Yo Pan, these videos are wonderful, thank you. I'm sure many people have pointed out how quickly the text goes by and asked you to slow it down. I agree with that criticism but I'll add something else: Aim for 10 minute videos. TH-cam's metrics have changed the past couple months and if your video is 10 minutes or longer and you have a really good amount of people who watch it all the way through (something that's guaranteed for a video like this) your video will get featured more frequently in the recommended list on the side. These videos are great, and more people need to see them. Aim for 10 minutes and you'll solve both the issue of the text going too fast, and you'll get more views at the same time.
cr.mp into kunai into v-trigger is better for fishing than st.hp imo, since you can hit it at max range or whiff punish range and still confirm, not to mention its faster and safer as well
Another great video, thanks! But regarding antiair, I feel like st.hk works better. I've been antiairing with it more consistently than the others. It may be because it has more range, as the hitbox is horizontal, and the character moving forward. It also got the crush counter property so all the more better.
The 2 main issues I find with Ibuki is that her kunai can be knocked back, unless you use meter. It seems stupid cuz you can jump up and punish your opponent's attempts at an anti-air, and counter with an air kunai, but you can't because the opponent's anti air will knock back the kunai (Putting you in a punishable situation). Also her Air EX Kunai is always fixed to a certain distance and it can't have its distance changed (Like pressing LP+MP for close, MP+HP for medium and LP+HP for far) like with grounded EX Kunai. This causes the first hit of the kunai to hit but the bomb will always miss and you are super negative even on hit if this happens! Her normals aren't great but it should be made up for with mobility but the fact that she has difficulty closing in, due to her kunais can be knocked back and her Air EX Kunai are at a set distance, really makes her poor. Especially for a character with virtually no projectile game. Cammy had mobility with her dive kick. Karin has mobility with her EX Sappo and regular Orochi. So why can't Ibuki mobility and give her proper kunais/distance-changable air kunais?
I was scared off by her execution barrier but with videos like these I have to give her a try. Would you be able to give a recommendation on what to focus on learning when starting out? Awesome videos please keep them coming
As well done as the previous video. I'm getting a bit concerned. Been playing her since release. Although I def. like her, connecting my experience to what you described so far, I feel that she might have to work a little too hard overall. Very dependent on ressources (Kunais as well as EX), her crMK has to be used for conditioning but it's not great and not cancellable. stHP sucks and other normals should be used, or Kunais cancel. She's an oddity in a neutral centered game. Dashes are punishable, 3 bars V Trigger on a 900 HP character... I'd rather have a 2 bar with only one bomb charge, but I guess that would diminish her wannabe signature plays. But let's wait and see how things develop.
These are definitely some serious problems she has. So far Ibuki has been the most fun i've had with a character in this game, but these things really hold her back. I too am interested in how she will be later down the line once she develops.
Hi pan, I found some frame data of ibuki , it says that her 6mk is +3 on hit, however as we can see that sometime it can go with mk, sometime it can not ,could you explain this?
Still come back to this video. Thanks man hope you’re doing well
Ys Oath in Felghana Song.
Yo Pan, these videos are wonderful, thank you. I'm sure many people have pointed out how quickly the text goes by and asked you to slow it down. I agree with that criticism but I'll add something else:
Aim for 10 minute videos. TH-cam's metrics have changed the past couple months and if your video is 10 minutes or longer and you have a really good amount of people who watch it all the way through (something that's guaranteed for a video like this) your video will get featured more frequently in the recommended list on the side. These videos are great, and more people need to see them. Aim for 10 minutes and you'll solve both the issue of the text going too fast, and you'll get more views at the same time.
I adore your song choices and you editing. Please for the love of god keep up the good work
yo this channel is so good
Sorry for speedy text! Heres a pastebin link for a text version: pastebin.com/wfg5Pgk2
Noticed that, I totally had to pause. Which is really my only complaint. Awesome content.
Yea, excellent tutorial dude! But that text speed was super fast. Thanks for the write up though :D
This channel doesn't get enough love
cr.mp into kunai into v-trigger is better for fishing than st.hp imo, since you can hit it at max range or whiff punish range and still confirm, not to mention its faster and safer as well
This is how guides should be.
you didnt mention that v-reversaling a fireball from full screen will teleport u to the opponent. its very uniqe
sick vid btw. i learnt alot
Excellent work! Thanks man.
lol Your guide is complete nothing to say. we have the perfect tips to how to play Ibuki now ! thank you a loooot
I should really get to playing the Ys games. Anyways, are you going to also make a video highlighting ibuki's mixups and resets?
Another great video, thanks! But regarding antiair, I feel like st.hk works better. I've been antiairing with it more consistently than the others. It may be because it has more range, as the hitbox is horizontal, and the character moving forward. It also got the crush counter property so all the more better.
Excellent guide thx for sharing.
Excellent tutorial once again, great edit
The 2 main issues I find with Ibuki is that her kunai can be knocked back, unless you use meter. It seems stupid cuz you can jump up and punish your opponent's attempts at an anti-air, and counter with an air kunai, but you can't because the opponent's anti air will knock back the kunai (Putting you in a punishable situation).
Also her Air EX Kunai is always fixed to a certain distance and it can't have its distance changed (Like pressing LP+MP for close, MP+HP for medium and LP+HP for far) like with grounded EX Kunai. This causes the first hit of the kunai to hit but the bomb will always miss and you are super negative even on hit if this happens!
Her normals aren't great but it should be made up for with mobility but the fact that she has difficulty closing in, due to her kunais can be knocked back and her Air EX Kunai are at a set distance, really makes her poor. Especially for a character with virtually no projectile game. Cammy had mobility with her dive kick. Karin has mobility with her EX Sappo and regular Orochi. So why can't Ibuki mobility and give her proper kunais/distance-changable air kunais?
beautiful editing! and very informative too!
thanks! gotta test these all out soon!~ :D
I really don't mind eating the cr.mk or sweep if it means that I can nullify her entire pressure game just by holding back.
I was scared off by her execution barrier but with videos like these I have to give her a try. Would you be able to give a recommendation on what to focus on learning when starting out?
Awesome videos please keep them coming
Probably poking and anti-airing first.
Just play her a lot, after two huge blisters on my thumb leading to my thumb becoming stiff as a rock, my execution is now damn near perfect
Can you please make guides for Juri when she is released?
another great video
really well done!
Will you make Ibuki's unloading kunai combo?
As well done as the previous video. I'm getting a bit concerned. Been playing her since release. Although I def. like her, connecting my experience to what you described so far, I feel that she might have to work a little too hard overall. Very dependent on ressources (Kunais as well as EX), her crMK has to be used for conditioning but it's not great and not cancellable. stHP sucks and other normals should be used, or Kunais cancel. She's an oddity in a neutral centered game. Dashes are punishable, 3 bars V Trigger on a 900 HP character... I'd rather have a 2 bar with only one bomb charge, but I guess that would diminish her wannabe signature plays. But let's wait and see how things develop.
These are definitely some serious problems she has. So far Ibuki has been the most fun i've had with a character in this game, but these things really hold her back. I too am interested in how she will be later down the line once she develops.
do u compete Pan
Any tips against zangief?
Hi pan, I found some frame data of ibuki , it says that her 6mk is +3 on hit, however as we can see that sometime it can go with mk, sometime it can not ,could you explain this?
If you do target combo into overhead its +5
Thank you ,that helps a lot.
so pan what would be key in fighting chun-li? I struggle with her using ibuki
What helps me is watching the Sako vs NTT FT10. It's mesmerizing!
+mackenzie lake Yeah I just watched the set and it was great thank you
Y'S!!!!!
I feel like you didn't show s.mk enough love in this video.
because it's not that great, and neither is the target combo follow up... crMP and F+HK are her best normals right now