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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. | 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 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. | 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. | 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. | ||
== Anti-Airs == | |||
*'''4MP''' - Ibuki's general go-to AA. Hits twice, but in most cases you want to cancel the first hit into 236LK followed by a juggle into 63214LP (Raida) on the opposite side. It has a sweet spot above and slightly in front of Ibuki, but struggles against deep crossups or long-range jumps with great horizontal hitboxes. | |||
*'''2HP''' - Functionally similar to 4MP, but doesn't give a juggle followup. Instead, Ibuki can cancel into 236LK for a left/right mixup upon the opponent's landing. | |||
*'''5HK''' - A little slower than her other options, but has a great hitbox against longer range jump-ins. Especially useful against big body characters like Zangief, Abigail, and Birdie. On counterhit this leads to a Crush Counter for even more damage. | |||
*'''623LK''' - The LK version of Kazekiri is relatively fast, getting an AA hitbox around frame 5 and remaining active for a long period. It is best used preemptively, as it has no actual invulnerability. MK and HK versions can also be used for their extra range, but they are slower. | |||
*'''623KK''' - Not the best use of meter, but the invincibility helps against moves that are difficult to anti-air otherwise like Cammy's VT1 divekicks. It can also cancel mid-air into EX Kunai + Kunai Ikkinage for extra damage to secure the kill. | |||
*'''4HP+HK (VT2)''' - The upward version of VT2 has great horizontal range, easily sniping any neutral jump or long-range jump-in and allowing a followup juggle into EX Raida or Kunai Ikkinage. From closer ranges it has a tendency to whiff under some jumps. | |||
*'''Air Throw''' - At very close ranges, jump back Air Throw can work where other options are inconsistent. | |||
*'''j.LP > j.MK''' - Similar to Air Throw, this is best from close range. The LP hits quickly and will combo into the MK target combo if done quickly enough, giving Ibuki better landing frame advantage. | |||
*'''HP Kunai Ikkinage''' - Holding and releasing HP throws all Ibuki's kunai upward with a spread that hits almost any mid or far range jump. This is particularly useful against characters like Dhalsim floating from fullscreen, or Abigail with his slow but short jump arc. The move can be cancelled into a command dash for a juggle followup, or into kunai reload to immediately recover several kunai safely. Note that Ibuki throws the lowest-angle kunai first, so the fewer kunai she has available, the harder it is to anti-air at closer angles. | |||
[[Category:Street Fighter V]] | [[Category:Street Fighter V]] | ||
{{Navbox-SFV}} | {{Navbox-SFV}} |
Revision as of 01:21, 11 June 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
Ibuki reaches into her pockets upon activation, and tosses a caltrop into the air upon hitting LP, MP, or HP. The distance the caltrop is thrown depends on which button strength is used. If no button is pressed, Ibuki will throw out all 3 strengths after a lengthy charge time. Ibuki can cancel the late recovery frames of V-Skill 2 into a 236K command dash. Setting up a caltrop to hit meaty on the opponent's wakeup and mixing up with LK or MK command dash is the primary use of this V-Skill.
If a caltrop strikes the opponent before hitting the ground, it does minimal hitstun or blockstun. It can also anti-air an opponent that tries to jump on reaction. After hitting the ground, the caltrop remains active for a few seconds, during which time Ibuki cannot activate V-Skill 2 again. Similar to Birdie's banana peel, an opponent will slip after stepping on a caltrop, allowing for an easy followup combo. Ibuki can use 2LK, 2MK, 2HK, or 3MK to move the caltrop forward slightly and reset the timer, though this can only be done once. This gives the caltrops more utility against V-Shift, which could otherwise render meaty left/right mixups obsolete.
V-Skill 2 can be cancelled from any ground kunai, but the startup is easily punished by most characters if done in neutral. Against slow characters without forward-advancing moves, the caltrops provide some limited zoning potential, possibly allowing Ibuki to reload kunai safely and in turn lay down even more caltrops.
EX Kunai is the most common activation route, as it gives Ibuki time to safely set up the caltrops. In the corner, Ibuki can even throw a LP caltrop and continue the juggle, forcing the opponent to wake up into a tricky mixup. Midscreen, Ibuki's setup options are much more limited, especially against back rolling opponents. There are also powerful post-stun combos that utilize all 3 caltrops, which vary heavily depending on screen position and which move caused the stun.
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.
Anti-Airs
- 4MP - Ibuki's general go-to AA. Hits twice, but in most cases you want to cancel the first hit into 236LK followed by a juggle into 63214LP (Raida) on the opposite side. It has a sweet spot above and slightly in front of Ibuki, but struggles against deep crossups or long-range jumps with great horizontal hitboxes.
- 2HP - Functionally similar to 4MP, but doesn't give a juggle followup. Instead, Ibuki can cancel into 236LK for a left/right mixup upon the opponent's landing.
- 5HK - A little slower than her other options, but has a great hitbox against longer range jump-ins. Especially useful against big body characters like Zangief, Abigail, and Birdie. On counterhit this leads to a Crush Counter for even more damage.
- 623LK - The LK version of Kazekiri is relatively fast, getting an AA hitbox around frame 5 and remaining active for a long period. It is best used preemptively, as it has no actual invulnerability. MK and HK versions can also be used for their extra range, but they are slower.
- 623KK - Not the best use of meter, but the invincibility helps against moves that are difficult to anti-air otherwise like Cammy's VT1 divekicks. It can also cancel mid-air into EX Kunai + Kunai Ikkinage for extra damage to secure the kill.
- 4HP+HK (VT2) - The upward version of VT2 has great horizontal range, easily sniping any neutral jump or long-range jump-in and allowing a followup juggle into EX Raida or Kunai Ikkinage. From closer ranges it has a tendency to whiff under some jumps.
- Air Throw - At very close ranges, jump back Air Throw can work where other options are inconsistent.
- j.LP > j.MK - Similar to Air Throw, this is best from close range. The LP hits quickly and will combo into the MK target combo if done quickly enough, giving Ibuki better landing frame advantage.
- HP Kunai Ikkinage - Holding and releasing HP throws all Ibuki's kunai upward with a spread that hits almost any mid or far range jump. This is particularly useful against characters like Dhalsim floating from fullscreen, or Abigail with his slow but short jump arc. The move can be cancelled into a command dash for a juggle followup, or into kunai reload to immediately recover several kunai safely. Note that Ibuki throws the lowest-angle kunai first, so the fewer kunai she has available, the harder it is to anti-air at closer angles.