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A 17f strike V-Reversal. Ibuki summons a log which knocks the opponent away, and teleports in front of them. This means if used on projectiles, Ibuki will teleport in front of them though it will not strike them or knock them down. | A 17f strike V-Reversal. Ibuki summons a log which knocks the opponent away, and teleports in front of them. This means if used on projectiles, Ibuki will teleport in front of them though it will not strike them or knock them down. | ||
=== V-Skill 1 === | === V-Skill 1 === | ||
Tenrai causes Ibuki to take a step back, then shoot a short ki blast in front of her knocking the opponent away on hit. This pulls her hurtbox backwards, | Tenrai causes Ibuki to take a step back, then shoot a short ki blast in front of her knocking the opponent away on hit. This pulls her hurtbox backwards partway through the animation, allowing it to dodge some attacks. The beam can clash with projectiles; this is not especially useful as a fireball counter, but it can cancel into V-Trigger as a potential punish. The uncharged version is unsafe, but can be difficult to punish at its max range. By holding MP+MK Ibuki will charge it up, making it safer on block and giving it more damage and range. This is one of her best tools in neutral, and builds a small amount of V-Gauge even on block. | ||
=== V-Skill 2 === | === V-Skill 2 === | ||
TODO | TODO | ||
=== V-Trigger 1 === | === V-Trigger 1 === | ||
Rokushua Horokudama is a 3 bar V-Trigger that has Ibuki throw out a small bomb. The timer on the bomb depends on the input used to activate it; HP+HK | Rokushua Horokudama is a 3-bar V-Trigger that has Ibuki throw out a small bomb. The bomb throw itself has a hitbox that can be used to extend combos. The timer on the bomb depends on the input used to activate it; 6HP+HK explodes near instantaneously, HP+HK lasts ~1.5 seconds, 4HP+HK is ~3.5 seconds, and 8HP+HK is ~5.5 seconds. The bombs can be attacked by either character to move them around the screen. | ||
When the bomb explodes, it knocks the opponent into the air allowing further juggles; on block, the smokescreen effect can be used to create further mixup opportunities. After the initial bomb, Ibuki has access to 1 more that can be activated in the same way, but since the screen doesn't freeze, her activation routes are more limited. The bombs do not go away if Ibuki takes damage unless she is hit before they appear. EX Kunai will instantly detonate any bomb if the explosion makes contact. The bomb explosions (except for 6HP+HK version) will hit OTG against a grounded opponent if timed properly. | |||
=== V-Trigger 2 === | === V-Trigger 2 === | ||
Fuma Shuriken is a | Fuma Shuriken is a 2-bar V-Trigger that throws a giant shuriken at the opponent. Pressing HP+HK throws a ground version with 7f startup that can be used as a whiff punish or from long range hitconfirms. After hitting the opponent, it travels upward and loops back at a downward angle a few seconds later. The 4HP+HK version is thrown at an upward angle (great for long-range anti-airs), then returns horizontally at ground level. The shuriken does not go away if Ibuki takes damage, making it great for extending combos or setting up resets. It is +2 on block, so at minimum Ibuki can force a throw mixup after activation if the opponent doesn't V-Reversal. | ||
Note that V-Shift can be used to dodge mixups from the returning shuriken, and the initial combo is usually strong enough to guarantee the opponent will have 1 bar of V-Gauge stocked. If the opponent is in V-Trigger, or if they are reliant on V-Trigger comebacks, these mixups can still be useful. | |||
[[Category:Street Fighter V]] | [[Category:Street Fighter V]] | ||
{{Navbox-SFV}} | {{Navbox-SFV}} |
Revision as of 01:55, 15 April 2022
V-System
V-Reversal
A 17f strike V-Reversal. Ibuki summons a log which knocks the opponent away, and teleports in front of them. This means if used on projectiles, Ibuki will teleport in front of them though it will not strike them or knock them down.
V-Skill 1
Tenrai causes Ibuki to take a step back, then shoot a short ki blast in front of her knocking the opponent away on hit. This pulls her hurtbox backwards partway through the animation, allowing it to dodge some attacks. The beam can clash with projectiles; this is not especially useful as a fireball counter, but it can cancel into V-Trigger as a potential punish. The uncharged version is unsafe, but can be difficult to punish at its max range. By holding MP+MK Ibuki will charge it up, making it safer on block and giving it more damage and range. This is one of her best tools in neutral, and builds a small amount of V-Gauge even on block.
V-Skill 2
TODO
V-Trigger 1
Rokushua Horokudama is a 3-bar V-Trigger that has Ibuki throw out a small bomb. The bomb throw itself has a hitbox that can be used to extend combos. The timer on the bomb depends on the input used to activate it; 6HP+HK explodes near instantaneously, HP+HK lasts ~1.5 seconds, 4HP+HK is ~3.5 seconds, and 8HP+HK is ~5.5 seconds. The bombs can be attacked by either character to move them around the screen.
When the bomb explodes, it knocks the opponent into the air allowing further juggles; on block, the smokescreen effect can be used to create further mixup opportunities. After the initial bomb, Ibuki has access to 1 more that can be activated in the same way, but since the screen doesn't freeze, her activation routes are more limited. The bombs do not go away if Ibuki takes damage unless she is hit before they appear. EX Kunai will instantly detonate any bomb if the explosion makes contact. The bomb explosions (except for 6HP+HK version) will hit OTG against a grounded opponent if timed properly.
V-Trigger 2
Fuma Shuriken is a 2-bar V-Trigger that throws a giant shuriken at the opponent. Pressing HP+HK throws a ground version with 7f startup that can be used as a whiff punish or from long range hitconfirms. After hitting the opponent, it travels upward and loops back at a downward angle a few seconds later. The 4HP+HK version is thrown at an upward angle (great for long-range anti-airs), then returns horizontally at ground level. The shuriken does not go away if Ibuki takes damage, making it great for extending combos or setting up resets. It is +2 on block, so at minimum Ibuki can force a throw mixup after activation if the opponent doesn't V-Reversal.
Note that V-Shift can be used to dodge mixups from the returning shuriken, and the initial combo is usually strong enough to guarantee the opponent will have 1 bar of V-Gauge stocked. If the opponent is in V-Trigger, or if they are reliant on V-Trigger comebacks, these mixups can still be useful.