it is 3 active so B=0,H=+5,C=+7 can be done for last hit meaty and now its +6 for trigger 1 cancel but with extra frames can be +9 on normal hit cancel for cr,HP followup. But, man i except every change all fair no word for cheap stuff in mid screen but,she is a fucking ninja must be style that b+MP nerf they took teleport resets that was her only button resets exept after bomb every normal was resetting and thats gone now.If you look other chars,laura,karin,ken,akuma,rashid,urien now nash in v2 and possibly more that i cant remember they have reset command dash style moves with every normal button.They changed her into a ordinary fighter hit reset manual dash.Thats what i personally pissedof thing but in the very end she is still powerfull enough but lack of style. Though i think after kunai ex if can immediately cancel kunai realese HP into command dash you can still reset right under and still choose side in the midscreen cost of all remaining kunais but if people completely drop her or not being successful enough they can give in mid season patch.That is imo , one of the coolest things she has.


I think once we come up with the new combo paths and reset routes should be fine. First hit of b+MP still cancelable and that’s mainly the part of it I use any way.

The kunai release special cancel buff should add to her swag and give her more ways to throw the kunai release while being able to reload safely.

Example of modified combo after bomb explosion.

c.MK, VTC, s.LK, LP raida (bomb explodes), MK command dash, LP+HP EX kunai juggle, HK command dash, j.LP, j.MK target, cross under if near corner


Yes , im ok anyway,in the very end if you are character loyalist like old times then will find in new ways for her to shine. Yes release has more use now ,reload is easy with a shield property .it gives like 25 frames of its recovery to you ,its huge and goes full screen,also screen with boomerang shuriken(reminds me which naruto and sasuke used against zabuza to save kakashi) with kunais, explodes,teleports.


I heard someone was testing Ibuki on stream and the new kunai release cancel basically allows you to create zoning patterns by using them again after you reload. Ibuki might have a real zoning game now lol

I would probably do something like get myself down to two kunais, then use the MP release and recharge. That would be a pretty good pattern as the first 2 kunais release near the ground and low profile most of the fireballs in the game.


Yes,kind of fireball war , but also their fireball will pass too,but if you cancel into command jump:if they block in time you are on top of them,if they eat wakeup game.Shehas the best fireball in the game imo the ex one it passes through every fireball,super,and physical atacks .Also only thing that beats aegis , eliminates tornado,burdie’s can and banana and juggle property with a mixup option.Ibuki also is an easy corner carry char with mk TC and raida+Hp.Then let the heavy mixup begin like the reset you showed even nearly middle of the screen.


Its very funny that i watch some of the patch notes videos on youtube,people dont realise that none of the videomakers are ibuki specialist, almost all of them saying after bomb no juggles,they misunderstood that only normals cant reset.And also some of them says no tc after kunai ex :slight_smile: everybody thinks that ibuki is useless she cant do anything i really want to see their faces after the realese ,they tought all mixups are gone now


Yeah, it hard to say that Ibuki is “dead” due to her nerfs. Granted she did get hard to the point where she might be a mid-high tier character. However, the biggest thing lost was the EX Kunai mixups imo. Bomb mixups are still here but just require the use of a few resources to make them work. Only time will tell, but I feel Ibuki will find their rhythm again when people get a handle on how to play the neutral with her in S3.


If you don’t main Ibuki you have no way of assessing her notes properly. She’s just too complicated for joe shmoe or somebody who doesn’t main her to figure it all out. Anybody who is just joe shmoe or doesn’t main her can only be right by saying “she’s not going to be as good as Season 2”. Which is fine because none of the other top tiers just by their notes are going to be as good as their Season 2 versions. Every top tier has been hit with the honest stick compared to Season 2. All of the high tiers are basically reset at this point and have new tools to assess.

I figured things that would be obvious to nerf would be her f+HK as it’s one the only CC’s that hit crouchers that is safe on block (minus 3). It’s only like Rashid and Urien that still have stuff like this that give better reward on CC. I almost assumed it was going down to minus 4 at the minimum, but the move isn’t even listed in the notes so it’s safe to say they think it’s ok while most other dedicated neutral CC’s are taking nerfs. Fine with me. I figured s.HK would get nerfed as well, but they ended up buffing it. Which is funny because there was a guy in the general thread complaining that her s.HK recovers too fast for what it can do, but Capcom said it sa’ll good.

Overall her neutral basically got buffed which is good since it seems they’re making an attempt to make the game more neutral focused (but you’ll still need unga bunga mix ups options to be top tier). A character like Ibuki is better off having their neutral buffed any ways since the changes they made to her mix up can be mostly fixed by just adjusting your setups and what you focus on. c.MK adds a ton to her frame trap game, low pressure and counter hit confirms and the changes to her other normals are mostly just fixes so she doesn’t get pushed out of combos during counter hits. c.MP is basically don’t be an idiot and whiff it all day.


Probably because of whiff on crouch property and having 16 frames of recovery they thought its ok,buffing it is nice bonus. f+HK is 14 fr startup and they already added extra 4 frames recovery for whiff in s2 ,so they didnt touch it this time.And yes cr.MP is fair too.They revised all abuseble stuff for all cast that mostly people asked for.Basically if you want s2 like stuff for left /right mixupups you have to earn it by winning the neutral and drive the opponent to the corner and then pay it with a cost of being self cornered in an unsuccessful attempt.Fair risk reward


COME ON. Getting a clean hit with ibuki was hard in s2, her mixup chains were very well earned. Her buttons were the worst out of the top 10 characters. 4 more recovery frames for a medium normal is like they want Ibuki to be SFIV playing in SFV. We got screwed, it is not “more honest” now, the whole game is chaos and a piece of our chaos was stolen.

This condescending attitude toward the balance patch is not right. We gotta demand a 3.5 patch, it is totally not fair. We will obviously addapt to the changes but she was right in S2, we worked hard for all of her stuff, and they robbed us with this terrible patch based on scrubs feedback.


Im pissed of somethings too,mostly b+MP teleport resets nerf, but have to find new ways ,there is nothing to do for now. Will see how it goes.


It’s not much work to land a c.MP that is hard to whiff punish into a 50/50 that leads to more damage and stun than most of the ex moves conversions into knockdown in the game. Some of her other stuff required work, but that admittedly wasn’t much work and way little effort for more reward than most of the other cast. It wasn’t going to make it to Season 3 and it’s surprising how much of her stuff did make it to season 3 really. I was sure f+HK was getting toned, but hey.

A gif showing how Ibuki’s V trigger 2 can be thrown so it boomerangs back high or low.



I guess the straight ver. can be used to pressure on block and if they jump or backdash (Possibly) the Shuriken could catch them on it’s way back. The upwards ver. could be used to counter far to mid jump-ins, giving you knockdown pressure with the Shuriken on it’s way back. Definitely something to lab out in AE.


Interesting thing to note also is the first shuriken she threw that came back low to the ground actually started with her throwing it to the air as an anti air. The second time she threw the shuriken it started more at a grounded angle and then came above Nash.

Wonder if that means you can control how it goes out and comes back or if it’s static to which way you initially throw it


Variation of reset with fake cross.

**TBF, stuff with the hit confirm into EX kunai is kinda expensive as you’ll need to burn 2 bars to get this all going. ** It’s not like old VT1 stuff where you can gain a hit confirm into a mix up without spending meter.

I guess the goal is to find whatever is best that doesn’t require EX burn for hit confirm or gets them closest to stun without burning EX on the reset.


You can cancel the normal TC kunai+P to activation and then follow with TC again then while returning mk dash to mixup the block and after the shuriken hits you can followup with a new combo(All the combos and mixup will be ground base with no meter) i think


In the arcade edition move list it has 2 different versions to activate, so you have to choose.The ground throwing version also gives you protected jumpin while returning high angle.


V Trigger 2 is an attack and not a projectile.


Actually i was playing with a Vega player and my Shuriken nullified his rose vtrigger (air version)


Because,his rose is physical atack too